Weather**
Nami, the Lady of the Winds is the goddess of weather in Scarterra. The majority of weather theurgists (or Weather Witches as they are often called) are Nami theurgists.
Of the minority that are not directly affiliated with Nami, most of the rest are affiliated with Nami's on-again off-again roma parmours: Maylar, Korus, and Zarthus.
Weather theurgists tend to be outdoorsy types who travel a lot which is fitting because a large portion of Nami's core followers are outdoorsy types who travel a lot.
All the spells are "instant" but most of the effects linger a lot longer than an instant (the level four power is instantly resolved). After casting is done, the summoned weather has to run it's course, it cannot be dispelled or redirected. Even the original caster can't dispel weather she summoned at will.
Weather control affects are not very precise. In a battlefiedl, if high winds and fog are impairing enemy archers, they are probably impairing the theurgist's side's archers too.
If she wants to undo her own weather, she has to cast a second opposing Weather effect and match or beat her original successes.
(Stamina + Survival)
Commune with the Weather ●: Gain a sense for the local weather for the next six hours per success. If something supernatural is potentially affecting the weather (a weather theurgist, a Nami spirit, or some air elementals) is within a few miles, learn their general location. OR Create a small weather anomally or feature. More of a curosity or novelty than a tactical effect. Create a gust of wind or an ice slick. Create a few minutes of a heat wave or cold snap. Create a small pile of snow out of season, a small patch of fog, a localized raincloud raining on a garden. Instant ●● Localized Phenomenon: Create a localized weather anomally that can impair foes or help allies tangibly. Fog thick enough to impair enemy archers, ice slicks to trip on, enough water to make mud. Typically a +1 penalty to related actions, +2 if four+ successes are rolled. Depending on the anomally, it could impair the theurgist and her allies. For instance, summoning a patch of fog to impair enemy archers could impair his own side's archers. Range is line of sight. Instant Lesser Weather Control: The caster can affect the local weather in a radius of the caster of about a quarter mile per the caster's permanent Willpower score. Changing the temperature up or down, moving the precipiation up or down. Lasting about two hour per success in the localized area. Truly unseasonable weather can be enacted at +2 difficulty. Instant ●●●● Lightning Strike: Theurgist makes a ray attack with lightning, inflicting lethal damage and ignoring all worn armor (but not Energy Shield spells).1 success 5 dice of lethal damage
2 successes 7 dice of lethal damage
3 successes 9 dice of lethal damage
4 successes 10 dice of lethal damage
+1 success +1 die of lethal damage
Instant
●●●●● Mastery of Storms: As the level three power but in a roughly a radius of a mile per caster's permanent Willpower score. Effects are more dramatic and less tied to the seasons. Lasting about two hours per success rolled.
Besides affecting wider area, the weather affects come on much faster, a calm day can become a raging storm in mere minutes.
High winds, poor visiblity and the like can noticeable combat penalties, especially ranged combat. Guidelines for conjured storms are below. Adjust affects for common sense based on circumstances. If the main impediment is a mudslide, flying characters are unaffected. If the main impediment is high winds, flying characters are especially affected.
(effects are cumulative)
One success: Puny characters suffer a die penalty on physical actions. +1 difficulty on archery and thrown weapons.
Two successes: Human sized characters suffer a one-die penalty on physical actions. +1 difficulty on magical ray attacks. +1 difficulty on all Athletics rolls.
Three Successes: Puny characters suffer an additional die penalty on physical actions. Additional +1 difficulty on archery and thrown weapon attacks.
Four Successes: Human sized characters suffer an addition -dice peanlty on physical actions. Additional +1 difficulty on magical ray attacks and Athletics rolls
Five Successes: Exposed creatures suffer three dice of bashing damage per round from enviromental affects.
Wind, mud, hail in the face and the like can bestow dice penalties on people in the vicinity. For a general guideline. A one-die penalty for three successes less, a two-die penalty for four successes or more. Though gnomes and other characters with the Puny traits are often more affected by severe than human sized targets. Under certain circumstances, very large creatures might be more affected by severe weather because their bodies catch more debris and they have greater risk of being struck by lightning.
Instant

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