Courses / AR / Aeromancy

Aeromancy

Code:
AR 236
Prerequisites:
Qualifies For:
Level:
2
Study DC:
10

Aeromancy

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

Enwrapping Winds

Spell

Time:
Action
Target:
Ranged:sight
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.
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.

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

Cyclone

Spell

Time:
Action
Target:
15 ft. burst with a hollow center in range:sight
Cost:
Defense:
Health save reduces, test of skill escapes
Duration:
Dissipate d6

You create a cyclone of air around you.
The cyclone fills a 15 ft. burst (35x35 ft. or 7x7 space square), except for the eye of the storm in the space in the middle, and extends 100 ft. into the air.
All creatures in the cyclone’s area take 1 wind damage.
Ranged attacks which pass through your cyclone have disadvantage on their rolls to hit.
The area of the cyclone is difficult terrain.
All creatures in the cyclone’s area float at the same height instead of falling.

Any creature which has the cyclone conjured on top of them,
enters the cyclone,
or ends their turn in the cyclone
must pass a DC 16 health save, or be trapped in the cyclone and immobilized by it.
Any creature which ends its turn trapped in the cyclone takes 1 wind damage.

Escape:
A creature trapped in the cyclone can spend their move or action to try a DC 10 test of Strength or Spellcraft to escape.
A creature can spend their action to try a DC 10 test of Strength or Spellcraft to free an adjacent creature from the cyclone.

As an action on each of your turns, you can move the cyclone and all creatures trapped within it up to 30 ft. horizontally, and make all huge or smaller creatures in the cyclone ascend up to 10 ft.
You may coordinate the movement of the cyclone with your own move or another creature’s move so they remain in the eye of the storm.

Dissipate d6:
At the start of each of your turns, roll a d6.
If you roll a 1, this spell ends.

You can end this spell as a fast action,
at which point things lifted into the air by the cyclone will begin falling.

Tags: Spell, Action, Spellburn, Wind, Hit, Fly

Gust

Spell

Time:
Action
Target:
A cone up to 60 ft. long starting from you
Cost:
Defense:
Test of Strength reduces
Duration:
Until the start of your next turn

You create a gust of wind in the spell’s area.
Optionally, deal 1 wind damage to all targets in the area.

Choose whether you want to push targets away or pull them towards you with this spell.
(All targets are pushed or all targets are pulled, you cannot push some and pull others.)
Try a contest of Spellcraft against each target’s Strength
to push or pull each creature in the area 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, 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

Fly True

Spell

Time:
Action
Target:
All allies within 300 ft.
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

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


Upgrades
Name Effort Requires Description
Enwrap 10 You can cast Enwrapping Winds
You can cast Fly True
Gust 10 You can cast Gust
You can cast Added Gust
Cyclonic Wall 15 You can cast Cyclone
DC 16 health save
DC 10 test to escape
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