SWURPG

Ichor Storm

Nightsister MagickDark
Cost
4 FP
Activation
Action
Range
60 ft (10 ft radius)
Recommended Lv
Lv 10+
Prerequisites
LVL 10

Effect

As an Action, you conjure a churning storm of green ichor-energy centered on a point you can see within 60 ft, filling a 10 ft radius. Each creature in the area must make a Dexterity saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier), taking 3d8 energy damage on a failed save, or half as much on a success.

At the Table

The Nightsister, perched on a rocky outcrop above the clearing, spends 4 FP and hurls a churning vortex of green ichor-energy onto the cluster of stormtroopers 50 ft below, blanketing a 10 ft radius. All five troopers must make a Dexterity saving throw against her DC of 8 + Proficiency Bonus + Wisdom modifier; three fail and eat the full 3d8 energy damage, while the two who dive clear still take half. It's a Level 10 Action that turns a bunched-up squad into a screaming, scorched mess in a single breath.

In the Lore

Ichor Storm belongs to the Nightsister Magick of Dathomir, the green-tinged sorcery channeled from the spirit ichor of the Winged Goddess rather than the conventional light or dark Force. In canon, the clan's witches under Mother Talzin wielded this magick to unleash bolts and waves of luminous green energy, seen when Talzin and Asajj Ventress battled Count Dooku and Savage Opress in The Clone Wars. The tradition survives in later figures like Morgan Elsbeth and the Great Mother Nightsisters, and in Merrin of Dathomir in Jedi: Fallen Order and Survivor, whose sorcery hurls similar emerald destruction. As Nightsister Magick, it sits apart from orthodox Jedi and Sith practice, drawing on Dathomiri ritual and the ichor of the dead rather than the classic Control/Sense/Alter disciplines.