Summoning Storms
Rote · Mage
Large-scale tempests and devastating storms demand significant amounts of energy and personal power. A mage who harnesses such elements had better have a strong will and a firm grasp of the Arts, because unless she forges a “cocoon” from that storm (see above), she’ll be as subject to its rage as anyone else would be.
Your mage has several options when calling upon the elements to create a major storm:
• Forces 5 pulls existing weather into the desired form. Assuming the conditions are right, winds may be summoned, clouds may be called, and rain and lightning may be drawn from the sky. Such manipulation still takes time, but requires far less time than the previous forms of witchery.
• Forces 5/ Prime 3/ Matter 2 pushes and pulls the elements into most dangerous and powerful configurations: blizzards, thunderstorms, floods and so on. In this case, the storm sets up Environmental Hazards, as described
• Forces 5/ Prime 4/ Entropy 3/ Matter 3 allows the mage conjure drastic and supposedly impossible changes in the weather: blizzards in the summer, tornados from clear skies, far-reaching hurricanes, and so forth. For miles around, the region experiences various hazardous conditions, most of which remain beyond the mage’s control. Even so, that mage can cast deliberate elemental attacks (lightning bolts, waves, blasts of frost, etc.) with additional Effects, as described above under Elemental Assault and Defense. This level of command is vulgar because it upends the natural order and subjects it to the whims of the mage.