Galemancy

Elementalism - Windmancy Ability The ability to control, manipulate and generate forceful and consistent winds.

Air - Elementalism

XP Cost: 1   Prerequisites: Windmancy

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, manipulate and generate strong, stable winds.

Using a Motion: You can generate a strong and consistent wind that blows gently in the direction of your choice. This ability can disperse smoke, mist and particle clouds or power a single sail.

You can concentrate wind into simple large or smaller objects, structures or weapons.

You and your allies can handle Wind Weapons without being harmed. They can be wielded as an improvised weapon by your allies and as a Spell Weapon by the caster. They deal 2d8 + STR or DEX Modifier Slash Damage when wielded by an ally and are considered to have the variable trait.

Windblade: Make a Melee or Ranged Spell Attack Roll while wielding or within Range of a Frost Formation.

If you Hit the target, it is dealt 2d10 + Spellcasting Modifier Slash Damage.

Wind Prison: Expend an Action and target a Large or smaller creature within Range. That Creature must roll a Strength Saving Throw. The DC is equal to the caster’s Spell Save DC.

If the creature Fails the Saving they are considered to be Immobilized until they pass the Above Saving Throw during one of their Turns.

If the creature Passes the Saving Throw they are Slowed until they pass the Above Saving Throw during one of their Turns.

Sustain: Sustaining this Ability allows wind Constructs and Weapons to persist until this Ability is no longer being Sustained. The caster can Sustain multiple Wind Constructs at once but must pay the sustain cost for each.

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 1d4 Slash Damage.