Storm Magic


Philosophy

Storm Magic is the school of unstable convergence. Its practitioners believe that great force arises when several tensions are held just long enough to break together.

This school attracts battlefield mages, ship-wardens, weather-priests, and reckless prodigies. It values nerve and timing, but it is infamous for backlash, because its power lies in controlled imbalance.


Example Places of Study


Common Spells

Static Kiss

Purpose/How It Works: Static Kiss generates a painful electrical snap for irritation, signaling, or disrupting concentration. Notable Exceptions: It is minor on insulated or heavily grounded targets. Example Use: A storm adept makes a lockpick flinch at the crucial moment. Typical Cost/Power Source: Usually fed by ambient charge, moving air, moisture, and the caster’s reserves; prepared storms, high places, and conductive environments reduce the personal cost. Casting Methods: Finger snap cast, 1 second. Metal ring focus, instant. Range/Duration: Touch or very short reach. Instant.

Storm Scent

Purpose/How It Works: Storm Scent detects charged air, pressure tension, and approaching weather shifts. Notable Exceptions: Urban clutter and magical turbulence create false readings. Example Use: Sailors reef lines before the storm breaks the visible horizon. Typical Cost/Power Source: Usually fed by ambient charge, moving air, moisture, and the caster’s reserves; prepared storms, high places, and conductive environments reduce the personal cost. Casting Methods: Breath-sense cast, 2 to 4 seconds. Salt focus, 10 to 20 seconds. Range/Duration: Self-sensory. Minutes to an hour.

Rain Draw

Purpose/How It Works: Rain Draw pulls moisture into a local gathering mass, preparing mist, cloud, or heavier precipitation. Notable Exceptions: It is weak in truly dry air. Example Use: A drought shrine coaxes enough cloud to save a planted terrace. Typical Cost/Power Source: Usually fed by ambient charge, moving air, moisture, and the caster’s reserves; prepared storms, high places, and conductive environments reduce the personal cost. Casting Methods: Skyward draw, 5 to 10 seconds. Basin and air rite, 1 to 3 minutes. Range/Duration: Local weather pocket. Minutes to hours.

Thunderclap

Purpose/How It Works: Thunderclap releases a concussive pressure burst to stun, deafen, or break formation. Notable Exceptions: Stone halls can dangerously amplify it. Example Use: Boarders are knocked off a gangplank by one deafening report. Typical Cost/Power Source: Usually fed by ambient charge, moving air, moisture, and the caster’s reserves; prepared storms, high places, and conductive environments reduce the personal cost. Casting Methods: Hand-clap cast, 1 to 2 seconds. Staff or rod focus, 2 to 4 seconds. Range/Duration: Short burst within several meters. Instant.

Flash Arc

Purpose/How It Works: Flash Arc strikes with a short leap of lightning between caster and target or between nearby conductors. Notable Exceptions: Dry insulated targets reduce effect. Example Use: A saboteur shocks a guard off the iron latch. Typical Cost/Power Source: Usually fed by ambient charge, moving air, moisture, and the caster’s reserves; prepared storms, high places, and conductive environments reduce the personal cost. Casting Methods: Point cast, 1 to 2 seconds. Conductive focus, instant once charged. Range/Duration: 2 to 8 meters. Instant.

Spark Net

Purpose/How It Works: Spark Net spreads crackling charge across metal, wire, or water-connected surfaces. Notable Exceptions: It needs conductive path and can endanger allies in the same network. Example Use: Harbor chains become untouchable when invaders climb them. Typical Cost/Power Source: Usually fed by ambient charge, moving air, moisture, and the caster’s reserves; prepared storms, high places, and conductive environments reduce the personal cost. Casting Methods: Surface charge cast, 2 to 4 seconds. Net or wire focus, 5 to 10 seconds. Range/Duration: Conductive connected area. Seconds.

Cloud Veil

Purpose/How It Works: Cloud Veil darkens a patch of sky or air with dense vapor, obscuring visibility and preparing heavier storm work. Notable Exceptions: Strong crosswinds break it apart. Example Use: A retreat is hidden under fast-grown storm haze. Typical Cost/Power Source: Usually fed by ambient charge, moving air, moisture, and the caster’s reserves; prepared storms, high places, and conductive environments reduce the personal cost. Casting Methods: Vapor gather cast, 5 to 10 seconds. Basin and sky rite, 1 to 3 minutes. Range/Duration: Lane to courtyard or sky patch. Minutes.

Charged Spear

Purpose/How It Works: Charged Spear hurls a focused bolt through a conductive line or weapon path. Notable Exceptions: Without a good line, it dissipates quickly. Example Use: A pike line becomes a lightning channel into a charging beast. Typical Cost/Power Source: Usually fed by ambient charge, moving air, moisture, and the caster’s reserves; prepared storms, high places, and conductive environments reduce the personal cost. Casting Methods: Weapon cast, 2 to 4 seconds. Rod or lance focus, 5 to 10 seconds. Range/Duration: 5 to 20 meters. Instant.

Pressure Wall

Purpose/How It Works: Pressure Wall halts missiles, smoke, and bodies with compressed stormfront air. Notable Exceptions: Heavy artillery and prolonged force can break it. Example Use: Archers watch arrows flatten against invisible air. Typical Cost/Power Source: Usually fed by ambient charge, moving air, moisture, and the caster’s reserves; prepared storms, high places, and conductive environments reduce the personal cost. Casting Methods: Wall cast, 3 to 6 seconds. Anchor-point rite, 10 to 20 seconds. Range/Duration: Small frontage. Seconds to one minute.

Chain Flash

Purpose/How It Works: Chain Flash leaps lightning between nearby targets once one conductor is struck. Notable Exceptions: Grounding, spacing, and dry insulation reduce chaining. Example Use: A clustered boarding party is shocked in sequence across wet deck planks. Typical Cost/Power Source: Usually fed by ambient charge, moving air, moisture, and the caster’s reserves; prepared storms, high places, and conductive environments reduce the personal cost. Casting Methods: Arc cast, 2 to 4 seconds. Charged weapon strike, instant once primed. Range/Duration: Target cluster within several meters. Instant.

Storm Lash

Purpose/How It Works: Storm Lash combines cutting wind and charge into a striking line. Notable Exceptions: Hard grounding weakens the electrical portion. Example Use: A storm-priest lashes across a shield wall to open a gap. Typical Cost/Power Source: Usually fed by ambient charge, moving air, moisture, and the caster’s reserves; prepared storms, high places, and conductive environments reduce the personal cost. Casting Methods: Whip cast, 2 to 4 seconds. Staff lash focus, 3 to 5 seconds. Range/Duration: 2 to 6 meters. Instant to a few seconds.

Downburst

Purpose/How It Works: Downburst slams a target area with descending force, as if a storm column punches downward. Notable Exceptions: It is risky in structures or around allies. Example Use: Siege ladders are blasted backward from a wall. Typical Cost/Power Source: Usually fed by ambient charge, moving air, moisture, and the caster’s reserves; prepared storms, high places, and conductive environments reduce the personal cost. Casting Methods: Overhead slam cast, 3 to 6 seconds. Sky-anchor rite, 10 to 20 seconds. Range/Duration: Small target zone. Instant.

Blue Vein

Purpose/How It Works: Blue Vein charges a weapon, staff, or shield with stored lightning. Notable Exceptions: Poor materials may crack or arc unpredictably. Example Use: A spearhead crackles before the first charge of the battle. Typical Cost/Power Source: Usually fed by ambient charge, moving air, moisture, and the caster’s reserves; prepared storms, high places, and conductive environments reduce the personal cost. Casting Methods: Weapon touch cast, 5 to 10 seconds. Rack or altar charge, 1 to 3 minutes. Range/Duration: One item. Seconds to minutes until discharged.

Thunder Mark

Purpose/How It Works: Thunder Mark brands a target so the next strike or storm effect finds it more easily. Notable Exceptions: Cleansing, grounding, or concealment can weaken the mark. Example Use: A siege engine crew paints one gate section for the next lightning call. Typical Cost/Power Source: Usually fed by ambient charge, moving air, moisture, and the caster’s reserves; prepared storms, high places, and conductive environments reduce the personal cost. Casting Methods: Point mark cast, 2 to 4 seconds. Conductive pigment mark, 10 to 20 seconds. Range/Duration: One target. Minutes to hours.

Squall Run

Purpose/How It Works: Squall Run moves the caster at speed through wind and rain by aligning body and storm force. Notable Exceptions: It is unstable on slick stone and crowded decks. Example Use: A stormrunner crosses a flooded street faster than arrows can track. Typical Cost/Power Source: Usually fed by ambient charge, moving air, moisture, and the caster’s reserves; prepared storms, high places, and conductive environments reduce the personal cost. Casting Methods: Self-motion cast, 1 to 2 seconds. Boots or bracer focus, 3 to 5 seconds. Range/Duration: Self. Several seconds.

Cyclone Eye

Purpose/How It Works: Cyclone Eye creates a brief calm center inside surrounding chaos. Notable Exceptions: It is easier inside an existing storm than in dead-still air. Example Use: Healers carve out a calm pocket on a storm-tossed deck. Typical Cost/Power Source: Usually fed by ambient charge, moving air, moisture, and the caster’s reserves; prepared storms, high places, and conductive environments reduce the personal cost. Casting Methods: Centering cast, 3 to 6 seconds. Multi-point rite, 10 to 20 seconds. Range/Duration: Small circle. Seconds to minutes.

Forked Crown

Purpose/How It Works: Forked Crown holds several lightning branches ready for release. Notable Exceptions: Holding the charge strains control and invites backlash. Example Use: A war-mage stands with three ready bolts while deciding which targets matter most. Typical Cost/Power Source: Usually fed by ambient charge, moving air, moisture, and the caster’s reserves; prepared storms, high places, and conductive environments reduce the personal cost. Casting Methods: Charge-hold cast, 5 to 10 seconds. Conductive crown or rod focus, 10 to 20 seconds. Range/Duration: Self-held charge. Seconds to one minute.

Deluge Burst

Purpose/How It Works: Deluge Burst combines water pressure and impact shock into one smashing release. Notable Exceptions: Needs water mass or prepared reservoir. Example Use: A floodgate breach is turned into a weapon against invaders. Typical Cost/Power Source: Usually fed by ambient charge, moving air, moisture, and the caster’s reserves; prepared storms, high places, and conductive environments reduce the personal cost. Casting Methods: Burst cast, 3 to 6 seconds. Cistern release, instant once primed. Range/Duration: Small impact zone. Instant.

Storm Cage

Purpose/How It Works: Storm Cage entraps a target inside rotating wind, rain, and current. Notable Exceptions: Heavy grounded targets and anti-movement wards resist it. Example Use: A rogue lightning-caster is trapped until shackles arrive. Typical Cost/Power Source: Usually fed by ambient charge, moving air, moisture, and the caster’s reserves; prepared storms, high places, and conductive environments reduce the personal cost. Casting Methods: Enclosure cast, 5 to 10 seconds. Prepared anchor ring, 10 to 20 seconds. Range/Duration: One target zone. Seconds to one minute.

Cloudbridge

Purpose/How It Works: Cloudbridge builds a semi-stable charged mist platform or crossing. Notable Exceptions: It is short-lived and unsafe under heavy loads. Example Use: Priests cross a broken shrine span during a storm rite. Typical Cost/Power Source: Usually fed by ambient charge, moving air, moisture, and the caster’s reserves; prepared storms, high places, and conductive environments reduce the personal cost. Casting Methods: Span cast, 10 to 20 seconds. Weather-node rite, 2 to 5 minutes. Range/Duration: Small gap. Seconds to minutes.

Ball Lightning

Purpose/How It Works: Ball Lightning sustains a wandering sphere of unstable current and pressure. Notable Exceptions: It is unpredictable and dangerous in confined spaces. Example Use: A corridor is denied to pursuers by a drifting sphere of living charge. Typical Cost/Power Source: Usually fed by ambient charge, moving air, moisture, and the caster’s reserves; prepared storms, high places, and conductive environments reduce the personal cost. Casting Methods: Sphere cast, 5 to 10 seconds. Rod-and-ring focus, 10 to 20 seconds. Range/Duration: Nearby mobile sphere. Seconds to minutes.

Sky Rend

Purpose/How It Works: Sky Rend calls a high strike from prepared clouds or charged sky conditions. Notable Exceptions: Without prepared sky, it may fail or downgrade sharply. Example Use: A tower beacon becomes the path for one devastating bolt. Typical Cost/Power Source: Usually fed by ambient charge, moving air, moisture, and the caster’s reserves; prepared storms, high places, and conductive environments reduce the personal cost. Casting Methods: Sky-call cast, 10 to 20 seconds. Full storm rite, 2 to 5 minutes. Range/Duration: Long vertical strike on chosen point. Instant.

Storm Shepherd

Purpose/How It Works: Storm Shepherd redirects a larger weather front or storm mass along a preferred course. Notable Exceptions: It guides rather than fully commands major weather. Example Use: Monsoon schools spare one harbor by leaning the storm inland. Typical Cost/Power Source: Usually fed by ambient charge, moving air, moisture, and the caster’s reserves; prepared storms, high places, and conductive environments reduce the personal cost. Casting Methods: Weather-guidance cast, 1 to 3 minutes. Tower or fleet rite, 10 to 30 minutes. Range/Duration: Large weather front. Hours to days of influence.

Thunderwake

Purpose/How It Works: Thunderwake leaves a violent pressure disturbance behind a moving charge, mount, or vessel. Notable Exceptions: Difficult to control in allied formations. Example Use: Cavalry break pursuit because the rear line is hit by rolling shock. Typical Cost/Power Source: Usually fed by ambient charge, moving air, moisture, and the caster’s reserves; prepared storms, high places, and conductive environments reduce the personal cost. Casting Methods: Motion-linked cast, 2 to 4 seconds. Vehicle or mount focus, 5 to 10 seconds. Range/Duration: Trail behind movement. Seconds.

Monsoon Call

Purpose/How It Works: Monsoon Call pulls heavy rain and hard wind into an area, often for flood, concealment, or blessing. Notable Exceptions: It is dangerous to agriculture, roads, and weak structures. Example Use: A temple ends a drought at the price of washed-out roads. Typical Cost/Power Source: Usually fed by ambient charge, moving air, moisture, and the caster’s reserves; prepared storms, high places, and conductive environments reduce the personal cost. Casting Methods: Large weather cast, 1 to 3 minutes. Seasonal court rite, 10 to 30 minutes. Range/Duration: District-scale weather pocket. Hours.

Tempest Wrath

Purpose/How It Works: Tempest Wrath unleashes a large-scale storm assault of wind, lightning, and pressure at major personal and environmental risk. Notable Exceptions: It is one of the least safe compound battle workings in common use. Example Use: A storm adept breaks a siege line but nearly kills herself in the backlash. Typical Cost/Power Source: Usually fed by ambient charge, moving air, moisture, and the caster’s reserves; prepared storms, high places, and conductive environments reduce the personal cost. Casting Methods: Full assault cast, 20 to 40 seconds. Major storm rite, several minutes. Range/Duration: Battlefield to district scale. Minutes of active violence.

Lightning Bolt

Purpose/How It Works: Lightning Bolt drives a concentrated line of charge through air and grounded targets in one violent path.
Notable Exceptions: Poor grounding, wet allies, and reflective metal geometry can make it as dangerous behind the target as before it.
Example Use: A storm caster spears three soldiers in a doorway with one blue-white line.
Typical Cost/Power Source: Usually fed by ambient charge, moving air, moisture, and the caster’s reserves; prepared storms, high places, and conductive environments reduce the personal cost.
Casting Methods: Forward discharge, 2 to 4 seconds. Rod focus, 1 to 2 seconds.
Range/Duration: 5 to 30 meters. Instant.

Lightning Strike

Purpose/How It Works: Lightning Strike calls a vertical or near-vertical discharge down onto a designated target point.
Notable Exceptions: It is strongest outdoors and less reliable under heavy roofing, deep caves, or null weather.
Example Use: The enemy standard erupts in white fire when the priest points at it from the ridge.
Typical Cost/Power Source: Usually fed by ambient charge, moving air, moisture, and the caster’s reserves; prepared storms, high places, and conductive environments reduce the personal cost.
Casting Methods: Skyward cast, 5 to 10 seconds. Mark-and-call rite, 20 to 40 seconds.
Range/Duration: Visible target point. Instant strike.

Call Lightning

Purpose/How It Works: Call Lightning sustains a storm link that allows repeated strikes over a short period rather than one discharge only.
Notable Exceptions: It is demanding to maintain and vulnerable to line-of-sight interruption or counter-weathering.
Example Use: A storm adept walks the battlefield, dropping one strike after another as the enemy tries to scatter.
Typical Cost/Power Source: Usually fed by ambient charge, moving air, moisture, and the caster’s reserves; prepared storms, high places, and conductive environments reduce the personal cost.
Casting Methods: Sustained storm cast, 10 to 20 seconds. Great-weather rite, 2 to 5 minutes.
Range/Duration: Battlefield patch under open sky. Half a minute to several minutes.

Chain Lightning

Purpose/How It Works: Chain Lightning forks one primary discharge into several secondary jumps across nearby conductive targets.
Notable Exceptions: Good spacing, insulating cover, and ward separation reduce the chain’s reach.
Example Use: An entire shield knot convulses when the first man is struck and the rest are too close together to escape the arcs.
Typical Cost/Power Source: Usually fed by ambient charge, moving air, moisture, and the caster’s reserves; prepared storms, high places, and conductive environments reduce the personal cost.
Casting Methods: Forked discharge, 3 to 6 seconds. Conductor focus, 1 to 2 seconds.
Range/Duration: Primary target plus nearby cluster. Instant.