Storm sorcery, also known as storm magic,[3] was a source of power for sorcerers of the Realms that originated from the element of air.[4][5]
Description[]
The strength of elemental air was the source of these sorcerers' intrinsic magical powers. The majesty of the storm seeped into their very essence.[4] These spellcasters embraced the unbridled power of the storms, incorporated it into their person, and let it loose upon others. To some it became an ally that accompanied them during their travels.[2]
Some storm sorcerers were said to have lineages associated with the Elemental Plane of Air, and were descended in part from ancient djinn or even the immortal Wind Dukes of Aaqa.[4][5] The lineage of other sorcerers was more obvious, such as windsoul genasi who tapped into their sorcerous powers.[3]
Culture[]
These sorcerers were readily welcomed aboard ships, especially mercantile vessels,[6] sailing across the seas of Toril. Their unique powers allowed them to influence the wind and weather in their immediate vicinity, and other weather-related conditions at sea. Their skills also came in handy for fending off attacks by sahuagin, pirates, or other threats encountered at sea.[4][5]
According to some, these sorcerers tended to be hot-headed individuals prone to bouts of rage.[6] Yet others insisted they were dedicated people, who relentlessly pursued the causes about which they were passionate.[2]
Abilities[]
Through their mastery over elemental air, storm magic sorcerers gained fluency with the primordial language, along with all of its dialects.[4][5]
Novice storm sorcerers gained at least some control over the air around them, and were capable of shaping it around them to momentarily fly over short distances.[4][5]
Over time, their bodies became more attuned with the nature of storms. Magical or mundane lightning and the roaring sound of thunder became less harmful.[2] Additionally, every time they cast spells that conjured, redirected, or otherwise utilized lightning, or manifested thunderous booms, a raging storm momentarily erupted from their body.[4]
Storm sorcerers learned to deftly alter weather conditions around them, such as preventing rainfall within a 40‑foot-wide (12‑meter) sphere or by redirecting winds within a 200‑foot-wide (61‑meter) sphere, each centered around their person.[4][5]
Experienced storm sorcerers became as one with the storm. Any would-be attacker that struck out at them would be retaliated against with blasts of lightning, while sorcerers became impervious to harm from lightning or thunder. Additionally, they harnessed the winds of the storm to attain a form of magical flight, up to a speed of 600 ft (180 m) per minute. They could also transport a handful of other people in this manner, at about half that speed.[4][5]
History[]
During the Second Sundering, beginning in the Year of the Iron Dwarf's Vengeance, 1485 DR, the Sea of Fallen Stars became covered by a storm known as the Great Rain. The event darkened the skies and triggered enormous floods. Thousands of people perished by drowning, lightning strikes, or fist-sized gusts of wind that sank entire ships. A few survivors of these tragedies discovered they had intrinsic magical powers—considered either a blessing or a curse—that granted them control over lightning, thunder, and the wind itself.[4]
Appendix[]
Gallery[]
References[]
- ↑ Mike Mearls, Jeremy Crawford (2014). Player's Handbook 5th edition. (Wizards of the Coast), p. 100. ISBN 978-0-7869-6560-1.
- ↑ 2.0 2.1 2.2 2.3 Logan Bonner, Eytan Bernstein, Bruce R. Cordell, Peter Lee (April 2009). Arcane Power. Edited by Julia Martin. (Wizards of the Coast), p. 26. ISBN 978-0786949571.
- ↑ 3.0 3.1 Logan Bonner, Eytan Bernstein, Bruce R. Cordell, Peter Lee (April 2009). Arcane Power. Edited by Julia Martin. (Wizards of the Coast), p. 28. ISBN 978-0786949571.
- ↑ 4.0 4.1 4.2 4.3 4.4 4.5 4.6 4.7 4.8 4.9 Steve Kenson, et al. (November 2015). Sword Coast Adventurer's Guide. Edited by Kim Mohan. (Wizards of the Coast), p. 137. ISBN 978-0-7869-6580-9.
- ↑ 5.0 5.1 5.2 5.3 5.4 5.5 5.6 Jeremy Crawford, Mike Mearls, Robert J. Schwalb, Adam Lee, Christopher Perkins, Matt Sernett (November 2017). Xanathar's Guide to Everything. Edited by Kim Mohan. (Wizards of the Coast), pp. 51–52. ISBN 978-0-7869-6612-7.
- ↑ 6.0 6.1 Jerry Holkins, Elyssa Grant, Scott Fitzgerald Gray (June 18, 2019). Acquisitions Incorporated. Edited by Scott Fitzgerald Gray. (Wizards of the Coast), p. 68. ISBN 978-0786966905.
Connections[]
Artificer
Alchemist • Artillerist
Bard
College of Glamour • College of Lore • College of Swords • College of Valor • College of Whispers
Ranger
Beast master • Hunter • Gloom stalker • Monster slayer • Swarmkeeper
Rogue
Arcane trickster • Assassin • Inquisitive • Mastermind • Scout • Soulknife • Swashbuckler • Thief
Sorcerer
Aberrant mind • Clockwork soul • Dragon magic • Shadow magic • Storm sorcery • Wild magic
Warlock
Celestial patron • Archfey patron • Hexblade • Fiend patron • Great Old One patron • Undying patron
Wizard
Abjurer • Conjurer • Diviner • Enchanter • Evoker • Illusionist • Necromancer • Transmuter • War mage
Cleric
Death domain • Divine domain • Knowledge domain • Life domain • Light domain • Nature domain • Tempest domain • Trickery domain
Druid
Circle of Dreams • Circle of the Land • Circle of the Moon • Circle of the Shepherd • Circle of Spores • Circle of Stars
Paladin
Oath of the Ancients • Oath of Conquest • Oath of the Crown • Oath of Devotion • Oath of Vengeance
Barbarian
Path of the ancestral guardian • Path of the berserker • Path of the storm herald • Path of the totem warrior • Path of wild magic • Path of the zealot
Fighter
Arcane archer • Battle master • Cavalier • Champion • Eldritch knight • Samurai
Monk
Way of the Drunken Master • Way of the Four Elements • Way of the Kensei • Way of the Sun Soul • Way of the Open Hand • Way of Shadow