You hold in your hands a staff about five feet long and made of shiny, deep black metal that always feels very cold to the touch. It has flowing curves ending in fluted edges here and there, giving it an almost otherworldly appearance; to say nothing of how thin and fragile it appears. It’s as if it could be shattered by the slightest touch, though you find it to be extremely sturdy and nearly unbreakable.
When you focus on it, you can feel energy flow between the staff and the air around it. Harnessing this ability is difficult, if not dangerous. You have found that you can create small storms by feeding more energy into the air around you, but it is an act of will to force this upon nature. Likewise, you can absorb energy from the air around you to calm the weather, but trying to draw the fury of nature through your frail body is always a risky task.
A user can spend 4 MP to use the Staff of the Winds. To calm the weather this requires a STR+SPI check; to cause the weather to become more turbulent this requires a SPI+SPI check. The user can spend Concentration or Fumble Points on this check.
The target number depends on the strength of the current weather and the change being attempted. For each increase or decrease of 1 in the Weather number, the target number is increased by 6. The target number is increased by 4 for every use of the staff in a 24-hour period.
On a failure, the change does not happen and the character takes 2d4 damage.