Difference between revisions of "Precipitation (spell)"

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[[File:Precipitation.jpg|thumb|520px|]]
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[[File:precipitation.jpg|thumb|525px|]]
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'''Precipitation''' is a spell that conjures a light, steady rainfall within the area of effect. The rain falls at a rate of one eighth of an inch every 8 [[Combat Round|rounds]], gradually increasing its impact on the environment over time.  It takes just two rounds for stone surfaces and leaves to become recognisably wet, while the ground is distinctly wet with a thin sheen of mud after 12 rounds.
  
{| class="wikitable"
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{{Spelltable
|-
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| name = Precipitation
| Range|| 10 ft. per level
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| range = 10 ft. per [[Experience Level|level]]
|-
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| duration = 4 rounds per level
| Duration || 4 rounds per level
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| area of effect = 30 ft. circle, 120 ft. high
|-
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| casting time = 1 round
| Area of Effect|| 30 ft. circle, 120 ft. high
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| save = none
|-
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| level = [[Cleric 1st Level Spells|cleric (1st)]]; [[Druid 1st Level Spells|druid (1st)]]; [[Mage 1st Level Spells|mage (1st)]]
| Casting Time|| 1 round
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}}
|-
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__TOC__
| Saving Throw|| none
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As the spell continues, the effects accumulate. Within the first few rounds, small flames such as candles flicker and are extinguished, starting with thin tapers and then progressing to larger, sturdier wicks. By the fourth round, delicate materials like thin cloth or paper become damp, while smooth, non-porous surfaces develop a slick wetness. As the rain persists, heavier fabrics like canvas and bundled twigs absorb moisture, becoming sodden after a short time.
|-
 
| Level|| [[Cleric 1st Level Spells|cleric (1st)]]; [[Druid 1st Level Spells|druid (1st)]]; [[Mage 1st Level Spells|mage (1st)]]
 
|}
 
  
Causes a light rain to fall in the area of effect. One millimetre of rain will fall every 8 rounds.
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By the twelfth round, water begins to collect on flat stone or metal surfaces, forming a thin, reflective sheen. As the sixteenth round approaches, torches succumb to the moisture and are snuffed out, while water runs in rivulets along smooth surfaces. Soon after, wooden surfaces become thoroughly soaked and exposed earth turns soft and spongy underfoot.
* After 2 rounds, small candles will be extinguished.
 
* After 3 rounds, fat candles will be extinguished.
 
* After 4 rounds, thin light material will become damp and thoroughly wet thereafter. Flat non-porous surfaces will become wet.
 
* After 8 rounds, twigs and heavy material—such as canvas—will become damp and thoroughly wet thereafter. Semi-porous surfaces, like bare wood, will become damp.
 
* After 12 rounds, flat non-porous surfaces will become filmed with water.
 
* After 16 rounds, torches will be put out. Water will begin to run off smooth surfaces in rivulets.
 
* After 20 rounds, semi-porous surfaces will become thoroughly wet to the touch. Earth will become spongy to the touch.
 
* After 28 rounds, small fires will slow and become smoky.
 
* After 40 rounds, rivulets will run upon sloped earth. Small fires will be put out.
 
* After 60 rounds, large fires will slow and become smoky.
 
* After 90 rounds, the flames of large fires will be put out, though the coals themselves will continue to smoulder.
 
  
If the temperature is balmy or hotter, the duration of the spell will be doubled in areas of thick vegetation. The spell is always halved in arid environments devoid of grass and thick vegetation.
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With prolonged rainfall, the spell starts to weaken fires, first affecting small flames after twenty-eight rounds, making them smoky and sluggish. By the fortieth round, water gathers in small streams along sloped ground, fully extinguishing small fires. Larger fires remain resistant at first but burn more sluggishly after sixty rounds, with thick plumes of smoke rising as embers struggle against the damp.
  
In chilly weather, the precipitation will fall as sleet. In colder conditions (frosty and below), precipitation will fall as snow—in which case the duration of the spell is doubled but the effects are halved (or diminished until the snow is allowed to melt).
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At thirty rounds, even large fires are doused, their flames fully extinguished — though deep coals and embers may still smoulder for another 5-10 rounds, requiring further soaking to be completely put out. Beyond this point, if the spell continues, the environment becomes thoroughly saturated, making dry shelter an increasing necessity.
  
If precipitation is combined with a sustained fire-based spell, such as a wall of fire, a fog which is double the area of effect will be formed. If combined with a sustained cold-based spell, such as an ice storm, then a blizzard twice the size of the spell effect will be formed, and the amount of snowy precipitation will be doubled.
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== Climate Effects ==
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If the environment is already humid, such as in regions where the Köppen index indicates regular daily rainfall, the effects of the spell are doubled. Rainfall accumulates at a faster rate, soaking materials and extinguishing flames twice as quickly. Surfaces become slick twice as fast and fires succumb to the moisture in half the usual time. In these conditions, the spell creates a more immediate and pressing challenge for those seeking to keep dry or maintain a fire.  Dry climates do not effect the spell.
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In chilly conditions, where the temperature is just above freezing, the precipitation falls as sleet, creating an icy sheen on surfaces and making terrain treacherous. Wet surfaces become coated in slush and exposed objects rapidly develop a cold, slick layer of ice, affecting movement and visibility.
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=== Snow Effects ===
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If the temperature is below freezing, the spell produces snow instead of rain. The accumulation follows the same pattern, but instead of soaking surfaces, the snowfall gradually buries objects and terrain. Thin layers of snow accumulate on clothing and hair, while prolonged casting can create deep drifts that hinder movement and visibility.  Fires are smothered rather than extinguished by moisture and exposed ground becomes difficult to traverse. In extreme cold, the steady accumulation of snowfall can present a significant obstacle to those caught in the open.  This equals 3/16ths snowfall per round — effectively white out conditions with severe visibility reduction; if there is any wind blowing, combat would stop at once.  It's then impossible to navigate without external guidance, such as a rope or a known landmark. The heavy accumulation would also make movement increasingly difficult, eventually causing persons to be immobilised.
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Once the snow stops falling, however, the conditions likewise dissipate almost immediately.  The primary cause of a white-out is active snowfall and wind reducing visibility, not the accumulation.
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[[Category: Clerical Spells]][[Category: Druidical Spells]][[Category: Magical Spells]][[Category: Reviewed]]

Latest revision as of 01:14, 6 March 2025

Precipitation.jpg

Precipitation is a spell that conjures a light, steady rainfall within the area of effect. The rain falls at a rate of one eighth of an inch every 8 rounds, gradually increasing its impact on the environment over time. It takes just two rounds for stone surfaces and leaves to become recognisably wet, while the ground is distinctly wet with a thin sheen of mud after 12 rounds.

Precipitation
Range 10 ft. per level
Duration 4 rounds per level
Area of Effect 30 ft. circle, 120 ft. high
Casting Time 1 round
Saving Throw none
Level cleric (1st); druid (1st); mage (1st)

As the spell continues, the effects accumulate. Within the first few rounds, small flames such as candles flicker and are extinguished, starting with thin tapers and then progressing to larger, sturdier wicks. By the fourth round, delicate materials like thin cloth or paper become damp, while smooth, non-porous surfaces develop a slick wetness. As the rain persists, heavier fabrics like canvas and bundled twigs absorb moisture, becoming sodden after a short time.

By the twelfth round, water begins to collect on flat stone or metal surfaces, forming a thin, reflective sheen. As the sixteenth round approaches, torches succumb to the moisture and are snuffed out, while water runs in rivulets along smooth surfaces. Soon after, wooden surfaces become thoroughly soaked and exposed earth turns soft and spongy underfoot.

With prolonged rainfall, the spell starts to weaken fires, first affecting small flames after twenty-eight rounds, making them smoky and sluggish. By the fortieth round, water gathers in small streams along sloped ground, fully extinguishing small fires. Larger fires remain resistant at first but burn more sluggishly after sixty rounds, with thick plumes of smoke rising as embers struggle against the damp.

At thirty rounds, even large fires are doused, their flames fully extinguished — though deep coals and embers may still smoulder for another 5-10 rounds, requiring further soaking to be completely put out. Beyond this point, if the spell continues, the environment becomes thoroughly saturated, making dry shelter an increasing necessity.

Climate Effects

If the environment is already humid, such as in regions where the Köppen index indicates regular daily rainfall, the effects of the spell are doubled. Rainfall accumulates at a faster rate, soaking materials and extinguishing flames twice as quickly. Surfaces become slick twice as fast and fires succumb to the moisture in half the usual time. In these conditions, the spell creates a more immediate and pressing challenge for those seeking to keep dry or maintain a fire. Dry climates do not effect the spell.

In chilly conditions, where the temperature is just above freezing, the precipitation falls as sleet, creating an icy sheen on surfaces and making terrain treacherous. Wet surfaces become coated in slush and exposed objects rapidly develop a cold, slick layer of ice, affecting movement and visibility.

Snow Effects

If the temperature is below freezing, the spell produces snow instead of rain. The accumulation follows the same pattern, but instead of soaking surfaces, the snowfall gradually buries objects and terrain. Thin layers of snow accumulate on clothing and hair, while prolonged casting can create deep drifts that hinder movement and visibility. Fires are smothered rather than extinguished by moisture and exposed ground becomes difficult to traverse. In extreme cold, the steady accumulation of snowfall can present a significant obstacle to those caught in the open. This equals 3/16ths snowfall per round — effectively white out conditions with severe visibility reduction; if there is any wind blowing, combat would stop at once. It's then impossible to navigate without external guidance, such as a rope or a known landmark. The heavy accumulation would also make movement increasingly difficult, eventually causing persons to be immobilised.

Once the snow stops falling, however, the conditions likewise dissipate almost immediately. The primary cause of a white-out is active snowfall and wind reducing visibility, not the accumulation.