Elementalist Spell Specification
Class:
Water
4. Ice Storm
BTS: 70% (Co)
ULT: 100 hours
Materials: water (preferably frozen)
Actions: throw water into air above / towards
target area
Effect of Throw:
3 to 12 Insanity
13 to 15 6/4/2 d6 Ice Storm of Radius appears centred on Caster for 1
sec. Caster gets no st.
16 to 19 No Effect
20 to 29 n = (T-18)/2 FRD
30 to 44 n = (T-12)/3 FRD
>= 45 n = (T-1)/4 FRD
Damage: n d6 Cold Damage
Range: 30d ft -d(d-1)/2 (may
state a Range less than that given by the parameter)
Radius: 5r ft -r(r-1)/2 (may
state a Radius less than that given by the parameter)
Height: 10h ft -h(h-1)/2 (may
state a Height less than that given by the parameter)
Duration: t sec -t(t-1)
Notes:
- Ice Storm is a Cold Spell. Cold-Vulnerable Beings take
double damage from it (multiply the result of the nd6 by *2 before rolling
the first st).
- Caster must have a line of sight to centre of Radius.
- If the Storm is wholly or partially blocked by a solid object, it only
has effect in the unblocked volume. It will not appear in any volume
to which Caster has no line of sight.
- No concentration is required to maintain the Storm during Duration.
- Creates a hailstorm of a constant no. of d6s Cold Damage, which are rolled
every second that a Being caught within the Storm takes damage. If multiple
Beings take damage
in the same second, roll the same damage for all of them.
- Each Being within the Storm must make a st against the Cold Damage
each second they are within it. A Being partially within the Storm
must save against an appropriate percentage of the Cold Damage.
Making the st halves the damage taken
(FRU: e.g. 5 is halved to 2), and a further st may then
be made to halve it again. Once a st is failed, the
Being takes the remaining Cold Damage. The min ADS of
any armour that covers the majority of the body subtracts
from the damage taken. All damage taken is General
Damage.
- If Ice Storm is cast underwater, it does half damage (FRD).