Kryx RPGThemesMonsters

Storm

Storms are turbulent, violent, and destructive. The Storm theme focuses on concussion and lightning damage, stuns and staggers, and some protection.

Spells from the Storm theme allow you to shock with a touch, deafen and stagger your enemies, arc lightning through your foes, call lightning from the sky, cause thundering explosions, teleport as quick as lighting, conjure storms, animate creatures of thunder and lightning, assume the form of storms, and unleash tempests.

Power sources

Primal

Table of contents

Storm feats

You can take each feat only once, unless the feat’s description says otherwise. You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the prerequisite.

If you hit a creature with an attack, that creature can’t make opportunity attacks until the end of its next turn.

Prerequisites: The ability to cast at least one storm spell

You can speak, read, and write Auran and whenever you make a Charisma check when interacting with elementals, you have advantage.

Additionally, you gain the ability to subtly control the weather around you.

If it is raining, you can use an action to cause the rain to stop falling in a 4-meter radius cylinder centered on you. You can end this effect on your turn (no action required).

If it is windy, you can use an action on each of your turns to choose the direction that the wind blows in a 20-meter radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn’t alter the speed of the wind.

Prerequisites: You must have a magical or physical means of gaining this resistance. Speak to your GM.

You are infused with elemental air. You have resistance to concussion and lightning damage.

Prerequisites: The ability to create a concoction or cast a spell that deals concussion or lightning damage

When a creature rolls a 1 on a damage die for a concoction you created or you roll a 1 on a damage die for a spell you cast that deals concussion or lightning damage, you or the creature can reroll the die.

Prerequisites: You know the levitate spell

You can cast levitate on yourself at will, without expending mana.

Prerequisites: Storm Adept feat

Concoctions you create and spells you cast ignore resistance to concussion and lightning damage.

Prerequisites: The ability to cast at least one air or storm spell

The winds carry you with ease. While you aren’t encumbered by weight, you gain a magical flying speed of 10 meters. As an action, you can reduce your flying speed to 5 meters for 1 hour and choose a number of creatures within 5 meters of you equal to 3 + your Charisma. The chosen creatures gain a magical flying speed of 5 meters for 1 hour.

Once you reduce your flying speed in this way, you can’t do so again until you finish a short or long rest.

Storm concoctions

unstable, 5 minutes/catalyst

As an action, you can create a vial of clear liquid that floats at the top of its container and has cloudy white impurities drifting in it. A creature can drink the contents as an action to rise vertically, up to 5 meters, and remain suspended there for the duration. The potion can levitate a creature that weighs up to 150 kilos.

The creature can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. The creature can change its altitude by up to 5 meters in either direction on its turn as part of its move.

If the creature is still aloft when the effect ends, the creature descends 10 meters per round for 1 minute until it lands, which it does safely. If it can’t land after 1 minute, the creature falls the remaining distance.

Augment

Flying Potion. You can expend 1 additional catalyst so the creature gains a flying speed of 10 meters for the duration instead of levitating.

unstable, 1 minute/catalyst

As an action, you can create a vial of clear fluid that has electricity running through it. A creature can drink the contents as an action to be hasted 1 for the duration.

Augment

You can increase the hasted level by 1 for each additional catalyst expended.

1 hour/catalyst

As an action, you can create a vial liquid with white powder that has blue pieces suspended in it. A creature can drink the contents as an action to gain resistance to concussion and lightning damage for the duration.

Augment

Immunity. You can expend 2 additional catalysts so the creature is immune to concussion and lightning damage.

unstable, 5 minutes/catalyst

As an action, you can create this oil that stings to the touch. As an action, a creature can coat one weapon with the oil to cause it to become electrified. For the duration, the weapon deals an extra 1d6 lightning damage when it hits.

Alternatively, you can touch a quiver containing arrows or bolts, granting the ammunition pulled from it the same effect. The oil’s effect ends on a piece of ammunition when it hits or misses.

Augment

You can increase the damage by 1d6 for each additional catalyst expended and an additional 1d6 for every two additional catalyst expended.

1 minute/catalyst

As an action, you can create this stone. As an action, a creature can throw this stone at a point within 5 meters, where it shatters on impact. Each creature in a sphere centered on that point must make a Fortitude saving throw.

On a failed save, a creature takes 4d6 concussion damage and is deafened for the duration.

On a successful save, it takes half as much damage and isn’t deafened.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Augment

You can increase the damage by 3d6 for each additional catalyst expended.

5 minutes/catalyst

As two actions, you can create this bomb. As an action, a creature can throw this bomb at a point within 5 meters, where it explodes on impact. Thunderous clouds spreads to fill a sphere for the duration. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 15 kilometers per hour) disperses it.

A creature that enters the area for the first time on a turn or starts its turn there must make a Fortitude saving throw.

On a failed save, a creature takes 2d8 lightning damage and is deafened for 1 minute.

On a successful save, a creature takes half as much damage.

Augment
You can augment this concoction with the following options, expending catalysts for each option.
  • You can increase the damage by 1d8 for each additional catalyst expended.

  • You can expend 1 additional mana or psi so duration changes to 1 hour/catalyst.

Storm spells

As an action, your arm whips forward, creating a lash of lightning energy that strikes at a creature that you can touch or see within 5 meters which must make a Reflex saving throw.

On a failed save, it takes 1d8 lightning damage, and if it is Medium or smaller, it is pulled up to 3 meters closer to you.

At higher levels

This spell’s damage increases by 1d8 and it can affect a creature of a larger size when you reach 9th level (2d8; Large) and 17th level (3d8; Huge).

As an action, lightning coalesces in your palm. Choose a creature that you can touch or see within 5 meters which must make a Reflex saving throw.

On a failed save, a creature takes 1d8 lightning damage and it can’t take reactions until the start of its next turn.

At higher levels

This spell’s damage increases by 1d8 when you reach 9th level (2d8) and 17th level (3d8).

As an action, you clap your hands together to create a burst of thunderous sound that can be heard up to 20 meters away. Each creature within 1 meter of you must make a Fortitude saving throw.

On a failed save, a creature takes 1d6 concussion damage.

At higher levels

This spell’s damage increases by 1d6 when you reach 9th level (2d6) and 17th level (3d6).

As an action, five tendrils of lightning arc out from you. Each tendril can target a creature that you can touch or see within 10 meters which must make a Reflex saving throw. If multiple tendrils target the same creature, it makes one saving throw.

On a failed save, a creature takes 1d6 lightning damage for each tendril targeted at it and it can’t take reactions until the start of its next turn.

On a successful save, it takes half as much damage.

Augment

You can create 7 more tendrils for each additional mana or psi expended.

concentration, 5 minutes/mana or psi

As an action, a weapon you touch vibrates with anticipation. For the duration, the weapon deals an extra 1d6 concussion damage when it hits.

If the attack misses by 4 or less, the weapon deals half as much damage.

Alternatively, you can touch a quiver containing arrows or bolts, granting the ammunition pulled from it the same effect. The spell’s magic ends on a piece of ammunition when it hits or misses.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can increase the damage by 1d6 for each additional mana or psi expended and an additional 1d6 for every two additional mana or psi expended.

  • You can expend 1 additional mana or psi to cause an additional weapon you touch to vibrate with anticipation.

concentration, 1 minute/mana or psi

As an action, with fingertips outstretched, you shock a creature that you can touch or see within 10 meters, causing its adrenaline to spike. The creature is hasted 1 for the duration.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can target one additional creature for each additional mana or psi expended. The creatures must be within 5 meters of each other when you target them.

  • You can increase the hasted level by 1 for each additional mana or psi expended.

concentration, 5 minutes/mana or psi

As an action, you raise your hands to the sky as you rise vertically, up to 5 meters, and remain suspended there for the duration.

You can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows you to move as if you were climbing. Once on your turn, you can change your altitude by up to 5 meters in either direction.

If you are still aloft when the effect ends, you descend 10 meters per round for 1 minute until you lands, which you do safely. If you can’t land after 1 minute, you fall the remaining distance.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can target one additional willing creature or object within 10 meters for each additional mana or psi expended. The creatures and objects must be within 5 meters of each other when you target them. The spell can levitate a Medium or smaller creature or objects that weighs up to 150 kilos. Once on your turn, you can change the altitude of a target within 10 meters by up to 5 meters in either direction. You can affect a creature of a larger size and an object that weighs 150 kilos more for each additional mana or psi expended.

  • You can expend 1 additional mana or psi to target a creature you can touch or see within 10 meters. The creature must succeed on a Fortitude save or it is levitated, up to 5 meters, and remains suspended there for the duration. The spell can levitate a Medium or smaller creature. Once on your turn, you can change the altitude of a target within 10 meters by up to 5 meters in either direction. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can affect a creature of a larger size for each additional mana or psi expended.

  • Fly. You can expend 1 additional mana or psi and touch a willing creature so the creature gains a flying speed of 10 meters for the duration.

As an action, a stroke of lightning blasts out from you in a direction you choose. Each creature in a cone or line must make a Reflex saving throw.

On a failed save, a creature takes 3d8 lightning damage and it can’t take reactions until the start of its next turn.

On a successful save, it takes half as much damage.

The lightning ignites flammable objects in the area that aren’t being worn or carried.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can increase the damage by 2d8 for each additional mana or psi expended.

  • Staggering Bolt. You can expend 1 additional mana or psi so each creature who fails the saving throw is staggered until the end of its next turn.

1 hour/mana or psi

As an action, you have resistance to concussion and lightning damage for the duration.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can target one additional willing creature that you can touch or see within 10 meters for each additional mana or psi expended. The creatures must be within 5 meters of each other when you target them.

  • Immunity. You can expend 2 additional mana or psi so the creature is immune to concussion and lightning damage.


Dampen the Storm

1

As a reaction, which you use when you take concussion and lightning damage, you gain resistance to concussion and lightning damage until the start of your next turn.

Augment

You can expend 1 additional mana or psi to trigger the spell when a creature that you can touch or see within 10 meters takes concussion and lightning damage. The creature gains the resistance instead.

concentration, 5 minutes/mana or psi

As an action, a weapon you touch becomes electrified. For the duration, the weapon deals an extra 1d6 lightning damage when it hits.

If the attack misses by 4 or less, the weapon deals half as much damage.

Alternatively, you can touch a quiver containing arrows or bolts, granting the ammunition pulled from it the same effect. The spell’s magic ends on a piece of ammunition when it hits or misses.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can increase the damage by 1d6 for each additional mana or psi expended and an additional 1d6 for every two additional mana or psi expended.

  • You can expend 1 additional mana or psi to cause an additional weapon you touch to become electrified.

As an action, lightning expands from you, zapping all nearby creatures. Each creature other than you in a sphere centered on you must make a Reflex saving throw.

On a failed save, a creature takes 2d10 lightning damage and it can’t take reactions until the start of its next turn.

On a successful save, a creature takes half as much damage.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can increase the damage by 2d10 for each additional mana or psi expended.

  • Storm Pulse. You can expend 1 additional mana or psi so the lightning around you is continuous. The duration changes to 1 minute/mana, concentration and the lightning erupts around you in an aura shaped as a sphere. Until the spell ends, the aura moves with you, centered on you.

    Whenever a creature enters the area for the first time on a turn or starts its turn there, it must make the Reflex saving throw. The damage is reduced to 2d6 and additional augments to the damage increase the damage by 1d6 for each additional mana or psi expended, instead of the normal increase.

As an action, you teleport yourself to an unoccupied space you can see within 20 meters. A thunderous boom sounds, and each creature other than you in a sphere centered on the space you teleported from or the space you teleport to must make a Fortitude saving throw, taking 1d10 concussion damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 100 meters away.

You can bring along objects as long as their weight doesn’t exceed what you can carry.

Augment

You can increase the damage by 1d10 for each additional mana or psi expended.

1 minute/mana or psi

As an action, a wave of thunderous force sweeps out from you in a thunderous boom audible out to 100 meters. Each creature other than you in a sphere centered on you must make a Fortitude saving throw.

On a failed save, a creature takes 2d10 concussion damage, is deafened for the duration, and if it is Medium or smaller it is pushed 4 meters away from you.

On a successful save, a creature takes half as much damage and isn’t deafened or pushed.

In addition, unsecured objects that weigh up to 100 kilos and are completely within the area of effect are automatically pushed 4 meters away from you.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can increase the damage by 2d10, affect a creature of a larger size, and the maximum weight of objects that you can affect with this spell increases by 150 kilos for each additional mana or psi expended.

  • Thunderwaves. You can expend 1 additional mana or psi so the thunderous force continuously sweeps out from you. The duration changes to 1 minute/mana, concentration and the thunderous force sweeps out from you in an aura shaped as a sphere. Until the spell ends, the aura moves with you, centered on you.

    Whenever a creature enters the area for the first time on a turn or starts its turn there, it must make the Fortitude saving throw. The damage is reduced to 2d4 and additional augments to the damage increase the damage by 1d4 for each additional mana or psi expended, instead of the normal increase.

As a reaction, which you use when you are hit by an attack, lightning dances around your body.

If the creature who damaged you is within 10 meters it must make a Reflex saving throw as lightning strikes it.

On a failed save, it takes 3d6 lightning damage and it can’t take reactions until the start of its next turn.

On a successful save, a creature takes half as much damage.

Augment

You can increase the damage by 4d6 for each additional mana or psi expended.

concentration, 1 hour/mana or psi

As two actions, you call forth a lightning elemental which appears in an unoccupied space that you can see within 10 meters. The elemental is a lightning elemental companion, using 2 resources. The creature has no mana or stamina dice, but you can infuse it with mana, psi, or stamina dice by expending mana or psi, up to your mana limit or psi limit. For each mana or psi you expend, the elemental gains 1 mana or 3 stamina dice. The elemental is friendly to you and your companions, and it disappears when it drops to 0 health or when the spell ends.

As an action on each of your turns, you can mentally command any creature you summoned with this spell if the creature is within 100 meters of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what actions the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can use an additional resource for each additional mana or psi expended.

  • You can expend 2 additional mana or psi to call forth another elemental.

concentration, 5 minutes/mana or psi

As two actions, a 10-meter radius storm cloud appears centered on a point you can see within 20 meters directly above you. The spell fails if you can’t see a point in the air where the storm cloud could appear (for example, if you are in a room that can’t accommodate the cloud). The cloud moves to always stay directly above you.

When you cast the spell—and as an action on each of your turns thereafter—you can choose a point you can see within 10 meters. A bolt of lightning flashes down from the cloud to that point. Each creature within 1 meter of that point must make a Reflex saving throw.

On a failed save, a creature takes 3d8 lightning damage, is deafened for 1 minute, and it can’t take reactions until the start of its next turn.

On a successful save, it takes half as much damage.

If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, each creature within 2 meters of the point must make the saving throw.

Augment

You can increase the damage by 2d8 for each additional mana or psi expended.

As two actions, a bolt of lightning arcs toward a target that you can touch or see within 10 meters. The lightning can then arc to another target within 5 meters of the first target and a third target within 5 meters of the second target. A target can be a creature or an object and can be targeted only once. A target must make a Reflex saving throw.

On a failed save, a target takes 6d8 lightning damage and it can’t take reactions until the start of its next turn.

On a successful save, it takes half as much damage.

Augment

The lightning can arc to an additional target within 5 meters of the previous target for each additional mana or psi expended and the damage increases by 2d8 for each additional mana or psi expended. You can end the chain at any point.

As two actions, a bolt of lightning flashes down in a location you specify. Each creature in a cylinder centered on a point within 20 meters must make a Reflex saving throw.

On a failed save, a creature takes 5d6 lightning damage and is blinded and deafened until the end of its next turn.

On a successful save, it takes half as much damage and isn’t blinded or deafened by this spell.

Augment

You can increase the damage by 2d6 for each additional mana or psi expended.

concentration, 5 minutes/mana or psi

As two actions, a rolling clap of thunder appears in a sphere centered on a point within 20 meters. The sphere spreads around corners. It lasts for the duration.

A creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Fortitude saving throw.

On a failed save, a creature takes 3d6 concussion damage and is deafened for 1 minute.

On a successful save, a creature takes half as much damage.

As an action, you can cause the cloud to move 2 meters away from you in a direction that you choose at the start of each of your turns. As an action, you can stop the cloud from moving if it is within 20 meters of you.

Augment
You can augment this spell with the following options, expending mana or psi for each option.
  • You can increase the damage by 1d6 for each additional mana or psi expended.

  • You can expend 1 additional mana or psi so duration changes to 1 hour/mana or psi.

As two actions, a sudden loud ringing noise, painfully intense, erupts from a point of your choice within 10 meters. Each creature in a sphere centered on that point must make a Fortitude saving throw.

On a failed save, a creature takes 9d6 concussion damage and is deafened for 1 minute.

On a successful save, it takes half as much damage and isn’t deafened by this spell. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.

A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area.

Augment

You can increase the damage by 3d6 for each additional mana or psi expended.

concentration, 1 minute/mana or psi

As an action, a creature that you can touch or see within 10 meters must make a Fortitude saving throw.

On a failed save, it loses any resistance to concussion and lightning damage for the duration and the first time on each turn the creature takes concussion or lightning damage, it takes an extra 2d6 damage of that type.

Augment

You can target two additional creatures for each additional mana or psi expended. The creatures must be within 5 meters of each other when you target them.

concentration, 1 minute/mana or psi

As two actions, a sphere of thunderous clouds springs into existence centered on a point within 20 meters. The sphere remains for the spell’s duration. A creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Fortitude saving throw.

On a failed save, a creature takes 1d8 concussion damage and is deafened until the end of its next turn.

On a successful save, a creature takes half as much damage.

Until the spell ends, you can use an action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward a creature you choose within 10 meters of the center. Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere.

On a hit, the target takes 3d6 lightning damage and it can’t take reactions until the start of its next turn.

If you miss by 4 or less, the target takes half as much damage and can still take reactions.

Creatures within 5 meters of the sphere have disadvantage on Perception checks made to listen.

Augment

You can increase the lightning damage by 1d6 for each additional mana or psi expended and the concussion damage by 1d8 for every two additional mana or psi expended.

M (mercury, phosphorus, and powdered diamond and opal worth 1,000 sp, consumed)

As you spend 1 minute to cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 2 meters in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 2 meters from where you cast this spell, the glyph is broken, and the spell ends without being triggered.

The glyph is nearly invisible, requiring a Perception check against your spell save DC to find it.

You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or stepping on the glyph, removing another object covering it, approaching within a certain distance of it, or manipulating the object that holds it. For glyphs inscribed within an object, the most common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph.

You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature’s physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don’t trigger the glyph, such as those who say a certain password.

Once triggered, the glyph glows, filling a sphere twice as big as normal with dim light for 10 minutes, after which time the spell ends. Each creature in the area when the glyph activates must succeed on a Fortitude saving throw or be stunned for 1 minute.

A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or starts its turn there.

concentration, 1 minute/mana or psi

As two actions, a churning storm cloud forms, centered on a point you can see within sight range and spreading to a radius of 100 meters. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 1 kilometer beneath the cloud) when it appears must make a Fortitude saving throw.

On a failed save, a creature takes 8d6 concussion damage and becomes deafened for 5 minutes.

Each round you maintain concentration on this spell, As an action, you can call six bolts of lightning from the cloud to strike six creatures or objects of your choice beneath the cloud. A given creature or object can’t be struck by more than one bolt. A struck creature must make a Reflex saving throw. The creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.

Augment sizes

1 catalyst/mana2 catalysts/mana3 catalysts/mana4 catalysts/mana5 catalysts/mana
Cone3 meters long5 meters long10 meters long10 meters long20 meters long
Cylinder1-meter-radius, 3 meters high2-meter-radius, 6 meters high3-meter-radius, 9 meters high4-meter-radius, 12 meters high5-meter-radius, 15 meters high
Line5 meters long, 1-meter wide5 meters long, 2-meter wide10 meters long, 2-meter wide10 meters long, 2-meter wide20 meters long, 2-meter wide
Sphere1-meter-radius2-meter-radius3-meter-radius4-meter-radius5-meter-radius
Wall5 meters long, 2 meters high, 30 centimeters thick5 meters long, 4 meters high, 60 centimeters thick10 meters long, 6 meters high, 90 centimeters thick10 meters long, 8 meters high, 120 centimeters thick20 meters long, 10 meters high, 150 centimeters thick