Air is one of the prime elements; it is light, shapeless and agile. The Air theme focuses on a variety of utility, movement control, protection, and bludgeoning damage.
Spells from the Air theme allow you to control the winds, push and lift creatures and objects, soar through the air, create wind walls and hurricanes, animate creatures of air, and assume the form of air.
Power sources
Primal
Table of contents
Air feats
You can take each feat only once, unless the feat’s description says otherwise. You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the prerequisite.
Airy
Aerodynamic
Prerequisites: The ability to cast at least one spell
You can run swiftly by decreasing air resistance around you. Your walking speed, and flying speed if you have one, increases by 2 meters.
Ascendant Step
Prerequisites: You know the levitate spell
You can cast levitate on yourself at will, without expending mana.
Prerequisites: The ability to cast at least one air or storm spell
The winds carry you with ease. While you aren’t encumbered by weight, you gain a magical flying speed of 10 meters. As an action, you can reduce your flying speed to 5 meters for 1 hour and choose a number of creatures within 5 meters of you equal to 3 + your Charisma. The chosen creatures gain a magical flying speed of 5 meters for 1 hour.
Once you reduce your flying speed in this way, you can’t do so again until you finish a short or long rest.
Air concoctions
unstable, 5 minutes/catalyst
As an action, you can create a vial of clear liquid that floats at the top of its container and has cloudy white impurities drifting in it. A creature can drink the contents as an action to rise vertically, up to 5 meters, and remain suspended there for the duration. The potion can levitate a creature that weighs up to 150 kilos.
The creature can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. The creature can change its altitude by up to 5 meters in either direction on its turn as part of its move.
If the creature is still aloft when the effect ends, the creature descends 10 meters per round for 1 minute until it lands, which it does safely. If it can’t land after 1 minute, the creature falls the remaining distance.
Augment
Flying Potion. You can expend 1 additional catalyst so the creature gains a flying speed of 10 meters for the duration instead of levitating.
unstable, 5 minutes/catalyst
As an action, you can create a vial of clear liquid that has wind continuously moving within it. As an action, a creature can pour the contents on itself to gain one of the following benefits for the duration:
- It gains a +2 bonus to Defense.
- Ranged weapon attacks made against it have disadvantage.
- It has advantage on saving throws against the burning condition.
Augment
You can expend 1 additional catalyst so the concoctions gives both benefits.
5 minutes/catalyst
As an action, you can create a vial of clear liquid that has a feather suspended in it. An itarii can drink the contents as an action to gain a flying speed equal to its walking speed for the duration, as long as it isn’t encumbered by weight.
1 hour/catalyst
As two actions, you can create a vial of clear liquid that has an air bubble suspended in it. A creature can drink the contents as an action to have a bubble of air around their head for the duration. The air allows the creature to breathe and it continuously renews itself.
As two actions, you can create this bomb. As an action, a creature can throw this bomb at a point within 5 meters, where it explodes on impact. Any burning creature in the area stops burning. Each creature in a sphere centered on that point must make a Fortitude saving throw. If the creature doesn’t breathe, the concoction has no effect on it.
On a failure, it loses 3d8 health and is deafened, can’t speak, and can’t use breath weapons until the end of its next turn.
On a critical failure, it loses twice as much health.
On a success, it loses half as much health.
On a critical success, it loses no health.
Augment
You can increase the health lost by 1d8 for each additional catalyst expended.
Air maneuvers
As part of your move, as long as you aren’t encumbered by weight, you can fly into the air with a flying speed equal to your walking speed for the duration.
Air spells
Gust
As an action, you seize the air and compel it to create one of the following effects at a point you can see within 5 meters:
- One Medium or smaller creature that must succeed on a Reflex saving throw or be pushed 2 meters away from you.
- You create a small blast of air that reduces any burning condition by 1 on a creature or object and is capable of moving one object that is neither held nor carried and that weighs no more than 2 kilos. The object is pushed 2 meters away from you. It isn’t pushed with enough force to cause damage.
- You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters closed, or your clothing to ripple in a breeze.
At higher levels
You can affect a creature of a larger size, the target is pushed an additional 1 meter, and the object’s maximum weight increases when you reach 9th level (Large or smaller; 3 meters; 5 kilos) and 17th level (Huge or smaller; 4 meters; 7 kilos).
As a reaction, which you use when you are hit by an attack or missed by 4 or less that you can see, you can redirect attacks with gusts of air. The triggering attack is made with disadvantage. You can do so after the roll but before any effects of the roll occur. Subsequent attacks made against you are made with disadvantage until the start of your next turn.
If the roll already has disadvantage, you cannot apply another instance of disadvantage.
Augment
You can expend 1 additional mana to trigger the spell when a creature that you can see within 10 meters is attacked. The attacked creature gains the benefits instead.
As an action, winds swirl around you in a spiral form. Choose to have the wind rotate clockwise or counterclockwise. Each creature other than you in a sphere centered on you must make a Reflex saving throw.
On a failure, it takes 5d4 bludgeoning damage and is pushed 2 meters in a straight line, either clockwise or counterclockwise if it is Medium or smaller.
On a critical failure, it takes twice as much damage and is pushed 4 meters in a straight line, either clockwise or counterclockwise if it is Medium or smaller.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
The strong wind (at least 30 kilometers per hour) keeps fog, smoke, and other gases at bay. Any burning creature in the area has the burning condition reduced by 1. Loose, lightweight materials brought into the whirlwind fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the whirlwind are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.)
Augment
You can increase the damage by 3d4, push each creature an additional meter, and affect a creature of a larger size for each additional mana expended.
You can expend 1 additional mana so the cyclone swirls continuously. The duration changes to 1 minute/mana, concentration and the winds swirl around you in an aura shaped as a sphere. Until the spell ends, the aura moves with you, centered on you.
Whenever a creature enters the area for the first time on a turn or starts its turn there, it must make the Reflex saving throw.
You can change the direction of the cyclone as an action.
The damage is reduced to 3d4 and additional augments to the damage increase the damage by 1d4 for every two additional mana expended, instead of the normal increase.
5 minutes/mana
As an action, choose up to five willing creatures within 10 meters. A creature’s rate of descent while falling slows to 10 meters per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet.
Augment
You can target five additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.
Feather Fell
5 minutes/mana
As a reaction, which you use when you or a creature within 10 meters of you falls, choose up to two willing falling creatures within 10 meters. A creature’s rate of descent while falling slows to 10 meters per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet.
Augment
You can target three additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.
concentration, 1 hour/mana
As an action, you create a sphere twice as big as normal of fog centered on a point within 20 meters. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 15 kilometers per hour) disperses it. Creatures in the area are wet while within the fog and remain wet until the end of their turn that they leave the area.
3 hours/mana
As an action, you touch a willing creature who isn’t wearing armor, and a current of air surrounds it until the spell ends, redirecting attacks away from its body. The target’s Defense becomes 13 + half its Aptitude Bonus (min 1) + its Dexterity (max 4). The spell ends if the target dons armor or if you dismiss the spell on your turn (no action required).
As an action, you unleash a strong gust of wind. Each creature in a cone or line must make a Reflex saving throw.
On a failure, it takes 2d8 bludgeoning damage and is pushed 2 meters away from you following the direction of the cone or line if it is Medium or smaller.
On a critical failure, it takes twice as much damage and is pushed 4 meters away from you following the direction of the cone or line if it is Medium or smaller.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. Additionally, any burning creature in the area has the burning condition reduced by 1.
Any Medium or smaller creature in the area moves at half speed when it moves closer to the spell’s origin.
Augment
You can increase the damage by 1d8, push each creature an additional meter, and affect a creature of a larger size for each additional mana expended.
1 hour/mana
As an action, you can hover off the ground for the duration. You can still move as normal, though you are suspended 2 centimeters above any solid surface surface. While hovering you gain the following benefits:
- You don’t leave footprints.
- You ignore difficult terrains and ground-based hazards like slippery ice, muddy terrain, quicksand, the grease spell, and caltrops.
- You have advantage on Stealth checks to move silently.
This effect ends if you are incapacitated.
Augment
You can target two additional willing creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them and must remain within 5 meters of you or they stop hovering.
concentration, 5 minutes/mana
As an action, you raise your hands to the sky as you rise vertically, up to 5 meters, and remain suspended there for the duration.
You can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows you to move as if you were climbing. Once on your turn, you can change your altitude by up to 5 meters in either direction.
If you are still aloft when the effect ends, you descend 10 meters per round for 1 minute until you lands, which you do safely. If you can’t land after 1 minute, you fall the remaining distance.
Augment
You can target one additional willing creature or object within 10 meters for each additional mana expended. The creatures and objects must be within 5 meters of each other when you target them. The spell can levitate a Medium or smaller creature or objects that weighs up to 150 kilos. Once on your turn, you can change the altitude of a target within 10 meters by up to 5 meters in either direction. You can affect a creature of a larger size and an object that weighs 150 kilos more for each additional mana expended.
You can expend 1 additional mana to target a creature that you can touch or see within 10 meters. The creature must succeed on a Fortitude save or it is levitated, up to 5 meters, and remains suspended there for the duration. The spell can levitate a Medium or smaller creature. Once on your turn, you can change the altitude of a target within 10 meters by up to 5 meters in either direction. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can affect a creature of a larger size for each additional mana expended.
Fly. You can expend 1 additional mana and touch a willing creature so the creature gains a flying speed of 10 meters for the duration.
As an action, you pull the breath from a creature that you can touch or see within 10 meters. The creature must make a Fortitude saving throw. If the creature doesn’t breathe, the spell has no effect on it.
On a failure, it loses 2d10 health and is deafened, can’t speak, and can’t use breath weapons until the end of its next turn.
On a critical failure, it loses twice as much health.
On a success, it loses half as much health.
On a critical success, it loses no health.
Augment
You can increase the health lost by 3d10 for each additional mana expended.
3 hours/mana
As an action, objects that you carry are buoyed by gusts of wind, gravitational forces, or telekinetic energy as your carrying capacity doubles.
Augment
You can expend 1 additional mana to target a willing creature you touch.
As an action, gusts of wind lift a Medium or smaller creature that you can touch or see within 10 meters into the air as it must make a Reflex saving throw. A creature can willingly fail this save.
On a failure, it is lifted up to 6 meters into the air. It falls unless it has some means to stay aloft.
Augment
You can affect a creature of a larger size and increase the lifted distance by 7 meters for each additional mana expended.
concentration, 5 minutes/mana
As an action, wind whirls around a creature that you can touch or see within 10 meters. It gains one of the following benefits for the duration:
- It gains a +2 bonus to Defense.
- Ranged weapon attacks made against it have disadvantage.
- It has advantage on saving throws against the burning condition.
Augment
You can expend 1 additional mana to give both benefits to the target.
You can target one additional creature for each additional mana expended, though the spell then must be cast as two actions. The creatures must be within 5 meters of each other when you target them.
As an action, you send a short message of twenty-five words or less to a creature with which you are familiar within 10 kilometers. If the creature is not within 10 kilometers the message is not received.
The creature hears the message whispered by the wind, recognizes you as the sender if it knows you, and can answer in a like manner immediately.
Augment
You can send an additional twenty-five words for each additional mana expended.
You can expend 1 additional mana so you can send the message across any distance.
As part of your move, as long as you aren’t encumbered by weight, you can fly into the air with a flying speed equal to your walking speed for the duration.
As an action, winds lift you into the air, allowing you to fly up to 5 meters without provoking opportunity attacks. If you move at least 3 meters straight toward a creature, make a weapon attack against it.
On a hit, add 2d6 + your spellcasting ability to the attack’s damage roll.
On a critical hit, add twice as much damage.
On a miss by 4 or less, add half as much damage.
Augment
You can increase the damage by 4d6 for each additional mana expended.
(ritual); 1 hour/mana
As two actions, you swirl your hand in a circular motion to create a bubble of air around the head of a willing creature that you can touch or see within 5 meters. The air allows the creature to breathe and it continuously renews itself.
Augment
You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.
concentration, 5 minutes/mana
As two actions, you call forth an air elemental which appears in an unoccupied space that you can see within 10 meters. The elemental is an air elemental companion, using 2 resources. The creature has no mana or stamina dice, but you can infuse it with mana, ki, or stamina dice by expending mana up to your mana limit or ki up to double your mana limit. For each mana or 2 ki you expend, the elemental gains 1 mana or 2 stamina dice. The elemental is friendly to you and your companions, and it disappears when it drops to 0 health or when the spell ends.
Any creature you animated with this spell acts after your turn. You can mentally command the creature if it is within 20 meters of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). The creature(s) will generally follow any specific verbal commands that you issue to them if the likely outcome is in accordance with its desires (no action required by you). For example you may command it to guard a particular chamber or corridor, explore the room ahead, or to attack a specific creature. If you don't issue any commands, they defend themselves from hostile creatures, but otherwise take no actions.
Augment
You can use an additional resource for each additional mana expended.
You can expend 2 additional mana to call forth another elemental.
Invisible Stalker. You can expend 2 additional mana to summon an invisible stalker instead of an air elemental.
An invisible stalker is an air elemental that has been summoned from its native plane and transformed by powerful magic. Its sole purpose is to hunt down creatures and retrieve objects for its summoner. When it is defeated or the magic that binds it expires, an invisible stalker vanishes in a gust of wind.
Directed Hunter. When an invisible stalker is created, it stays at its summoner’s side until it is given a task to perform. If an assignment doesn’t involve hunting down and slaying a specific creature or recovering an object, the magic that created the invisible stalker ends and the elemental is released. Otherwise, it completes the task, then returns to its summoner for more commands, forced to serve until the magic that binds it expires. If its summoner dies in the interim, the invisible stalker vanishes after completing its task. An invisible stalker is an unwilling servant at best. It resents any undertaking assigned to it. A mission that requires significant time might drive the invisible stalker to pervert the intent of a command unless it is worded carefully.
concentration, 5 minutes/mana
As two actions, you take control of the air in a 10-meter cube that you can see within 100 meters. Choose one of the following effects when you cast the spell. The effect lasts for the duration, unless you use an action on a later turn to switch to a different effect. You can also use an action to temporarily halt the effect, to restart one you’ve halted, or move the cube up to 5 meters within 100 meters.
Gusts. A wind picks up within the cube, continually blowing in a horizontal direction that you choose. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that pass through it or that are made against targets within the cube have disadvantage on the roll and any burning creature in the area has the burning condition reduced by 1. If the wind is strong, any creature moving against the wind’s speed is halved.
Downdraft. You cause a sustained blast of strong wind (at least 30 kilometers per hour) to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on the roll and any burning creature in the area has the burning condition reduced by 1. A creature must make a Reflex saving throw if it flies into the cube for the first time on a turn or starts its turn there flying.
On a failure, the creature is knocked prone.
Updraft. You cause a sustained updraft within the cube, rising upward from the cube’s bottom edge. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 2 meters higher than normal.
While the winds are not halted they have the following effects:
- They deafens creatures in its area.
- They extinguishes unprotected flames in its area that are torch-sized or smaller.
- Any burning creature in the area has the burning condition reduced by 1
- They hedge out vapor, gas, and fog that can be dispersed by strong wind.
- The area is difficult terrain for creatures other than you.
- Ranged weapon attacks have disadvantage if the attack passes in or out of the wind.
concentration, 1 minute/mana
As two actions, choose an unoccupied 1-meter cube of air that you can see within 20 meters. An elemental force that resembles a dust devil appears in the cube.
A creature that moves within 1 meter of the spell’s area for the first time on a turn or starts its turn there must make a Reflex saving throw.
On a failure, it takes 2d10 bludgeoning damage and is pushed 3 meters away if it is Large or smaller.
On a critical failure, it takes twice as much damage and is pushed 6 meters away if it is Large or smaller.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
At the start of each of your turns if the dust devil is within 20 meters of you, you can cause it to move up to 2 meters in a direction that you choose. If you spend an action, you can move it up to 10 meters.
Additionally, any burning creature in the area has the burning condition reduced by 1.
If the dust devil moves over sand, dust, loose dirt, or small gravel, it sucks up the material and forms a 2-meter radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area.
Augment
You can increase the damage by 1d10, push each creature an additional meter, and affect a creature of a larger size for each additional mana expended.
concentration, 1 hour/mana
As two actions, you, along with everything you’re wearing and carrying, transforms into a misty cloud. The spell ends if you drop to 0 health.
While in this form, the following rules apply:
- your only method of movement is a flying speed of 2 meters (hover)
- you can enter and occupy the space of another creature
- you have resistance to nonmagical damage and are immune to the exhausted, grappled, paralyzed, petrified, poisoned, prone, and restrained conditions
- you have advantage on Reflex and Fortitude saving throws
- you can move through a space as narrow as 2 centimeters wide without squeezing, though treat liquids as though they were solid surfaces.
- you can’t fall and remain hovering in the air even when stunned or otherwise incapacitated.
- you can’t talk, manipulate objects, attack, use maneuvers, or cast spells. Any objects you were carrying or holding can’t be dropped, used, or otherwise interacted with.
- if you are burning, the condition ends.
- the only actions you can take in this form are the Dash action or to revert to your normal form. Until the spell ends, as two actions, you can revert to cloud form.
If you are in cloud form and flying when the effect ends, you descends 10 meters per round for 1 minute until you land, which you do safely. If you can’t land after 1 minute, you fall the remaining distance.
Augment
You can target two additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.
Wind Walk. You can expend 1 additional mana to cast this spell without concentration and modify the effect so your flying speed increases to 100 meters. You can target five additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.
As two actions, you remove all the oxygen in a sphere centered on a point within 20 meters. Any burning creature in the area stops burning. Each creature in a sphere centered on that point must make a Fortitude saving throw. If the creature doesn’t breathe, the spell has no effect on it.
On a failure, it loses 3d6 health and is deafened, can’t speak, and can’t use breath weapons until the end of its next turn.
On a critical failure, it loses twice as much health.
On a success, it loses half as much health.
On a critical success, it loses no health.
Augment
You can increase the health lost by 1d6 for each additional mana expended.
concentration, 5 minutes/mana
As two actions, a wall of strong wind rises from the ground at a point within 20 meters and lasts for the duration. The wall can’t occupy the same space as a creature or object and doesn’t need to be vertical or rest on any firm foundation. When the wall appears, choose a direction for the wind to blow. The wall’s space is difficult terrain. A creature that enters the wall’s area for the first time on a turn or starts its turn there must make a Reflex saving throw.
On a failure, it takes 6d6 bludgeoning damage and is pushed 3 meters away from you following the direction of the wind if it is Large or smaller.
On a critical failure, it takes twice as much damage and is pushed 6 meters away from you following the direction of the wind if it is Large or smaller.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can’t pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can’t pass through it. Additionally, any burning creature in the area has the burning condition reduced by 1.
Augment
You can increase the damage by 2d6, push each creature an additional meter, and affect a creature of a larger size for each additional mana expended.
(ritual); concentration, 1 hour/mana
As you spend 10 minutes to cast this spell while outdoors, you take control of the weather within 10 kilometers of you for the duration.
When you cast the spell, you change the current weather conditions, which are determined by the GM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.
When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.
Moving to a place where you don’t have a clear path to the sky ends the spell early.
Precipitation
Stage | Condition |
---|---|
1 | Clear |
2 | Light clouds |
3 | Overcast or ground fog |
4 | Rain, hail, or snow |
5 | Torrential rain, driving hail, or blizzard |
Temperature
Stage | Condition |
---|---|
1 | Unbearable heat |
2 | Hot |
3 | Warm |
4 | Cool |
5 | Cold |
6 | Arctic cold |
Wind
Stage | Condition |
---|---|
1 | Calm |
2 | Moderate wind |
3 | Strong wind |
4 | Gale |
5 | Storm |
concentration, 1 minute/mana
As two actions, you create a sphere of gusting air with a 2-meter radius at a point you can see within 10 meters. The sphere can hover but no more than 2 meters off the ground. Any Medium or smaller creature in the sphere’s space must make a Reflex saving throw.
On a success, a creature is ejected from that space to the nearest unoccupied space of the creature’s choice outside the sphere.
On a failure, a creature is engulfed by the gusting air for the duration. While engulfed, the creature is restrained, deafened, can’t speak, and can’t see anything further than 2 meters from itself. Additionally, any burning creature that is engulfed has the burning condition reduced by 1.
A creature restrained by the sphere, or one that can touch the creature, can use an action to make a Brawn or Nimbleness check (its choice) against your spell save Difficulty.
On a success, the target is freed. A creature with a flying speed has advantage on this skill check.
The sphere can restrain as many as two Medium or smaller creatures. If the sphere restrains a creature that causes it to exceed this capacity, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 1 meter of it.
At the start of each of your turns if the sphere is within 20 meters of you, you can cause it to move up to 2 meters in a direction that you choose. If you spend an action, you can move it up to 10 meters. If it moves over a pit, a cliff, or other drop-off, it safely descends until it is hovering 2 meters above the ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw.
When the spell ends, the sphere dissipates. Any creature restrained by the sphere is knocked prone in the space where it falls.
Augment
The sphere’s radius grows by 1 meter and the sphere can restrain two additional Medium or smaller creatures for each additional mana expended. The sphere can restrain Large creatures, which are equivalent to 4 Medium creatures.
concentration, 1 minute/mana
As two actions, a whirlwind howls down to a point that you can see within 100 meters. The whirlwind is a cylinder twice as big as normal centered on that point.
At the start of each of your turns if the whirlwind is within 20 meters of you, you can cause it to move up to 2 meters in a direction that you choose. If you spend an action, you can move it up to 10 meters.
The whirlwind sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone.
Any burning creature in the whirlwind stops burning. The strong wind keeps fog, smoke, and other gases at bay. Loose, lightweight materials brought into the whirlwind fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the whirlwind are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.)
A creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Reflex saving throw.
On a failure, it takes 1d6 bludgeoning damage and is restrained for the duration. At the start of each of its turns while restrained, the creature takes 1d6 bludgeoning damage and is pulled 1 meter higher inside it, unless the creature is at the top. A restrained creature moves with the maelstrom.
On a critical failure, it takes twice as much damage.
On a success, it takes half as much damage.
On a critical success, it takes no damage.
A creature restrained by the whirlwind can use an action to make a Brawn or Nimbleness check (its choice) against your spell save Difficulty. If successful, the creature is no longer restrained by the whirlwind.
When the spell ends or if the creature escapes the whirlwind, it is hurled 1d6 × 2 meters away from it in a random direction unless it has something to hold on to. If the creature falls it takes falling damage as normal, unless it has some means to stay aloft.
Augment
You can increase the damage by 1d6, you can affect a creature of a larger size, and you can increase the distance that the creature is thrown by 1d6 for each additional mana expended.
Augment sizes
1 catalyst/stamina die/mana | 2 catalysts/stamina dice/mana | 3 catalysts/stamina dice/mana | 4 catalysts/stamina dice/mana | 5 catalysts/stamina dice/mana | |
---|---|---|---|---|---|
Cone | 3 meters long | 5 meters long | 10 meters long | 10 meters long | 20 meters long |
Cylinder | 1-meter-radius, 3 meters high | 2-meter-radius, 6 meters high | 3-meter-radius, 9 meters high | 4-meter-radius, 12 meters high | 5-meter-radius, 15 meters high |
Line | 5 meters long, 1-meter wide | 5 meters long, 2-meter wide | 10 meters long, 2-meter wide | 10 meters long, 2-meter wide | 20 meters long, 2-meter wide |
Sphere | 1-meter-radius | 2-meter-radius | 3-meter-radius | 4-meter-radius | 5-meter-radius |
Wall | 5 meters long, 2 meters high, 1 meter thick | 5 meters long, 4 meters high, 1 meter thick | 10 meters long, 6 meters high, 1 meter thick | 10 meters long, 8 meters high, 1 meter thick | 20 meters long, 10 meters high, 1 meter thick |