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 that deals damage

When you roll a 1 on a damage die for a spell you cast that deals concussion or lightning damage, you can reroll the die and must use the new roll, even if the new roll is a 1.

Prerequisites: The ability to cast at least one spell from the storm theme

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 6-meters-radius cylinder centered on you. You can end this effect as a bonus action.

If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 30-meters-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.

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

Additionally, you are unhindered by difficult terrain caused by stones.

Prerequisites: Storm Adept feat and the ability to cast at least one spell

Spells you cast ignore resistance to concussion and lightning damage.

Prerequisites: The ability to cast at least one storm spell that deals damage

The winds carry you with ease. You gain a magical flying speed of 18 meters. As an action, you can reduce your flying speed to 9 meters for 1 hour and choose a number of creatures within 9 meters of you equal to 3 + your Charisma. The chosen creatures gain a magical flying speed of 9 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, 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, 10 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 other 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 9 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.

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 9 meters, and remain suspended there for the duration. The potion can levitate a creature that weighs up to 135 kilograms.

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 9 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 18 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 18 meters for the duration instead of levitating.

Storm spells

As an action, your arm whips forward, creating a lash of lightning energy that strikes at one creature that you can touch or see within 18 meters. The target must succeed on a Reflex saving throw or take 1d6 lightning damage, and if it is Medium or smaller, you pull the creature up to 4.5 meters closer to you.

Augment

This spell’s damage increases by 1d6 and it can affect a creature of a larger size when you reach 5th level (2d6; Large), 9th level (3d6; Huge), 13th level (4d6; Gargantuan), and 17th level (5d6).

As an action, lightning forms coalesces in your palm. You can deliver a shock or hurl a bolt.

If you deliver a shock, make a melee spell attack against a creature you touch.

If you hurl the bolt, make a ranged spell attack against a creature within 18 meters.

On a hit, the target takes 1d6 lightning damage and it can’t take reactions until the end of its next turn.

After attacking with the lightning, the spell ends.

Augment

This spell’s damage increases by 1d6 when you reach 5th level (2d6), 9th level (3d6), 13th level (4d6), and 17th level (5d6).

As an action, you clap your hands together to create a burst of thunderous sound that can be heard up to 30 meters away. Each creature within 1.5 meters of you must succeed on a Fortitude saving throw or take 1d6 concussion damage.

Augment

This spell’s damage increases by 1d6 when you reach 5th level (2d6), 9th level (3d6), 13th level (4d6), and 17th level (5d6).

concentration, 1 hour/mana

As an action, you call forth a lightning elemental which appears in an unoccupied space that you can see within 18 meters. The elemental is a lightning elemental companion, using 1 resource. The creature has no mana or stamina dice, but you can infuse it with mana or stamina dice by expending mana, up to your mana limit. For each mana 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 a bonus action on each of your turns, you can mentally command any creature you summoned with this spell if the creature is within 90 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 action 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 for each option.
  • You can use an additional resource for each additional mana expended.

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

concentration, 5 minutes/mana

As a bonus action, a weapon you touch vibrates with anticipation. For the duration, the weapon deals an extra 1d6 concussion damage when it hits and the target must succeed on a Fortitude saving throw or be deafened until the end of its next turn.

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 increase the damage by 1d6 for each additional mana expended and an additional 1d6 for every other additional mana expended.

concentration, 1 minute/mana

As an action, with fingertips outstretched, you shock a creature that you can touch or see within 18 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 for each option.
  • You can target one additional creature for each additional mana expended. The creatures must be within 9 meters of each other when you target them.

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

concentration, 5 minutes/mana

As an action, you raise your hands to the sky as you rise vertically, up to 9 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. You can change your altitude by up to 9 meters in either direction as a bonus action on your turn.

If you are still aloft when the effect ends, you descend 18 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 for each option.
  • You can target one additional willing creature or object within 18 meters for each additional mana expended. The creatures and objects must be within 9 meters of each other when you target them. The spell can levitate a Medium or smaller creature or objects that weighs up to 135 kilograms. You can change the altitude of a target within 18 meters by up to 9 meters in either direction as a bonus action on your turn. You can affect a creature of a larger size and an object that weighs 135 kilograms more for each additional mana expended.

  • You can expend 1 additional mana to target a creature within 18 meters or to cast the spell as a bonus action when you hit a creature with a weapon attack. The creature must succeed on a Fortitude save or it is levitated, up to 9 meters, and remains suspended there for the duration. The spell can levitate a Medium or smaller creature. You can change the altitude of a target within 18 meters by up to 9 meters in either direction as a bonus action on your turn. 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 expended.

  • Fly. You can expend 1 additional mana and touch a willing creature so the creature gains a flying speed of 18 meters for the duration.

As an action, you lash out with tendrils of lightning. Choose a creature that you can touch or see within 18 meters. The target must make a Reflex saving throw.

On a failed save, a creature takes 4d8 lightning damage and it can’t take reactions until the end of its next turn.

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

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 6d8 for each additional mana expended. If this augment is combined with Chain Lightning then the damage increases by 3d8 for each additional mana expended.

  • Chain Lightning. You can cause the lightning to arc to an another target for each additional mana expended and the damage increases by 2d8 for each additional mana expended beyond the first augment. The target must be within 9 meters of the previous target. A target can be a creature or an object and can be targeted by only one of the bolts.

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 end 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 for each option.
  • You can increase the damage by 2d8 for each additional mana expended.

  • Stunning Bolt. You can expend 1 additional mana so each creature who fails the saving throw is stunned until the end of its next turn. The damage changes to 2d8 and additional augments to the damage increase the damage by 1d8 for each additional mana expended, instead of the normal increase.

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 3d8 lightning damage and it can’t take reactions until the end of its next turn.

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

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

  • You can expend 1 additional mana 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. Additional augments to the damage increase the damage by 1d8 for each additional mana expended, instead of the normal increase.

1 hour/mana

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 for each option.
  • You can target one additional willing creature that you can touch or see within 18 meters for each additional mana expended. The creatures must be within 9 meters of each other when you target them.

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


Dampen the Storm

1

As a reaction, which you take 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 to trigger the spell when a creature that you can touch or see within 18 meters takes concussion and lightning damage. The creature gains the resistance instead.

concentration, 5 minutes/mana

As a bonus action, a weapon you touch becomes 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 spell’s magic ends on a piece of ammunition when it hits or misses.

Augment

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

As an action, you teleport yourself to an unoccupied space you can see within 35 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 90 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 expended.

1 minute/mana

As an action, a wave of thunderous force sweeps out from you in a thunderous boom audible out to 90 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 6 meters away from you.

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

In addition, unsecured objects that weigh up to 90 kilograms and are completely within the area of effect are automatically pushed 6 meters away from you.

Augment
You can augment this spell with the following options, expending mana 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 135 kilograms for each additional mana expended.

  • Thunderwaves. You can expend 1 additional mana 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. Additional augments to the damage increase the damage by 1d10 for each additional mana expended, instead of the normal increase.

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

If the creature who damaged you is within 18 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 end 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 expended.

concentration, 5 minutes/mana

As an action, a 18-meters radius storm cloud appears centered on a point you can see within 35 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 a bonus action on each of your turns thereafter—you can choose a point you can see within 18 meters. A bolt of lightning flashes down from the cloud to that point. Each creature within 1.5 meters of that point must make a Reflex saving throw.

On a failed save, a creature takes 3d10 lightning damage, is deafened for 1 minute, and it can’t take reactions until the end 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 3 meters of the point must make the saving throw.

Augment

You can increase the damage by 2d10 for each additional mana expended.

As an action, a bolt of lightning flashes down in a location you specify. Each creature in a cylinder centered on a point within 35 meters must make a Reflex saving throw.

On a failed save, a creature takes 3d8 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 1d8 for each additional mana expended.

concentration, 1 minute/mana

As an action, a rolling clap of thunder appears in a sphere centered on a point within 35 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 5d4 concussion damage and is deafened for 1 minute.

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

The sphere moves 3 meters directly away from you in a direction that you choose at the start of each of your turns.

Augment

You can increase the damage by 1d4 for each additional mana expended.

As an action, a sudden loud ringing noise, painfully intense, erupts from a point of your choice within 18 meters. Each creature in a sphere centered on that point must make a Fortitude saving throw.

On a failed save, a creature takes 7d6 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 2d6 for each additional mana expended.

concentration, 1 minute/mana

As a bonus action, choose one creature that you can touch or see within 18 meters. The target must succeed on a Fortitude saving throw or the target loses any resistance to concussion and lightning damage for the duration. Additionally, the first time each turn the target takes concussion or lightning damage, the target takes an extra 2d6 damage of that type.

Augment

You can target two additional creatures for each additional mana expended. The creatures must be within 9 meters of each other when you target them.

concentration, 1 minute/mana

As an action, a sphere of thunderous clouds springs into existence centered on a point you choose within 35 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 2d6 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 a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 18 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 end of its next turn.

Creatures within 9 meters of the sphere have disadvantage on Perception checks made to listen.

Augment

You can increase the concussion and lightning damage by 1d6 for each additional mana 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 3 meters in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 3 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

As an action, a churning storm cloud forms, centered on a point you can see within sight range and spreading to a radius of 90 meters. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 1.55 kilometers 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 a bonus 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
Cone4.5 meters long9 meters long13.5 meters long18 meters long22.5 meters long
Cylinder1.5-meter-radius, 4.5 meters high3-meter-radius, 9 meters high4.5-meter-radius, 13.5 meters high6-meter-radius, 18 meters high7.5-meter-radius, 22.5 meters high
Line6 meters long, 1.5 meters wide12 meters long, 1.5 meters wide18 meters long, 1.5 meters wide24 meters long, 1.5 meters wide30.5 meters long, 1.5 meters wide
Sphere1.5-meter-radius3-meter-radius4.5-meter-radius6-meter-radius7.5-meter-radius
Wall4.5 meters long, 3 meters high, 30 centimeters thick9 meters long, 6 meters high, 60 centimeters thick13.5 meters long, 9 meters high, 90 centimeters thick18 meters long, 12 meters high, 120 centimeters thick22.5 meters long, 15 meters high, 150 centimeters thick