Courses / AR / Aeromancy

Aeromancy

Level:
1
Study DC:
9
Code:
AR 164

Aeromancy

You learn various spells which allow you to control the winds.

Enwrapping Winds Spell

Buff
Buffs make their targets better at something.
Time:
Action
Range:
300 ft.
Target:
1 target
Cost:
Duration:
Until you rest

You wrap the target in blustering winds which force away anything that tries to make contact with them.

Rolls to hit the target with ranged attacks have disadvantage.
When a creature hits the target with a melee attack, the target may push that creature 5 ft. away, regardless of its size.
The target has advantage on tests of skill to jump.
The target can high jump 5 ft. higher.
The target can long jump 30 ft. further.
The target does not take fall damage.
The target resists wind damage.

A target can only receive the benefits of one Enwrapping Winds at a time.
You can end this spell as a fast action.

Falling:
A creature falls up to 500 ft. per round, at the end of its turn.
At the end of a fall of 10 ft. or more, a creature takes 1 blunt damage for every foot that it fell, up to a limit of 500 damage.
A creature which takes 100 or more damage from a fall may instantly die at the Headmaster’s discretion.
A soft landing area or other mitigating factors may reduce this damage.

Tags: Spell, Action, Spellburn, Ranged, Buff

Fly True Spell

Buff
Buffs make their targets better at something.
Time:
Action
Range:
300 ft.
Target:
All allies within range.
Cost:
Duration:
Until the start of your next turn

You use the power of the wind to help your allies’ ranged attacks find their marks through turbulent air, allowing them to shoot straight through even a hurricane.

High winds and wind-related effects do not impose disadvantage on the targets’ rolls to hit with ranged attacks.

Tags: Spell, Action, Spellburn, Ranged, Wind, Buff

Gust Spell

Time:
Action
Area:
A cone up to 30 ft. long extending from you
Cost:
Defense:
Test of Strength prevents being moved
Duration:
Until the start of your next turn

You exhale, creating a gust of wind in a cone up to 30 ft. long extending from you.
Intensify: Add up to 10 ft. to the cone’s length per boost from Intensify.

Optionally, deal 1 wind damage to all targets in the area.

Choose whether you want this spell to push or pull.
Try a contest of Spellcraft against each target in the area’s Strength
to push or pull it a distance based on its size.
Tiny targets are moved up to 40 ft.
Small targets are moved up to 35 ft.
Medium targets are moved up to 30 ft.
Large targets are moved up to 25 ft.
Huge targets are moved up to 20 ft.
Giant targets are moved up to 15 ft.

For every size bigger than medium the target is, it is moved 5 ft. less.
For every size smaller than medium the target is, you may move it an additional 5 ft.
(Sizes: Tiny, Small, Medium, Large, Huge, Giant)

(If the target would be pushed or pulled into a mortal hazard which would cause it to instantly or imminently die, such as off a cliff, it gets a health save to avoid being moved into that hazard, but is still moved as far as safely possible.
Being pushed or pulled does not provoke attacks of opportunity.)

The wind in the area lasts until the start of your next turn.
Moving against the wind is treated as difficult terrain.
Moving with the wind only costs 5 ft. of movement per 10 ft. moved.
Ranged attacks which move through the area against the wind have disadvantage.

Alternatively, you can use this spell to control the wind in a manner of similar scope.

Tags: Spell, Action, Spellburn, Minor Spellburn, Wind, Push, Pull

Added Gust Spell

Time:
Trigger
Trigger:
When you spend an action casting a wind elemental spell
Cost:
Limit:
Once per trigger

When you spend an action casting a wind elemental spell,
you can cast this spell to try a contest of Spellcraft opposed by the target’s Strength to push the target a distance based on its size.
Tiny targets are pushed up to 20 ft.
Small targets are pushed up to 15 ft.
Medium targets are pushed up to 10 ft.
Large targets are pushed 5 ft.
Huge or larger targets are not pushed by this ability.

(If the target would be pushed into a mortal hazard which would cause it to instantly or imminently die, such as off a cliff, it gets a health save to avoid being moved into that hazard, but is still moved as far as safely possible.
Being pushed does not provoke attacks of opportunity.)

Tags: Spell, Trigger, Spellburn, Push, Wind

“Unseen power surrounds us. You need only call out to it.”


Upgrades
Name Effort Requires Description
Enwrap 15 You can cast Enwrapping Winds
You can cast Fly True
Gust 20 You can cast Gust
You can cast Added Gust