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 Witchery Defensive Blasts:, "Come near me if you dare!"
Nialldubh
Posted: May 24 2012, 08:36 PM


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Group: Admin
Posts: 2,718
Member No.: 1
Joined: 17-April 11



Sea Witchery

Fountains of Waves
(Defensive Blast)
Power Point Cost: All remaining Power Points
Components: V
Casting Time: Immediate
Range: Personal
Target: Any within 10 ft of the caster
Duration: Instantaneous
Saving Throw: Reflex half
Prerequisites: Must be within 60 ft of a large body of water, ie sea or very wide river, pond, Lake, Loch, a reasonable sized Swimming Pool could do.
Magic Attack Roll: Sets DC for opponent's Reflex save.

A great wave erupt from the closest source of water, rising into the air like a angry fountain (this could take the shape of anything the Sorcerer desires, though it should be discussed with Game Master previous as he must meditated for two hours to change image from first one selected to another), large enough to bring down a great volumes of water of waves on the heads of the Sorcerers victims. Around the Sorcerer appears a faint globe-shell of transparent force that stops the Sorcerer being drench by any spray that comes from those in the closest vicinity. The water does crushing damage to those within 10 ft of caster for 1d6 per Power Point expended. A successful Reflex does half damage. The Sorcerer's victims must now make Balance checks if they took any damage (ie they not have the Evasion Special Ability) or fall prone (DC 10 + half damage taken).


Weather Witchery

Maelstrom Eruption
(Defensive Blast)
Power Point Cost: All remaining Power Points
Components: V
Casting Time: Immediate
Range: Personal, also see below
Effect: Any within 5 ft of the caster + special
Duration: Instantaneous
Saving Throw: Reflex half
Magic Attack Roll: Sets DC for opponent's Reflex save.

A mysterious and furious wind erupts from the Sorcerer, erupting around him in a malignant blast creating multiple swirling vortexes of wind. Small cyclones of thick dark blue-grey air appear; materializing instantly beside the Sorcerer, they seek to envelope those closest to the Sorcerer before moving away from him to others within the area. Those within 5 ft are attacked by a swirling cyclone of air, each doing 1d6 of violent crushing damage per Power Point as they are twisted into contorted shapes. Reflex save for half, if the victim suffers damage (ie they not have the Evasion Special Ability), they must make a Balance check (DC 10 + half damage taken) or fall prone. If a victim is killed by this cyclone, it moves off to find another victim in the next round, it only fades if it cannot kill a victim. The Sorcerer can mentally guide one of the Maelstroms in the round after the blast as a free action, most likely directing it to prone foes to end them and allow the Cyclone to develop other foes. In theory, eight small cyclones appear and each does 1d6/ PP to each victim it encounters till it fades from lack of energy from it's dead victims. Each cyclone can move a total of 15 ft per round thereafter.

Note:
Each cyclone does not recognise friend from foe, only the sole cyclone the Sorcerer can control in later rounds gives any hope for Sorcerer's Allies of avoiding them.

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