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Creo Auram

Voice the Wind ... Cr Au - 10
... Portée : Sight ... Durée : Conc. ...
Carries the caster's voice on a wind to one target within line of sight, provided no solid barrier is between the caster and target -- see also Whispering Winds (InAu 10). If cast with an Im requisite, only target can hear the message. Otherwise, anyone on the path can hear it.

Jupiter's Resounding Blow ... Cr Au - 10
... Portée : Near ... Durée : Conc.(Once) ...
Creates a thunderclap, Anyone directly underneath must makes a Stm roll of 9+ or be deafened.

Bolt of Crackling Lightning ... Cr Au - 15
... Portée : Near ... Durée : Conc.(Once) ...
A bolt of lightning shoots from the forefinger of the caster, doing +15 damage to the target. This bolt bypasses the soak of metal armor (though usually there is leather or cloth under the metal which does count for Soak).

Wrath of the Desert ... Cr Au - 30
... Portée : Zone Near ... Durée : Conc. ... Te
This spell creates a sandstorm in an area delineated by the caster's open arms, up to 15 paces away. Strong winds and sand whip up in the circle, interfering with all perceptions, making movement difficult, and stinging all those within with the sand. The storm will be more vicious the smaller the area. Penalties to perceptions and movement are -5 for a 1 pace or smaller diameter area. For each pace larger of the diameter, the penalties are reduced by 1 (-4 for a two pace diameter area, -3 for 3 paces, etc.) Damage to those within is +15 for a 1 pace diameter area, -3 per extra pace of diameter. Those within who fail movement rolls must make Dex rolls of 6 + movement penalty or be knocked down by the strong winds. Those within who fail Per rolls must make Stm rolls of 6+, which include Per penalties, or be blinded until a normal Stm roll of 6+ is made. The caster may move the storm at a rate of 1 pace per round, but is at a -2 Concentration penalty while the storm is moving.

Breath of the Black Sleep ... Cr Au - 35
... Portée : Self ... Durée : Conc.(Once) ... Pe
The caster becomes empowered to breathe one breath of foul, black, poisonous gas. The gas spreads out in a cone from the caster's mouth up to 4 paces away, where it covers an area 4 paces in diameter. The poison does +25 damage to all within each round, and will remain for 3 rounds, after which it will dissipate. Damage from the gas may only be soaked with Size + Stm, but those enveloped by the gas may make Qik rolls to hold their breaths. A Qik roll of 7+ means only some of the gas was inhaled, the target taking only +15 damage, and a roll of 11+ allows the target to avoid damage entirely. Once the spell casting has been completed, the caster may hold her breath, and expel the gas at will. Botches with this spell often involve the caster inhaling the gas by accident, where it will remain for 3 rounds unless the caster can concentrate long enough to cancel the spell -- a very bad way to die.

Next: Muto Auram Up: Auram Previous: Auram