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The Ancients' Crossroads
Tarian Spells Archive
Plasma Storm

School: Evocation Level: 8th
Range: 60yds + 10yds/level Components: V,M,S
Duration: Special Casting Time: 1 round
Area of Affect: 60' radius sphere Saving Throw: 1/2

The last spell Telaron was ever known to cast. Many consider it too dangerous a spell for practical uses, yet there are those who have mastered its use, and now rule their lands unopposed...
A wizard who has already learned "Spark", "Lightning Bolt", "Arc Lightning", "Chain Lightning", "Ball Lightning", and "Magic Missile" spells can learn this spell without costing a point toward their maximum # of spells per level.

To cast this spell, the wizard must be outdoors, and must have a clear line of sight to the selected center of the storm. As the wizard is casting, storm clouds form overhead in the general area above a point on the ground selected by the spellcaster. Upon completing the casting phase, the caster can immediately release the energy of the storm, or may choose to delay the release for up to 2 additional rounds. The caster must maintain his concentration each round that he delays the release, building the power and duration of the storm. If the caster's concentration is interrupted before the storm's intended release, the storm releases immediately and does only half the listed damage.

Upon release, a bright bolt of lightning steaks downward from the cloud to a point 10' above the ground, then explodes into a cascade of forked lightning up to 60' in all directions. The storm lasts for 1 to 3 rounds, depending on how many rounds the caster delayed the release. The storm deals the following electrical damage to all creatures within the area of affect for every 2 levels of the caster:

Rounds Delayed     Damage
(Round 1)
    Damage
(Round 2)
    Damage
(Round 3)
none 1d6+2 - -
1 extra round 1d6+2 1d6 -
2 extra rounds 1d6+2 1d6 1d4

All creatures must make a saving throw vs. lightning each round they are within the area of effect. Creatures greater than "large" size or those wearing metal armor suffer a -4 penalty to their rolls. Those that make their saving throws suffer only half damage, and can attempt to escape the area at no more than their movement rate in yards (Thus, a creature with movement of 12 could escape the area at a rate of 36' per round).

Those that fail their saves are dealt normal damage, and are stunned. Flying creatures that fail their saves will fall to the ground, suffering any applicable falling damage and penalties.

Any items in the possession of a creature that failed its saving throw must make a save vs. lightning. Items which fail the saving throw may burn, shatter, or explode (at the DM's discretion), and may affect the creature as dictated by the item's characteristics (or by the DM). Metal items are unnaffected, unless specifically vulnerable to lightning or electricity.

Finally, all wooden and stone barriers within the area of affect may be destroyed. Wooden barriers up to 1" thick per level of the caster, and stone barriers up to 1/2" thick per level of the caster, are shattered or pulverized by the storm.

The material component of this spell is a storm crystal with enough charges to power the spell. The crystal itself is not consumed, but the spell consumes 1d2 charges from the crystal for every 2 levels of the caster. The crystal can be recharged, but cannot be used again for 1d4+2 days. Note that if the crystal does not have sufficient charges to power the spell, the spell will fail.