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.