Call Rain

Call Rain Spirit Art Control Water Wind Difficulty: 10
Cause rain to fall in a limited area.

Effect: Cause rain to fall in Area: Cylinder of the Rainfall Zone centered on a point within Range: 30m. The caster must choose a spot on the ground as the center point and use the Rainfall Zone’s radius as the cylinder’s base.

Consult the table regarding the rainfall’s intensity and its other effects. Effects granted by higher effectiveness scores stack with lower ones. The GM should determine the details of these effects based on the situation, and what the caster is trying to do.

This effect lasts for as long as the caster uses spell maintenance.

Effectiveness Score Rainfall Zone Effects
10 to 14 Height 2m, radius 3m A drizzle. Puts out small flames burning with natural fuel. If a spell with the fire attribute is used in the rain, its caster takes a −2 penalty to its spell use check.
15 to 19 Height 3m, radius 5m Medium rainfall. All within take a −1 penalty on all intelligence checks and resistance checks.
20 to 24 Height 20m, radius 10m Heavy rainfall. All within must make a strength resistance check at the end of each round and compare it to the spell use score of Call Rain. If they fail, they suffer 1 point of fatigue.
25 to 29 Height 50m, radius 15m Downpour. Obstructs vision, applying the −4 penalty for poor vision (p. 159).
30 or more Height 100m, radius 20m Intense rainfall. Vision is completely blocked by the rain. The penalty to intelligence checks and resistance checks becomes −2. In addition, the fatigue suffered for failing an end-of-round spell resistance check becomes 2 points.
Chant: Go now, kelpie, it’s time to get busy! Earth to river and sea to sky, turn all a-tizzy
Catalyst: A fish, horse hair, wind, clouds, etc.