Windmancy

( Core Element ) Elementalism - Windmancy Ability The ability to control and manipulate Air Currents.

Air - Elementalism

XP Cost: 1   Prerequisites: Elementalism

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 air flow and currents.

Using a Motion: You can control, manipulate, disturb or recycle up to 4 Meters of Air within Range. This can supply fires with airflow or restrict it, resulting in cleaner or more smoky fires. This ability can be used to clear smoke or airborne particles.

Windball: Make a Melee or Ranged Spell Attack Roll.

If you Hit the target, it is dealt 3d6 + Spellcasting Modifier Blunt Damage.

Wind 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 2d6 Blunt Damage and are Pushed 1 Meter.

Creatures that Pass the Saving Throw are dealt half the above Damage and are otherwise unaffected.

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 Damage this Ability deals by 1d6 Blunt Damage.