Domain of Storms

• Summon Rain or Fog
With this Evocation the Demon can summon rain or fog over a small radius equal to his Dominion + Domain in yards.
Cost: None
Dice Pool: Presence + Survival + Storms
Action: Instant
Duration:1 Scene
Roll Results
Dramatic Failure: The Evocation fails and the Demon looses 1 point of Faith.
Failure: The Evocation fails with no effect.
Success:The Demon summons a light rain, enough to contaminate a crime scene or water a small crop field. Or the Demon summons a dense fog. Anyone using ranged attacks to shoot into or out of the fog are subject to the rules for fighting blind, those in the fog suffer the penalty for targets having partial cover.
Exceptional Successes:Rain comes down as driving rain, hindering ranged attacks that pass through it and drenching everything in it while the fog is charged with a will and swirls around the Demon and out of his way, the Demon does not suffer the penalty against targets in the fog.
Turmoil:The cloying mist or rain is mildly toxic (Use the rules for tear gas).

•• Water Form
The Demon can transform into a watery mass or vaporous mist for a few moments.
Cost: None
Dice Pool: Stamina + Science + Storms
Action: Instant
Duration:1 Round per Success
Roll Results
Dramatic Failure: The Evocation fails and the Demon looses 1 point of Faith.
Failure: The Evocation fails with no effect.
Success:The Demon can become water or mist. As water he can flow at his normal speed and breach most any seal that is not air tight as an instant action. Physical attacks are mostly useless against him though creatures with exceptionally large mouths may attempt to “drink him” (resolve this as a regular bite attack that deals lethal damage). As mist the Demon may only move at half his normal speed but can move up walls or ride winds. He is mostly immune to physical harm in this form as well. The Demon is incapable of attacking or using Evocations in either of these forms. If the Demon assumes his Revelatory Form this Evocation immediately ends.
Exceptional Successes: No further benefit is gained.
Turmoil:The Demon’s body is rather toxic, treat exposure as if the Demon were composed of tear gas.

••• Summon Flood
This Evocation requires the presence of a significant body of water, an above ground swimming pool is appropriate, or a driving rain. The Demon may summon the water with immense force or gather it as a maelstrom around him before letting it surge outward.
Cost: 1 Faith
Dice Pool: Strength + Survival + Storms
Action: Instant
Duration: Instant
Roll Results
Dramatic Failure: The Evocation fails and the Demon looses 1 point of Faith.
Failure: The Evocation fails with no effect.
Success:The Demon affects an area equal to (Dominion + Domain of Storms) x2 in square yards. Everyone in the area except the Demon must make a Strength or Dexterity + Athletics check or suffer a knockdown.
Exceptional Successes: No further benefit is gained.
Turmoil:The water’s sudden violence attempts to drown victims. Anyone that suffers a knockdown must make an immediate Stamina roll, those who fail lose their next action as they spend the time coughing up the water that found its way into their lungs. This has no effect on targets that don’t need to breath.

•••• Alter Weather
The Demon with this potent Evocation can create storms or calm them with a wave and a word. This Evocation cannot create drought conditions but blistering cold rain and snow, hail and flash freezes are all possible.
Cost: 2 Faith
Dice Pool: Intelligence + Science + Storms
Action: Instant
Duration:1 Scene
Roll Results
Dramatic Failure: The Evocation fails and the Demon looses 1 point of Faith.
Failure: The Evocation fails with no effect.
Success:One success is enough to summon a driving rain in the midst of a drought. Greater success can increase the severity of local weather conditions, lowering the ambient temperature by 10 degrees per success until the driving rain becomes snow or hail. Calming a storm has similar incremental effects as more successes are acquired. The typical radius of this effect is about 200 yards but may be increased for dramatic purposes. There is no limit to the possible area of effect if a storm system is calmed.
Exceptional Successes:The Demon summons a short duration monsoon or blizzard despite the season. The ST can adjudicate the exact effects but a -3 to all actions taken by those not sheltered from the effects should be the minimum.
Turmoil:The waters of a summoned storm or those of a calmed storm linger stagnantly for days afterward regardless of weather conditions and become breeding grounds for insects and disease. The ST should adjudicate the exact effects but out breaks of yellow fever and the like are not uncommon or out of place.

••••• Wrath of the Sky
The Demon summons a sudden storm of deadly ferocity that obeys his whim.
Cost: 3 Faith
Dice Pool: Intelligence + Survival + Storms
Action: Instant
Duration:1 Round per Success
Roll Results
Dramatic Failure: The Evocation fails and the Demon looses 1 point of Faith.
Failure: The Evocation fails with no effect.
Success:The Demon summons dark clouds and driving rain. The clouds rumble ominously and spark with electrical potential. The storm’s radius is 200 yards and the driving rain falls in sheets. Anything not extremely proofed against weather will suffer severe water damage and those not sheltered from the effects suffer a -3 penalty to all actions. The Demon may use an Instant Action to direct the storm’s fury at a single target striking the victim with lightning. The attack is resolved with Wits+Athletics+Dominion and deals Lethal damage.
Exceptional Successes: No further benefit is gained.
Turmoil:The Demon’s storm pours a vicious acid rain. Living targets suffer a level of bashing damage for each round they are in contact with the rain. The acid ignores 2 points of Durability causing many objects to be rendered useless within a few rounds of exposure and many buildings to appear scorched and pitted after such a deluge.

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