Gasmancy

Elementalism - Windmancy Ability The ability to control and manipulate clouds of gas.

Air - Elementalism

XP Cost: 1   Prerequisites: Vapormancy

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 Gasses and particle clouds.

Using a Motion: You can control, manipulate, disturb or recycle up to 4 Meters of Gas within Range. This ability can be used to purify smoke or airborne particles out of the air. This ability can be used to ignite flammable gasses.

Gasball: Make a Melee or Ranged Spell Attack Roll while within Range of a Source of Gas..

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

Gas Bomb: Expend an Action to target a 1 Meter Blast Area within Range. 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 Toxic Damage.

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

Sustain: Sustaining this Ability allows Manipulated Gas 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 Toxic Damage.