Tyr-storms - how do you handle them?



Jun 22, 2006 18:43:43
So far, my group hasn't had the pleasure of experiencing a Tyr-Storm without cover - has any of you made up any rules how these would affect a character? I would imagine they would be pretty lethal: "The storm clouds turn black as they rush toward the land, gaining power and intensity until they finally burst over the Tablelands in small, concentrated downpours. A Tyr-storm ravages everything within its path with furious wind, pelting rain, devastating hail, and lethal lightning." (From Dark Sun Revised campaign setting).

I would imagine they would be hurricane-force winds (leading to Fort saves to avoid being blown away), frequent lightning bolts (the SRD says thunderstorms include one bolt of lightning per hour, for 1D10 1D8s of dmg, I'd say Tyr-Storms would have way more frequent bolts, say 1 per minute) and damage from the hail as well (1D3 each round?). Any other suggestions?


Jun 22, 2006 21:20:25
there was a 2ed spell that summoned a Tyr storm in defilers and preservers. I think there is a conversion of it on either athas.org's site, or on jon's site. it should be in that. but, i must warn you that 1) i am speaking without checking, and 2) the spell could be very very lethal, i think it was 9th level.


Jun 22, 2006 22:39:09
The spell, like many other powers and spells, was converted in one of two documents authored by brun01 and Fabricio, which can be found on Jon's website Athas Online: spells document, powers document.

Note that the spell in question does invoke a Tyr-storm, but without mentionning what a Tyr-storm does in game terms. This was left for the athas.org team to decide, which they haven't yet.


Jun 22, 2006 22:49:11
Defilers and Preservers had cerulean hail at 4th level, ragestorm at 5th level, summon tyr-storm at 6th level and tempest at 9th level.

With tempest the caster himself takes 3d8 damage and everything and everyone in the area is destroyed unless they save vs. spell to take no damage (they escaped the area).

Cerulean hail deals 3d8 damage to all in the area for one round.

Ragestorm says it creates a miniature Tyr-storm and deals 4d8 damage to all in the area for 5 rounds.

Summon Tyr-storm says it draws a Tyr-storm into the area designated by the caster... not what the damage is though...


Jun 23, 2006 4:02:03
Hum yeah...that didn't help too much then, re: those spells :P


Jun 23, 2006 5:58:22
I treat them as that lvl 9 spell form the PHB I can't recall right now. Storm of Fury? but without the acid.


Jun 23, 2006 9:49:54
The Tyr storms also have a maddenning effect too. They can drive a man (or woman) insane with the crash of thunder, the howling winds and the stinging rain.

The way I would deal with this is as follows :-

Any character caught outside during a storm must make a Will save DC 11 every six rounds of exposure (to a max of six checks) with a cumulative -1 penalty to the DC each sucessive failed check.
A failure at any point results in a short term insanity, effect in equal to the 4th level wizard spell confusion
The effects last for 2d4 rounds or until after the storm has abated.
Any character failing four sucessive checks has permanent insanity (see 7th level wizard spell insanity .

Half / partial cover grants a +4 bonus to the check.
Full cover by a structure / building grants a +7 bonus to the check.
If the character is alone they suffer a -2 penalty.

Tyr storms are nasty !!!


Jun 23, 2006 14:28:12
The Tyr storms also have a maddenning effect too. They can drive a man (or woman) insane with the crash of thunder, the howling winds and the stinging rain.

Oh. What is your source for this? I never realize it...


Jun 23, 2006 15:29:35
Oh. What is your source for this? I never realize it...

Its in a couple of the novels.

If memory serves ..... its the Lynn Abbey ones.
I think it was The Brazen Gambit and RaFoaDK.


Jun 23, 2006 16:06:38
Storms that bring grey skies from all the water, not brown ones from the airborne dust, storms that shoot lighting, thunder, and the incredibly rare thing called rain, and the thing no one has a name for - round, hard, cold lumps that turn into water - and all the wind, lots of it, fuelled by an elemental energy that sustains it for some minutes, all should have a panicking and insanity-inducing effect on the people.

I think the effect should be mild though, that only about 5-10 percent of the population becomes momentarily crazed or dysfunctional, or catatonic, from its passage, the rest being able to weather the strange happenings without a problem, especially on subsequent visits by other storms.


Jun 23, 2006 18:00:05
Maybe the insanity effect could have an intelligence or HD limit. IT doesn't seem like an accomplished adventurer is going to fear a storm or panic at ones arrival. On the other hand, animals and ignorant sentients may very well do so.