Tempest (Child of Gust)
Difficulty: Power + Tempest Levels + 1d20
Save: Balance + Tempest Levels + 1d20
Control: Tempest Levels + Focus +1d20 vs Difficulty of 130 + 1 per 4 MAP
DESC: The Tempest spell unleashes on the target the full force of winds fury. Anyone caught in the area of the spell must make a balance check just to stay upright or they are knocked prone from winds that shift directions without warning. Flight and Ranged attacks are useless, most sensory powers are shut down (Blindsense works) blinding those caught within it. The tempest will also pick up dirt, sand or other objects and causes damage to all inside the tempest, The damage is minor but automatic and applied every round. Targets must send +1 PAP while holding their breath to perform any action inside the tempest. Those caught inside must struggle to blindly exit the area by rolling a 1d8 and moving at 1/4 move (round down). 1 is north,3 is east,5 is south and 7 is west. The other number fit between those listed.
The user must make a control roll to control the tempest just prior to releasing the spell. Failure means the the spell is centered on the caster. He and anyone near him fall victim to the full force of the storm. If they fail by more than 10 then the tempest also does double damage, is twice as large, last twice as long and drains twice the fatigue from the user.