Stormancy
Elementalism - Weathermancy Ability The ability to control and manipulate Windstorms.
Weather - Elementalism
XP Cost: 1 Prerequisites: Weathermancy
Action Type(s) | Motion, Action, Spell Attack |
---|---|
ARP Cost | 1 (Motions Excluded) |
Range | 10 Meters |
Area | 4 Meters |
Requirements | 1 Free Hand |
Sustain | 1 ARP |
Traits | Visible, Audible |
You can control and manipulate Windstorms, such as Hurricanes and Sandstorms.
Using a Motion: You can manipulate, reshape, form or move up to 6 Meters a 4 Meter Area of Hurricane or Sandstorm.
Storm Shards: Make a Ranged Spell Attack Roll while within Range of a Source of Windstorm.
If you Hit the target, it is dealt 3d8 + Spellcasting Modifier Puncture Damage.
Stormwind: While within Range of a Source Windstorm 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 3 Meters.
Creatures that Pass the Saving Throw are dealt half the above Damage and are Pushed 1 Meter.
Sustain: Sustaining this Ability allows Manipulated Cold Weather 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 Cone Size of this Ability by 1 Meter,
Or Increase the DC for any of this Ability’s Saving Throws by 2,
Or increase the Damage this Ability deals by 1d6 Frost Damage.