From: Aromancers Zephyr Codex 42
Description: The codex’s primary single-target offensive spell. The caster gathers ambient static electricity and compresses the air, forming a crackling, whip-like tendril of lightning-infused wind that extends from their hand. They can then make a spell attack against a single target within 30 feet. A successful hit deals both lightning and concussive force damage, accompanied by a deafening crack. The target is also left with a powerful static charge that can interfere with their own spellcasting or fine motor skills for a short time.
Sensory Experience (from the Codex): These pages carry a powerful, metallic tang of ozone, so strong it almost makes the teeth ache. The spell crackles angrily as it is formed, and the caster feels a powerful, vibrating energy in their arm. The air around the lash becomes uncomfortably hot and smells of burning dust.
Lore
The Ozone Lash is the direct result of Aelar Windwalker’s need for a decisive, focused weapon. While his other spells could control the battlefield, they lacked a singular, killing bite. The lore recounts that during a confrontation with a magically animated crystal golem, Aelar found his winds useless. They could not erode the golem’s form, and its magical core was immune to the blunt force of his gusts. The golem, however, was a perfect magical conductor.
This realization sparked an idea. He needed to weaponize not just the air, but the energy within the air. He returned to the Scented Sanctum of Aromancy, not for a pleasant fragrance, but for the most violent scent they could conceive: the smell of a lightning strike. The master Perfumers taught him that ozone was more than a smell; it was the scent of air being torn asunder and forcibly charged with immense power. They created a formula that, when read from the codex, didn’t just remind the caster of a storm—it forced the caster’s magic to mimic the process, gathering ambient static and compressing the air until it became a super-ionized, unstable weapon. The resulting spell, Ozone Lash, is a taming of the lightning’s fury, a focused combat application of the storm’s raw, untamable soul.
Use
Ozone Lash is a spell of targeted, violent disruption. It is the aeromancer’s definitive answer to a single, high-priority threat. Upon casting, the user gathers the static energy from the surrounding air, visibly drawing motes of light and crackling energy into their hand. They then compress the air in front of them into a shimmering, whip-like tendril of super-heated, electrified wind. This “lash” is about 15 feet long and writhes with contained power, emitting a low, angry hum.
With a sharp, whip-like motion, the caster directs the lash to strike a target within 30 feet. The impact is not just a shock but a powerful concussive blast, dealing both lightning and force damage in a deafening crack of sound. More importantly, the immense energy discharge leaves the target’s nervous system and magical aura temporarily scrambled. This “static charge” makes it difficult for them to perform actions requiring precision—their hands might tremble, their aim might waver, and spellcasters might find their connection to the weave disrupted, potentially causing their next spell to fizzle. As a “once per day” spell, it is reserved for the most critical moments, used to neutralize an enemy leader, break a powerful mage’s concentration, or cripple a dangerous foe to set them up for a final blow.
Spell Values
- Tier: 2
- Stats:
- Casting Time: 1 Action.
- Range: 30 feet.
- Duration: Instantaneous.
- Effect: You form a crackling tendril of lightning-infused wind and make a ranged spell attack against a single target. On a hit, the target takes 4d8 lightning damage and 4d8 force damage. The target must also make a DC 16 Constitution saving throw. On a failed save, it becomes afflicted with a powerful static charge until the end of its next turn. While charged, the creature has disadvantage on all attack rolls and ability checks that require fine motor skills (such as picking a lock or using thieves’ tools). If the charged creature attempts to cast a spell, it must first succeed on a concentration check (DC 10 + the spell’s level) or the spell fails and the spell slot is wasted.
- Skills: The spell is cast using the Aeromancy skill. The precision required to strike a specific target with the writhing lash also involves Arcana.
- Cost: A single-use scroll of Ozone Lash is a potent weapon, a guaranteed way to deal significant damage and inflict a debilitating debuff. It would be valued at approximately 650 gold pieces.
- Requirements:
- Must be a spellcaster with access to Tier 2 magic.
- Requires Vocal (a sharp, crackling word), Somatic (a forceful whipping motion), and Material (the codex, or two small lodestones and a pinch of sand struck by lightning) components.
- Tags: Air Magic, Aeromancy, Evocation, Offensive, Lightning, Force, Single-Target, Debuff, Loud, Static, Tier 2, Concussive, Thunder, Whip, Electrical, Ionized, Disruption, Impairment, Volatile, Olfactory Magic, Focused, Scramble
Roleplay and Tactics
Roleplay: Casting Ozone Lash is a display of raw, barely-contained power. The caster is not gracefully weaving magic; they are wrestling a storm into the shape of a weapon. The roleplay should be intense. Describe the caster’s arm trembling from the vibrating energy, the smell of ozone so strong it makes their teeth ache, and the air around their hand growing uncomfortably hot. The vocal component isn’t a melodic word but a sharp, guttural sound like TZZAK! or KRAK-OOM! The somatic gesture is a violent, decisive crack of a whip.
From an observer’s perspective, the air around the caster visibly crackles and shimmers. The sound is a low, angry hum that builds to the deafening final crack. The smell of burning dust and ozone is unmistakable. It is a spell that commands attention and respect through sheer sensory violence.
Tactics:
- Priority Target Neutralization: This is the spell’s core function. It should be reserved for the most dangerous enemy on the field. The goal is not just to damage them, but to effectively make them waste their next turn.
- Spellcaster’s Bane: The spell is a hard counter to enemy mages. Hitting a concentrating spellcaster with this spell forces an immediate, difficult concentration save from the damage, and then, if they fail the Constitution save, it makes their next spell likely to fail as well. It’s a one-two punch that can completely shut down an enemy arcanist.
- Disarming the Precise: Use this on the enemy rogue about to land a devastating sneak attack, the elite archer aiming a deadly shot, or the duelist relying on pinpoint strikes. The disadvantage inflicted by the static charge will likely cause their high-stakes attack to miss.
- The Alpha Strike: In a fight that needs to end quickly, Ozone Lash is an ideal opening move. The party’s spellcaster steps up, hits the enemy leader with the lash to deal heavy damage and debuff them, allowing the rest of the party to follow up with attacks against a weakened and clumsy opponent.
- Know the Cost: Using this spell is like setting off a flare. It is loud, bright, and draws every eye. A caster should only use it when they are prepared to handle the immediate attention it will bring. It is the opposite of a subtle spell.

Activation perception of: Ozone Lash 55
Sight
- What is Perceived: The visible gathering of ambient static electricity into the caster’s hand, which then erupts into a writhing, whip-like tendril of brilliant white-blue energy.
- Description: At first, faint motes of light, like tiny sparks or fireflies, are drawn from the air towards the caster’s outstretched hand. The air around their fist begins to shimmer and distort as if seen through intense heat. Then, with a crackle, the energy coalesces into a solid, brilliantly glowing tendril of lightning that writhes and spits sparks, illuminating the area with a harsh, strobing light. The impact of the lash is a blinding flash.
- Positives: The visual display is incredibly intimidating, a clear and terrifying demonstration of raw power that can cause less disciplined foes to hesitate or break morale.
- Negatives: The spell is the opposite of subtle. The brilliant light immediately gives away the caster’s position, making them the primary target for any remaining enemies. The final flash can be dazzling to allies as well as foes.
Sound
- What is Perceived: A low, angry hum that builds to a furious crackle, culminating in a deafening, thunderous CRACK.
- Description: The activation begins with a low-frequency hum that can be felt in the chest. This quickly escalates into the sharp, hissing and crackling sound of a massive electrical discharge. The sound of the lash forming is like a nest of angry serpents. When the lash strikes its target, the sound is a single, deafening CRACK-BOOM that mimics a close-range lightning strike, echoing across the battlefield and leaving a momentary ringing in the ears.
- Positives: The sound is a powerful psychological weapon. It is loud, violent, and viscerally frightening, often causing a moment of panic or confusion in enemy ranks.
- Negatives: The sheer volume of the final crack will temporarily deafen the caster and anyone in close proximity, making it impossible to hear shouted commands or approaching threats for a moment. It announces the caster’s presence to everything, friendly or hostile, within a very wide radius.
Touch
- What is Perceived: An intense, vibrating energy in the caster’s arm, followed by a wave of uncomfortable heat.
- Description: The caster’s entire arm tingles with a powerful pins-and-needles sensation, as if it has fallen asleep and is being subjected to a powerful electric current. The energy is a barely-contained, vibrating force. As the lash forms, a wave of intense, dry heat radiates outwards, making the air feel hot and close. The final impact sends a powerful, jarring recoil back through the caster’s arm, a shockwave felt in the bones.
- Positives: The intense tactile feedback creates a profound connection to the raw power being wielded, providing a surge of adrenaline and a feeling of immense power.
- Negatives: The vibrating energy is difficult to control and can be physically exhausting. The wave of heat is uncomfortable for both the caster and their nearby allies. An unprepared caster might be knocked off balance by the recoil.
Smell
- What is Perceived: An overwhelmingly sharp, metallic scent of ozone, layered with the acrid smell of burning dust.
- Description: The air is instantly filled with the unmistakable, clean-but-sharp scent of a lightning storm, so potent it feels like it’s scouring the inside of one’s nostrils. This is immediately followed by the smell of super-heated air flash-cooking the dust particles within it, creating a secondary, acrid, and slightly smoky odor.
- Positives: For a caster attuned to the codex, the scent is a powerful focusing agent, the sensory key to unleashing the spell’s power. It can momentarily overwhelm the senses of others, adding to the spell’s disruptive effect.
- Negatives: The smell is a unique and potent magical signature. Any knowledgeable creature will know exactly what spell was just cast. The smell is so strong it can be nauseating to those with sensitive noses.
Taste
- What is Perceived: A sharp, sour, and coppery taste that buzzes on the tongue.
- Description: The caster’s mouth is flooded with the taste of electricity, like licking the terminals of a powerful battery. The taste is accompanied by a physical tingling or buzzing sensation on the tongue and teeth, a direct result of the highly ionized air.
- Positives: The jarring and unpleasant taste is a final, shocking sensory input that can snap a caster into a state of heightened combat awareness.
- Negatives: The taste is foul and can be extremely distracting. It can cause an involuntary gag reflex, which could interfere with casting a subsequent spell with a vocal component.
Extra-Sensory Perceptions
Aetheric Charge Perception (Magical Awareness)
- What is Perceived: The feeling of ambient magical energy and static electricity being violently drawn from the environment and compressed into a single, unstable point.
- Description: The caster feels the local magical field warp around them. They are not creating energy from nothing, but acting as a siphon, pulling in the latent static and aetheric energy from the air, the ground, and even nearby living things. They feel this energy become compressed and volatile within their grasp, a contained storm begging to be released.
- Positives: Provides a deep, intuitive connection to the magical environment, allowing the caster to feel the raw power they are about to unleash.
- Negatives: The process is mentally taxing and feels like holding back a flood. A moment’s lapse in concentration could cause the spell to discharge prematurely or fizzle spectacularly. Siphoning energy from a magically corrupted or tainted area could have unforeseen, negative side effects.
Bio-Electric Interference Sense (Targeted Empathy)
- What is Perceived: A brief, intuitive flash of the target’s own nervous system or bio-electric field, followed by the sensation of violently scrambling it.
- Description: In the moment before the lash strikes, the caster gains a fleeting, extrasensory “image” of the target’s life force as a network of steady, rhythmic electrical pulses. Upon impact, the caster feels the spell’s energy overwhelming that network, turning the steady rhythm into a chaotic, arrhythmic static.
- Positives: Gives the caster a definitive, non-visual confirmation that the spell’s secondary, debilitating effect has successfully taken hold.
- Negatives: This is a deeply invasive sensation. Feeling the disruption of another creature’s life force, even an enemy’s, can be psychically nauseating or disturbing to a caster with a strong empathetic sense.
Volatile Intent Resonance (Spiritual Sense)
- What is Perceived: The spell itself feels like a living, angry entity that the caster is barely controlling.
- Description: The formed Ozone Lash does not feel like a tool; it feels like a captured predator. The tendril of energy has a palpable, aggressive intent of its own. It writhes and strains against the caster’s will, eager to strike out not just at the target, but at anything. The caster’s role is less about creating and aiming, and more about holding on and directing a furious, untamed force.
- Positives: Successfully commanding this volatile energy provides an immense feeling of mastery and power. It forces the caster into a state of absolute, unbreakable focus.
- Negatives: There is a constant, terrifying sense that the spell could break free. A momentary lapse in willpower could cause the lash to strike an ally, the ground, or even the caster themselves. It is a spell that is always a hair’s breadth away from disaster.
Fable of Crystal Man
It is read from the shards of a shattered pot, where the picture-words are faded and some are lost to the breaking, of how the great Aelar Windwalker learned that a fist is not the only shape of power.
In the age of wonders, a rival sorcerer made for himself a soldier that could not be killed. It was a man made of pure crystal, and it walked with a heavy, slow step. It had no mind to trick, no lungs to empty, and no flesh to cut. When Aelar summoned his great gales, the winds that could push an army, the Crystal Man would only lean into it, and its feet would not slide. Aelar’s magic, his great pushing force, was like a child’s breath on a mountain. The Crystal Man was a perfect wall, and it knew only one thing: to walk forward and to break what it found.
Defeated, Aelar retreated to a high peak to watch a great thunderstorm. He watched the sky-fire [lightning] leap from the clouds. One bolt struck a great stone menhir on a nearby hill. Aelar watched, expecting the stone to be pushed over. But it was not pushed. The stone glowed with a terrible light for a moment, and then it did not fall; it exploded into a thousand pieces of sand and dust.
And Aelar saw a great truth. The sky-fire did not fight the stone from the outside. The stone welcomed the sky-fire, and the sky-fire broke it from the inside. He looked at the Crystal Man in his mind’s eye. It was made of magic-drinking crystal. It was like the menhir. It was a thing that welcomed power.
So he went to the Scent-Weavers. He did not ask for a smell of peace or of mountains. He said, “Give me the smell of the storm’s anger. Give me the smell of the air after the sky-fire has torn it.” They worked for a moon, and they gave him a single, perfect drop of oil in a clay pot. When he opened it, it had the sharp, clean, metal-taste-smell of a fresh lightning strike. It was the scent of ozone [sky-metal-breath]. They taught him that this was the smell of air that had been broken and filled with rage.
Aelar returned to his tower. He did not practice his great pushing winds. He practiced breaking the air. He learned to pull the tiny sparks from the wool of his rug and the fur of a cat. He learned to squeeze the air in his hand, not into a fist, but into a thin, screaming line. He filled this line with the sparks, and with the idea of the angry scent, until he held a whip that was not made of leather, but of the storm’s own fury.
He went to face the Crystal Man a final time. The golem walked toward him, its crystal feet cracking the stone. Aelar did not raise a wall of wind. He made a single, sharp crack, and the whip of lightning and air lashed out from his hand. It struck the Crystal Man in the chest.
And the Crystal Man, being made of magic-drinking crystal, did what it was made to do. It drank the lash. It pulled the power into its heart. But this power was not a push. It was a rage. It was a poison of pure energy. The Crystal Man began to glow from within, first a soft blue, then a brilliant white. A single crack appeared on its chest. Then another, and another. With a sound that was not a boom but a sharp, final ting, like a breaking glass, the Crystal Man shattered into a cloud of glittering, harmless dust.
The Moral of the Story: It is said that the strongest wall can be the most foolish. For a wall that welcomes every force that strikes it will one day welcome the one that was meant to be inside, and it will be broken not by the strength of the blow, but by the poison in its own heart.
Suggested conversions to other systems:
Dungeons & Dragons (5th Edition)
Ozone Lash 3rd-level Evocation
Casting Time: 1 action Range: 30 feet Components: V, S, M (a pair of lodestones that spark when struck together) Duration: Instantaneous
High-Level Overview: This is a potent 3rd-level single-target spell that combines high damage with a powerful debilitating effect, making it a premier choice for neutralizing a key enemy threat. It functions as a powerful “nuke and debuff,” capable of turning the tide of an encounter by crippling an enemy leader or spellcaster for a crucial round.
Game Mechanics: You create a whip-like tendril of crackling, lightning-infused wind and lash out at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 4d8 lightning damage and 4d8 force damage.
The target must also make a Constitution saving throw. On a failed save, it is wracked with a powerful static charge until the end of your next turn. A creature suffering from this charge has disadvantage on Dexterity-based attack rolls and ability checks. If it tries to cast a spell, it must first succeed on a DC 15 Constitution saving throw, or the casting fails and the spell slot is lost.
Call of Cthulhu (7th Edition)
The Aetheric Lash Spell
Cost: 10 Magic Points; 1d6 Sanity points Casting Time: 1 round
High-Level Overview: This is a dangerous and highly unnatural combat spell, likely learned from a Mythos tome discussing elemental chaos or the strange sciences of the Mi-Go. It tears the very air apart to create a weapon, and its use is a clear sign that the caster has meddled with forces beyond mortal comprehension, with a corresponding cost to their sanity.
Game Mechanics: The caster gathers static energy, forming a crackling, whip-like tendril of lightning. They may then make an attack by pitting their POW against a target’s Dodge roll on the Resistance Table. If the attack is successful, the lash strikes with a deafening crack, dealing 2d10 damage.
The target is also left convulsing from a powerful static charge. For the next 1d3 rounds, the target suffers one penalty die on all skill rolls requiring fine manipulation (such as Fighting, Firearms, or Mechanical Repair). If the target is a spellcaster, they must succeed on a Hard POW roll each time they attempt to cast a spell, or the spell fails.
Blades in the Dark
Voltaic Lash Whisper Special Ability or Ritual
High-Level Overview: This isn’t a spell cast on the fly, but a dramatic and violent expression of a Whisper’s power over the ghost field and the raw energies of Doskvol. It’s a tool of assault, perfect for a direct confrontation when subtlety has failed. It’s loud, terrifying, and leaves a lasting impression, both physically and electroplasmically.
Game Mechanics: This would be represented as a Special Ability:
Voltaic Lash: When you channel ambient energy and raw ectoplasm into a crackling whip of power, you can spend 2 Stress to unleash it. Your next Wreck action against a single target has potency. If your action is successful, in addition to its normal effect, you may choose to inflict the level 2 harm “Convulsing with Static” or you can create a new situation: Scrambled and Uncoordinated, giving the target -1d to their next action.
Knave (2nd Edition)
Spellbook of the Charged Whip Spellbook, 1 Slot
Casting: Once per day
High-Level Overview: In Knave, this spell is a high-powered, single-use weapon contained within a physical book. It’s a significant asset for any adventurer, providing a reliable burst of high damage and a powerful debuff that can neutralize a dangerous foe for a few critical moments, potentially turning a deadly encounter into a manageable one.
Game Mechanics: When you cast this spell, you make a ranged attack against one creature within 30 feet using your Intelligence. On a hit, the creature takes 4d6 damage.
The creature must also make a Will saving throw. If it fails, its nervous system is scrambled by static electricity. For the next 3 rounds, it has a Disasset on all attack rolls. If the creature attempts to cast a spell during this time, it must succeed on a Will save or the spell fails and its casting for the day is expended.
Fate Core System
Lash of the Raging Sky
High-Level Overview: In Fate, this spell is a dramatic, high-impact action. It’s best represented as a powerful Stunt that allows a character to unleash a devastating attack, spending a Fate Point to not only inflict serious harm but also to impose a significant tactical disadvantage on their most dangerous opponent.
Game Mechanics: As a Stunt:
Lash of the Raging Sky: When you use your Lore skill to violently attack a single target with a whip of pure energy, you can spend a Fate Point to activate this stunt. If your attack succeeds, it automatically inflicts a Moderate Consequence instead of a mild one (or a severe consequence if you would have already inflicted a moderate one). Additionally, regardless of the outcome of your attack, you also Create an Advantage, placing the Aspect Scrambled by a Vicious Static Charge on the target with one free invocation.
Numenera & Cypher System
Ionized Lash (Tier 3 Intellect-based Ability)
High-Level Overview: This is a mid-tier offensive ability for a character who channels or manipulates energy. It represents a significant expenditure of mental effort (Intellect) to create a focused, high-energy weapon that both damages and temporarily disrupts an opponent’s biological or synthetic systems.
Game Mechanics: Ionized Lash (4 Intellect points): You create a crackling tendril of raw energy and lash out at a single foe within short range. This is an Intellect-based attack. On a success, the target takes 6 points of damage. The target must also make a Might defense task. On a failure, their nervous system is scrambled by the electrical discharge; for the next round, any task they perform that requires precision or concentration (including attacks, casting spells, or operating complex machinery) is hindered. Action.
Pathfinder (2nd Edition)
Ozone Lash SPELL 4 [UNCOMMON] [AIR] [ELECTRICITY] [EVOCATION] [FORCE] Traditions Arcane, Primal Cast [two-actions] somatic, verbal Range 30 feet; Targets 1 creature
High-Level Overview: As a 4th-level spell, Ozone Lash is a powerful single-target “nuke” for arcane and primal casters. It combines two uncommon damage types (electricity and force) with a debilitating rider effect, making it a premier choice for shutting down a single, high-priority enemy like an enemy commander or spellcaster for a crucial round.
Game Mechanics: You unleash a whip-like tendril of crackling, compressed air and lightning. Make a spell attack roll against the target. Critical Hit The target takes 6d8 electricity damage and 6d8 force damage. It must attempt a Fortitude save against your spell DC. Hit The target takes 3d8 electricity damage and 3d8 force damage. It must attempt a Fortitude save against your spell DC.
Effect of the Fortitude Save: Critical Success The target is unaffected by the secondary effect. Success The target is clumsy 1 for 1 round. Failure The target is clumsy 2 and stupefied 2 for 1 round. Critical Failure The target is clumsy 3 and stupefied 3 for 1 round.
Savage Worlds Adventure Edition (SWADE)
Static Lash Power
Rank: Veteran Power Points: 4 Range: Smarts x 2 Duration: Instant Trappings: A whip of crackling blue lightning, a deafening thunderclap, the sharp smell of ozone.
High-Level Overview: This is a high-cost, high-reward power for a Veteran caster. It delivers a significant blow to a single target and, with a good roll, can leave them tactically crippled for a round. It’s a “boss-killer” spell, designed to open a fight by neutralizing the biggest threat on the board.
Game mechanics: This power makes an arcane skill attack against one target in range. If successful, the lash strikes for 3d8 damage.
Raise: If the caster gets a raise on their arcane skill roll, the target is also wracked with a debilitating static charge. The target is Distracted and Vulnerable until the end of their next turn. This is in addition to the normal effect of a raise on a damaging power (usually +1d6 damage).
Shadowrun (6th World)
Static Lash Combat Spell
High-Level Overview: This is a direct combat spell that weaponizes atmospheric electricity, favored by combat mages and shamans who follow a storm or sky totem. It is a loud, flashy, and undeniably effective way to neutralize a single, heavily augmented or magically adept target, as it attacks the nervous system and magical aura directly.
Game Mechanics: Type: P Range: LOS Duration: I Drain: F
When you cast this spell, you make a Spellcasting + Magic [Force] attack against a single target. This is a Physical spell. If the attack is successful, the target resists **(Force)**P damage with their Body + Armor. The damage type is Electricity.
Secondary Effect: If the attack causes any physical damage (at least one box), the target’s cyberware and magical aura are also scrambled by a powerful static charge. For the next 2 combat rounds, the target suffers a -2 dice pool penalty to all actions. Additionally, if the target attempts to cast a spell or use a complex magical ability, the threshold for that test is increased by 1.
Starfinder
Ion Lash Mystic 4, Technomancer 4
School: Evocation (electricity, force) Casting Time: 1 standard action Range: 30 ft. Targets: one creature Duration: Instantaneous
High-Level Overview: This is a 4th-level spell that serves as a premier single-target “nuke and debuff.” It combines two damage types to overcome resistances and imposes a debilitating condition that can shut down spellcasters and other precision-focused enemies, making it a powerful choice for any high-level offensive caster.
Game Mechanics: You unleash a whip-like tendril of crackling energy at a single target. Make a ranged spell attack against the target’s EAC. On a hit, the target takes 5d6 electricity damage and 5d6 bludgeoning damage.
The target must also succeed at a Fortitude save. On a failed save, it is afflicted with a powerful static charge for 1 round. While under this effect, the creature is flat-footed and any spell it attempts to cast fails unless it first succeeds at a Will save with a DC equal to 10 + the spell’s level.
Traveller (Mongoose 2nd Edition)
‘Static Arc’ Electro-Whip TL: 13 Skill: Heavy Weapons (exotic) Damage: 4d6 Kg: 5 Cost: Cr 75,000 Magazine: Power Pack (20 shots) Range: 25m
High-Level Overview: This is not a spell, but a piece of advanced, likely military-grade, directed energy weaponry. The “Static Arc” projects a contained filament of super-ionized plasma that functions like a whip, delivering a powerful electrical and concussive shock. It is prized for its ability to disable targets without necessarily killing them.
Game Mechanics: This weapon is a ranged energy weapon that uses the Heavy Weapons (exotic) skill. A successful hit deals 4d6 damage. Due to the weapon’s nature, the target’s armor is only half as effective (divide the armor’s protection value by 2).
Secondary Effect: A character who takes any damage from this weapon must make a Difficult (10+) Endurance check. If they fail, their nervous system is scrambled by the electrical discharge. For the next 1d3 rounds, they suffer a DM-2 penalty on all Dexterity and Intelligence-based skill checks, including attack rolls.
Warhammer Fantasy Roleplay (4th Edition)
Azyr’s Scourge Lore of Heavens Spell
CN: 9 Range: Willpower yards Target: 1 Duration: Instant
High-Level Overview: A powerful and destructive spell for a Celestial Wizard, this incantation tears the Blue Wind of Azyr into a whip of raw lightning. It is a definitive statement on the battlefield, a spell used to smite a single, formidable foe like a Chaos Champion or a hulking monster. It is loud, violent, and carries the distinct smell of a coming storm.
Game Mechanics: You make a Language (Magick) Test to cast the spell. If successful, you lash out at a single target in range with a whip of crackling lightning. The target is hit and suffers a Damage of +8 that has the Magical and Ignores Armour Qualities.
Secondary Effect: The target must also make a Challenging (+0) Endurance Test. If they fail, they gain 2 Stunned Conditions as their body is wracked with convulsions from the electrical shock. Overcast: For each +2 SL on your casting test, you can either increase the Damage by +1 or increase the number of Stunned Conditions the target gains by 1.
