Gustmancy
Elementalism - Windmancy Ability The ability to control, manipulate and generate strong gusts of wind.
Air - Elementalism
XP Cost: 1 Prerequisites: Windmancy
Action Type(s) | Motion, Action, Spell Attack |
---|---|
ARP Cost | 2 (Motions Excluded) |
Range | 10 Meters |
Area | 4 Meters |
Requirements | 1 Free Hand |
Sustain | 1 ARP |
Traits | Visible, Audible |
You can control and manipulate Strong Gusts of Wind.
Using a Motion: You can control, manipulate, disturb or recycle up to 4 Meters of Air within Range and concentrate them into powerful Gusts.
Wind Gust: Make a Melee or Ranged Spell Attack Roll.
If you Hit the target, it is dealt 3d8 + Spellcasting Modifier Blunt Damage and the target is Pushed 3 Meters.
Air Blast: While within Range of a Source of Air you may expend an Action to target a 4 Meter Cone starting adjacent to the caster. Creatures within the Area must roll a Dexterity or Strength Saving Throw. The DC is equal to the Caster’s Spell Save DC.
Creatures that Fail the Saving Throw dealt 2d8 Blunt Damage and are Pushed 2 Meters.
Creatures that Pass the Saving Throw are dealt half the above Damage and are otherwise unaffected.
Wind Save: You can use this ability as a Reaction to allow yourself or another creature within Range to Resist up to 2 Meters of Forced Movement.
Sustain: Sustaining this Ability allows Manipulated Air Effects to persist until this Ability is no longer being Sustained.
Overpower: The Caster can spend 1 additional ARP to overpower this Ability and Increase the Range of this Ability by 5 Meters,
Or Increase the DC for any of this Ability’s Saving Throws by 2,
Or Increase the Push Effect of this Ability by 1 Meter,
Or Increase the Damage this Ability deals by 1d8 Blunt Damage.