Weather

The weather depends on the seasons and the elements Air and Water. Fog and mist, winds and clouds, thunder and lightning, rain, hail, snow and ice belong into the domain of Weather. It's mystical energy types are electricity and cold. Apart from gods of weather, the gods of the sky, agriculture and oceans grant access to this domain for example.

It is related to the element Air.

Deities: Dagda, Mannanán, Epona and Taranis

Granted Powers:

Channeling: Rebuke, command, or bolster creatures with the air or electricity subtype.

Note: 5 ranks of Knowledge (the planes) give you a +1 bonus to the DC for rebuking, commanding and bolstering air creatures.

Predict the natural weather up to one day + one day per point of Wis modifier in advance.

You gain a +1 bonus to saving throws against weather effects and spells with the electricity or cold descriptor.

Your penalties for adverse weather conditions to visibility range, ranged attacks and skill checks are halved.

Domain Spells

  1. Flare: Dazzles one creature (1 penalty on attack rolls).
  2. Faerie Fire: Outlines subjects with light, cancelling Blur, concealment, and the like.
  3. Fog Cloud: Fog obscures vision.
  4. Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.
  5. Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
  6. Control Winds: Change wind direction and speed.
  7. Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage.
  8. Control Weather: Changes weather in local area.
  9. Whirlwind: Cyclone deals damage and can pick up creatures.
  10. Storm of Vengeance: Storm rains acid, lightning, and hail.

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© 2004 by Lorenz Lang, alle Rechte vorbehalten.     ∞     Lorenz.Lang@gmx.de