Tempest
Choose one of the following tempests and make a Spellcast Roll against all targets within Far range. Targets you succeed against experience its effects until the GM spends a Fear on their turn to end this spell.
- Blizzard: Deal
2d20+8 magic damage and targets are temporarily Vulnerable. - Hurricane: Deal
3d10+10 magic damage and choose a direction the wind is blowing. Targets can’t move against the wind. - Sandstorm: Deal
5d6+9 magic damage. Attacks made from beyond Melee range have disadvantage.
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