Storming Magiks

## Thaumaturgy of Storming Magik

Spell cost is 4 motes of mana times spell level and the spells DC's are normal spell DC's + 4. Spells from this list bypass all but Damage Resistance/-. A caster must have at least a +3 talent to cast these spells. Any magic class with a connection to wind or storms can learn the spells from a source.

These spells consumed more energy than normal, if you have no mana to spend, you burn 6 instead of 3 times the cost in hit-points. If you die from this you are unwound at a magical level and can not come back.

## **1st Level Spells**

-(***Control Wind***): You can create a light breeze that blows against a creature or object from a direction of your choice that follows the target wherever it goes. The breeze grants the subject immunity against very hot conditions, severe heat, breath weapons from medium size creatures, and cloud vapors and gases (such as cloudkill, stinking cloud, and inhaled poisons). This spell even functions functions without air or while underwater.

You can also use your aerokinesis to make it harder to detect you or others by scent. You can designate a number of creatures or objects equal to your Constitution bonus. These creatures and objects always count as being downwind for the purpose of determining the distance at which they can be detected by scent. This effect lasts for 1 hour or until you use basic aerokinesis again, whichever comes first. When cast at 10th level or above you can emulate effects like *Wind Wall,* *Gust of Wind* and *Control Winds.*

Range: Close (25ft + 5ft per 2 levels); Area: 10ft square per level; Duration: Concentration

-(***Lightning Bolt***): Send a magical bolt of lightning at the target, electrocuting them them. The bolt is a ranged touch attack that deal electricity damage to the target for 1d12 points per level. Range: Close (25ft + 5ft per 2 levels); Area: Single Target; Duration: Instant

## **2nd Level Spells**

-(***Chain Lightning***): Cause a target to make a reflex save or suffer 5 points of damage per 2 levels. The spell then jumps to the nearest target within 25ft dealing 4 points of damage. This continues until the last target suffers 1 point of damage. Range: Medium (50ft + 10ft per 2 levels); Area: All targets must be within 25ft of the current target being struck by the spell; Duration: Instant

-***(Nonconducting***): The target gains Electrical Resistance equal to the casters level plus their casting modifier. Range: Touch; Area: Single Target; Duration: 1 minute per level.

## **3rd Level Spells**

-(***True Flight***): Grants the caster or those touched a fly speed of 150ft. Range: Touch; Area: Single Target; Duration: 2 minutes per level.

-(***Lightning Blast***): Launch a ball of condensed lightning at your enemies, where it detonates on impact. The explosion deals 1d8 points per level of electricity damage. Targets that fail a reflex save are stunned for 1 round. Range: Long (100ft + 25ft per 2 level); Area: 60ft; Duration: Instant

-(***Windy Armor***): Surround yourself with intense wind that grants a miss chance to all physical attacks equal to 30% + the casters level. Range: Self; Area Personal; Duration; 24 hours.

## **4th Level Spells**

-(***Create Wind Elemental***): The caster either uses existing air or conjures in fresh to form powerful air elementals. The caster may create 1 medium size elemental for every 4 levels the caster possess. The elemental may gain additional abilities depending on the air source used. The caster can combine elemetnals to creature large ones. Gargantuan = Five Elementals and 16 points of mana; Huge = Four Elementals; Large = Two Elementals.. Range: Close (25ft + 5ft per 2 levels); Area: Depended on elemental size; Duration; 1 round per level.

-(***Energized***): The caster gains the effects of *Haste* however they gain a full-round action instead of a standard action*.* Range: Personal; Area: Self; Duration: 1 round per level

-(***Stunning Bolt***): Blast a target quickly with a shock of electricity. This deal stuns the target for 1 round per 4 levels if they fail a fortitude save. Range: 50ft; Area: Single Target; Duration: Instant; Casting Time: Swift Action

## **5th Level Spells**

-(***Mana Disruption***): For the duration of the spell, any target that takes damage from a Storming magik cast by the caster must make a fortitude save or have half the damage done to their mana and be unable to cast for 1 round per 4 levels of the caster. Range: Personal; Area: Personal; Duration: 1 round per 5 levels

-(***Lightning Familiar***): This spell summons a miniature lightning elemental that fires 1 attack for every time you make one at the same targets you strike. This ranged touch attack does 1d6 per 4 levels of electrical damage. It can be cast on another person. The Lightning Familiar uses your casting modifier as an attack bonus. Range: Touch; Area: 4ft; Duration: 1 round per 2 levels.

-(***Energize the Masses***): Functions as energize, but instead allows the caster to affect one target per 2 levels of the caster. Range: 30ft radius; Area: All targets must be within 30ft; Duration: 1 round per level.

-(***Lightning Wave***): Buffet enemies around you with charged wind dealing 4d6 to all enemies within 30ft. If they fail their reflex save they are stunned for 3 rounds. Range: Self; Area: 30ft diameter; Duration: Instant; Casting Time: Immediate.

## **6th Level Spells**

-(***Lightning Torrent***): This spell unleashes a torrent of lightning as a ranged touch attack; dealing 25 points of lightning damage per 2 levels when cast as a standard action or 35 when cast as a full round. This spell costs 1.5 times the normal amount of mana when cast as a full round. Fortitude halves damage. Range: Medium (50ft + 10ft per 2 levels); Area: Single Target; Duration: Instant

-(***Energized Shield***): Grants the caster a dense shield of electrically charged air. This shield absorbs 5 points of damage per level of the caster. The spell effect ends when the total amount of damage is reached or the duration ends, whichever comes first. Range: Personal; Area: Self; Duration: 1 round per 2 levels

-(***Thundering Mountain***): Open a portal to your own personal mountain, the first casting determines what your mountain is like, every other casting opens the door way to your plane. This spell functions as *Create Demiplane, Greater* except that you must cast this spell to open the door way. This plane may be accessed from any other plane, and is connected to the Air Plane capital, Loftinal. Range: 20ft; Area: 10-20ft doorway; Duration: Permanent

-(***Energized Core***): The casters core draws upon the air planes power granting their electrical spells *Empower Spell*. If their spells are already empowered it is instead under the effect of *Maximize Spell*. Range: Personal; Area: Self; Duration: 1 round per level

## **7th Level Spells**

-(***Lightning Totem***): Summon a totem at a target location electrocutes targets within its area. All targets must make a reflex save or suffer 5 points of damage per 2 levels every round they remain within the effect. A successful save reduces the damage by half. Range: Close (25ft + 5ft per 2 levels); Area: 20ft diamter; Duration: 1 round per 2 levels.

-(***Thunderstorm***): Call down a powerful lightning storm upon enemies within the area. This spell deals 1d12 points of electrical damage to all those in the area. A reflex save halves the damage. Range: Long (100ft + 25ft per 2 levels); Area: 5ft radius per 2 levels; Duration: 1 round per 3 levels

-(***Tempest***): Summons a swirling circle of storm that damages targets within 30ft of you. All targets within the spells effect take 1d8 points of electrical damage per caster level each round, lasting for 3 rounds. Range: Personal; Area: 30ft; Duration: 3 rounds

-(***Storming Body***): Summon pure planar lightning into your form, becoming a storm elemental temporarily. You gain electrical immunity, sonic resistance 20, your attacks deal an extra 3d6 of electrical damage, and any storming magiks spell casts as though it is 3 levels higher. You gain a fly speed equal to double your land speed. Range: Personal; Area: Self; Duration: 1 round per 2 levels.

-(***Dampening Energy***): The casters storming magiks negates spell casting for 1 round per 4 levels when the deal damage. This also the limit of rounds and hitting the target again with smoldering magiks instead resets it to this duration. A fortitude save reduces the duration to one round. Range: Personal; Area: Self; Duration: 1 round per 4 levels.

## **8th Level Spells**

-(***Static Explosion***): Create a compressed orb of lightning that draws enemies within 15ft into itself upon their failed reflex saves, dealing 2 points of electrical and 3 points of crushing damage per level to all enemies caught in it. Range: Medium (50ft + 10ft per 2 levels) Area: 30ft diameter; Duration: 3 rounds

-(***Lightning Spellcasting***): The target can cast one spell a round as though under the effect of *Quickened Spell*. Range: Touch; Area: Single Target; Duration: 5 rounds

-(***Stormbreath***): Breath out a long cone or line of lightning, dealing damage to targets caught within. Each target takes 10 points of damage per 2 levels of the caster. A reflex save half this damage Range: Self; Area: 60ft cone, 120ft long, 5ft wide line; Duration: Instant

-(***Storming Wall***): Summon a wall of storming clouds. This wall deals 1 point of damage per level to creatures within 5ft of the wall. Creatures attempting to pass through the wall must make a reflex save or be blasted 10ft away and stunned for 1 round. Each 10ft section has 5 hit points per level. Range: Long (100ft + 25ft per 2 levels); Area: 1 20ft by 20ft by 5ft thick section of wall per level; Duration: 1 round per level

-(***Lethal Voltage***): Cause a single target to take 1 point of damage per 2 levels and be forced to make a fortitude save. If they fail, they are electrocuted and killed. Range: Medium (50ft + 10ft per 2 levels; Area: Single Target; Duration: Instant

## **9th Level Spells**

-(***Lightning Storm***): Summon and control a devastating fire storm within an area. Each round you concentrate on the spell allows the storm to build. Each effect occurs on all subsequent rounds. When you end your concentration the spell persists at the last effects it had for 2 more rounds before dissipating as quickly as it appeared. A reflex save halves damage and negates stunning. This spell makes flying almost impossible (+15 to the DC of a fly check) as the air is storming. The first round that you cast this spell the storm is summoned as the take 2 points of damage per level of the caster. The second round begins with clouds forming, limiting visibility to 10ft. The third round increases the damage to 5 points per caster level. The fourth round, the storm extends to 100ft. On the fifth round and all subsequent rounds up to 10 rounds, the caster must spent an additional 27 mana to continue the spell, every round it is continued requires concentration. Range: Long (100ft + 25ft per 2 levels); Area: 60ft/100ft; Duration: 4 rounds, up to 10 rounds with concentration, with 2 more rounds once the spell ends; Casting Time: Full Round action and concentration

-(***Stormblast***): Lash out in a 15ft cone of lightning. This damages targets for 4 points of damage per caster level. Range: Personal; Area: 15ft Cone; Duration: Instant; Casting Time: Swift Action

-(***Thunderstrike***): Blast a 60ft area with the sonic power of storms. This spell deals 10 points of damage per 2 levels to all targets caught within its’ effect, forcing them to make a fortitude save or become paralyzed for 2 rounds. Range: Personal; Area: 60ft cone; Duration: 2 rounds

-(***Sonic Disruption***): The casters imbues an object with intense sonic vibrations, causing it to break. The object may be up to huge in size and must be have a hardness of the casters level + talent modifier + casting attribute modifier less in order to be affect by this spell. The object is reduced to a bunch of little pieces. Magical items do get a fortitude save. Range: Close (25ft +5ft per 2 levels); Area: 30ft, 1 target per 2 levels; Duration: 1 round per 2 levels

-(***Stormlord***): Upon casting this, your mind and body meld with the planer lightning. You gain the effects *Freedom of Movement* and *True Seeing*, you do not age and can not be aged magically. You do not need to breathe, eat, or sleep. Furthermore you are immune to charm, compulsion, sleep, daze, fear and stun effects. Additionally you gain immunity to electricity, and all storming magiks spells are cast as spell level times 3 instead of 4. This spell costs 10% of the users mana. When the spell was ends, the mana is returned. Range: Personal; Area: Self; Duration: 1 day per level. Casting Time: 1 hour

-(***Gift of the Windrider***): Summon a powerful primal storm raven, acting as a mount for travel and battle. The first casting of this spell forms the link between the caster and raven, the second and subsequent castings summon the creature. The raven resides within the casters demi-plane or the air plane if they do not have a demi-plane. If killed, it reforms within its home plane and this spell fails for the next 24 hours. If killed in its’ home plane, the next casting of this spell bonds another one.

**Raven Statistics** are;

Hit-Points: 5 hit points per caster level;

Attack: Each raven can spit a bolt of lightning at an enemy within 60ft once every round. A single roll (Caster base attack bonus + casting modifier + talent modifier). Each bolt deals 5 points of damage for every 2 levels of the caster.

Damage Reduction: Each Raven has DR 5/Cold

Armor Class: The Raven armor class is equal to 10 + the casters casting modifier.

Saves: The Raven use their masters saving throws.

Movement Speed: The Raven a fly speed of 200ft and a land speed of 40ft.

Size: They are large sized.

Range: Close (25ft + 5ft per 2 levels); Area: 10ft area as a large creature; Duration: Permanent until banished or killed. Casting Time: 1 minute

## **Mastery Spells**

-(***Primal Storm Elemental***): When you cast this spell, it costs 100 mana. The caster summons and binds a massive, colossal storm elemental from the heights of the Plane of Air. This elemental also has the ability to electrocute and kill a single enemy struck every round upon a fail fortitude save. Range: Close (25ft + 5ft per 2 levels); Area: Size as per a colossal creature; Duration: 1 minute per level; Casting Time: 5 full rounds of casting