| abstract
| - Weathercraft is the druidic ability to sculpt and craft the regional weather system to a Mage's desired preference. This is accomplished by manipulating existing natural weather to take on new forms and fronts. For example, during dry weather a druid may be able to craft the weather in such a way as to force the onset of cloud cover and precipitation, and in doing so turn a sunny day into a one filled with overcast skies and torrential rain. Conversely, a druid may be able to do just the opposite. If the weather is generally overcast and wet, the druid is able to part the clouds or even disperse them entirely, bringing clear skies and sunshine to a region previously under the grip of bad weather. The art of weathercrafting is not an exact science, however. A druid is not able to personally direct such things as gusts of wind at another person or creature, but may be able to direct the wind or temper it from gale force to a slight breeze, and vice versa. Equally, the druid cannot turn a cold winter day into a heatwave, or a warm morning into a frosty one, and is still bound by the natural laws of seasonal weather and climates. A druid must also be able to see the area they are trying to affect- if it's too distant for line of sight, no dice. This also means a blinded druid cannot work the weather, nor can one imprisoned without sight of the sky. Any one Druid can only work the weather successfully once a day, but another Druid can attempt to build on their work. If two competing Druids attempt to work the weather in opposite directions, Weathercraft is treated as opposed rolls. The effect that manifests is the winner's intention, but weakened by the degree the loser nearly won. If they tie, neither effect succeeds and both can try again. The following chart is a guideline for the kind of Roll Result: Terrible or below: Mageblock Poor: No change Mediocre: Minor changes to the weather in immediate surroundings, very slight changes in wider areas Fair: Noticeable changes in immediate surroundings, minor changes in wider areas Good: Considerable changes in immediate surroundings, noticeable changes in wider areas Great: Major changes in immediate surroundings, considerable changes in wider areas Superb: Extreme changes in immediate surroundings, considerable changes in wider areas Legendary: Extreme changes in a wider area Counterskill: Counterspell, Zone of Silence
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