Conjure Strome Ritual
E/F/M:
The Ritual requires 10 ATs time to perform. If storm clouds are overhead, this dweomer starts immediately upon activation by the conjuror, but otherwise the Effect is delayed as follows:
The dweomer engenders a massive storm. complete with precipitation, thunder, lightning, winds of 35 mph gusting to 45-55 mph, which dissipates and other clouds or like substances, and extinguishes natural fires of even large extent after one or more. ATs duration. The Casting's Time duration has two parts: the Ritual summoning of the storm as already detail., and the actual stone. The length of the storm Effect will be one hour plus one AT for every STEEP point of the caster in this K/S AreaÑor some lesser duration at the conjuror's option upon activation of the dweomer. During the storm, the Effect will remain fixed over the Area. Rainfall will be at one inch per hour, other precipitation of commensurate level. In addition to seriously inhibiting and malting dangerous seaborne and/or aerial movement, and upsetting items or quadrupedal creatures of less than 50 pounds, bipedal ones of under 150, attempting movement, it will have a 1 in 10 chance per AT of exposure to its elements of inflicting 1 to 6 ((1DC) D6 Physical damage (Blunt, Piercing, Impact, or ElectricalÑdetermine as if rolling for location. with Non-Vital - 'Blunt,' etc.), plus location modifier (roll again), if applicable (any PD but Electrical, on any creature not in Some sheltered position. Some tree branches will be broken off, and small-sized trees will be uprooted. The storm will inflict automatically on non-stone structures Physical damage of 1D3 points of Impact type per Action Turn of Effect.