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Wind


Wind magics deal with natural conditions such as precipitation and cloud cover. As magic, it is most practical when invoked over a small area. It can be quite useful in that it can alter the battlefield itself, rather than the abilities of the combatants, evening the odds in an unfair fight by preventing the use or overwhelming odds or allowing escape from a hopeless battle.

It can also be used directly, to create and control drafts of wind and gusts of air, but is generally less precise and versatile than the Movement shctick.

Wind Difficultiy Numbers

Area Difficulty
Flat area on a windy day 0
Normal city street 5
Indoors 10
Small Cave 15
Buried or underwater 20
 
The difficulty of the beneficial effects of this schtick is the target's Constitution rating.

The difficulty of effects affecting the environment depends on it's nature. If you are high up in windy air, flying or on a mountain top, the difficulty is zero and the Outcome is doubled.

A Backlash with Wind magic reduces your Reflexes by one for the rest of the session.

Wind Effects

This is similar to the Blast effect Foul Spew: Slippery Slime and the Ice effect Sleet.

Gust of Wind

A directional blast of wind. It can blow out torches, capsize small boats, blow away the dust and debris of ages and power a small ship. It is mainly used for distracting stunts in non-combat situations. To distract someone, make a Sorcery roll against your target's Dodge or Agility (with a minimum of the environmental difficulty). Each point of Outcome means he will be distracted for one minute while he gets his stuff in order. This will not prevent him from engaging in combat or from an immediate response to immediate problems, but will prevent any orderly work or task. An Outcome equal to his Perception means he has lost some vulnerable gear, such as torches, veils, skirts, maps or cloaks. Works great as a distraction on an army base, archeological dig or other organized camp.

Dust Devil
A weak whirlwind that stirs up dust, sand, dry leaves et al. It is an area effect, with a diameter equal to the Outcome. Anyone in the area suffers one to three points of impairment, depending on how much the Dust Devil had to stir up; three points would be a desert, while one point is a clean-swept yard. Use the environmental difficulties noted above.

Manipulate Weather

You can change the weather in an area around you. This effect is mostly used to set the scene, but can make your enemies confused or force them to separate. Use standard environmental difficulties. Depending on the outcome and the GM's shim, this may affect a large or small area, but usally affects the entire set. It is possible to expand the weather effect to a very large area by expending Magic points:

Magic Points   Radius   Area Covered
0 100 m Large building or site
1 1 km Small city
2 10 km Large City
3 100 km Province
4 1000 km State or country
5 10.000 km Small continent
6 1000.000 km Large continent
7 10.000.000 km Earth

Creating very unlikely weather, such as a snowstorm in the Sahara, is very hard and incurs a penalty of -5. The GM may also decide it derails the plot, thus failing automatically. For example, if the plot revolves around the rigors of dessert travel, no amount of sorcery will change the climate to cold temperate.

Manipulate weather lasts until dispersed normally. This takes at least a few minutes, but may last hours. Large-scale weather control lasts longer.

Cold
Sends people inside in search of shelter. Forces opponents to don awkward and constraining heavy coats, scarves, and gloves. Causes guards to huddle together around heaters and garbage-can bonfires, abandoning their posts. (No, this isn't mind control: these are things that might naturally occur as a result of cold weather.)

Heat and Humidity
Causes suffering to opponents wearing armor or heavy coats to conceal their portable arsenals. Accelerates rot and decay.

Mist
You can create a cloud of vaporous mist or a thick and concealing fog. Provides concealment for you and your allies. Causes your enemies to be confused and separated. A really heavy fog halves Move and all Perception tests and ranged attacks suffer a penalty of one per meter in the fog. Seeing more than a meter through this fog is hard.

Rain
Mires enemy vehicles in mud. Clears the streets of pesky bystanders. Puts out any persistent fires.

Snow
Snarls traffic. Causes flight cancellations. Obscures vision. Can cause sleet, making the ground treacherous to walk on.

Thunder
Impresses mooks and other underlings. Obscures sounds. Causes animals to stampede in terror.

Wind
Blows away light objects. Damages buildings, knocks down trees and power lines. Creates sandstorms, which obscure vision and demoralizes foes.

Mist Form

For three Magic points, you an assume mist form. In this form, you can fly at will, use Wind Riding, and move through holes and small openings, though this last stunt takes time and is uncomfortable. You become very vulnerable to gusts of wind, but are otherwise almost immune to attacks. You normally suffer no more than a single Wound Point from any physical attack. Element-based attacks affect you normally.

If you wonder what the corresponding lesser variant of this power is (as exemplified in the other elemental schticks), that power is simply Wind Riding.

Reverse Missiles

You can always Dodge missile attacks (arrows, bolts, thrown weapons) using your Sorcery if you know the Wind schtick. For a 3-shot definsive action point that provides a +3 bonus to Dodge, you can send any such weapons that fail to hit you back against the shooter. Treat the negative outcome of the attack as a positive Outcome of this counterattack.

Wind Riding

You can move very fast through the air at the cost of a Magic point, with a Move equal to your Sorcery. Doing other things while Wind Riding counts as a continuos action. You are not very agile. You must move a minimum of half your Move each action, and may make no more than 60° turns between moves.

Taking of and landing are actions while Wind Riding. Use environmental difficulties. As a part of this action, you can make a normal move. On later actions you can make either double or normal moves, just as you ordinarily can run or walk. See the Movement schtick and the effect Flight for more rules on aerial movement.

Gift of the Wind
You can allow others to use Wind Riding for a scene by spending one Magic point for each such target. Each of them can then fly on his own, using either Sorcery or Move to calculate their speed.

Flying Carpet
You can bring others along by using a carpet or similar conveyance. A number of people equal to your Magic attribute can Wind Ride along with you. They must all be within a diameter equal to your Magic in meters. All their actions count as continuos actions, just as if they were sitting in a vehicle. This costs an extra Magic point.

Feather Fall
You create a cushion under someone who is falling, including yourself. This can be done as a one-shot defensive action with environmental difficulties. If successful, your target will slowly dangle to the ground, and land at the end of the Sequence without taking any damage from the fall.

Wind Elemental Master

With Elemental Master, you can dominate wind elementals and expect them to do your bidding, if they are not dead-set against you. You can communicate with the elementals, and speak their language fluently. Use Sorcery instead of your Charisma for purposes of dealing with them. The elementals fear and respect you and will not attack you without provocation.

Summoning and controlling elementals is governed by the Sorcery schtick Summoning.

Sense Elemental
You can sense the presence of any wind elementals within a hundred meters times your Sorcery action value. You only know that they are present until you can see them, whereupon you can sense their health and general well being. Sensing an elemental in this fashion requires a Sorcery check against it's Willpower.

Wind Protection

You are protected against the harmful effects of wind. Whenever you would take damage from wind, subtract your Magic from the damage dealt to you. This is not armor or Toughness, and cannot be bypassed as such. You can even survive on the elemental plane of wind. Wind attacks include Elemental Aura and Blast variants of lightning and telekinesis using wind, as well as wind otherwise used. It also includes falling damage and harmful gases.

Wind Wall

A churning mass of volatile air can be used to block ranged attacks, fliers and nastiness like gas and gouts of flame. You conjure a wall of churning air at the cost of a Magic point. The wall can be formed as a cloud, plane or sphere. It can be transparent or semitransparent with mist, as you desire.

Use environmental difficulties to invoke the Wind Wall, it lasts a minute per point of Outcome. The wall has a length or diameter equal to your Magic, and can curve or bend as you wish. It's height is equal to the Outcome.

Any attempt to jump, fly or make a physical ranged attack through the wall has a minimum difficulty equal to your Sorcery AV. Simply walking through the wall is hard; halve movement, and light objects will be flying about and flames will gutter as appropriate. Zen Marksmanship negates the attack penalty. Those failing to fly in the Wind Wall are tossed to the edge of the area, but not directly harmed.

Weather Prediction

A sorcerer can roughly predict the weather a number of days into the future equal to his Magic attribute, and give detailed predictions an equal number of hours in advance. These predictions will dramatically change if another sorcerer alters the upcoming weather.


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