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Control Air: Difference between revisions

From Kronopolis and the Flat Plane
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===Effect===
You create one of the following effects:
====Damage====
* '''Air Blast:''' You can attack by condensing and forcefully projecting air within range. Make a ranged spell attack against a target; on a hit, the target takes Xd6 bludgeoning damage and must succeed on a contested Fortitude or be pushed up to 2X meters in a direction you choose.
* '''Vacuum Strike:''' You create a sudden localized vacuum around a target within range. The target must make a contested Fortitude check or take Xd10 force damage as the air is ripped away from them.
* '''Area Damage:''' At higher levels, if you deal damage in an area or to multiple targets, each creature must make a contested Reflex check or take Xd6 bludgeoning damage on a failed check, or half as much on a successful one.
====Control====
You exert control over existing air or create currents within a 1-meter-cube within range.
* '''Gust:''' You create a steady wind that can cool an area, disperse light smoke, or ruffle objects or a short burst of wind strong enough to scatter light objects, snuff candles, or disrupt small airborne particles.
* '''Vacuum Pocket:''' You remove air from a 1-meter-cube, potentially suffocating small creatures or extinguishing flames.
* '''Wind Step:''' You use air currents to propel yourself or an ally up to X meters in a chosen direction.
====Shaping====
You alter the properties of air within a 1-meter-cube within range. If you cast this spell multiple times, you can have up to three Shaping effects active at a time, and you can dismiss such an effect as a Minor Action. Each effect lasts T(+2).
* '''Air Sculpting:''' You bend air into visible currents or simple shapes, like spirals, arrows, or a hovering sphere of compressed air.
* '''Sound Warp:''' You manipulate air density to muffle or amplify sounds within the area.
* '''Air Pressure Shift:''' You raise or lower air pressure slightly, affecting comfort, breathing ease, or creating a popping sensation in ears.
===At higher levels===
When casting this spell at higher levels, you may add the following changes to the spell. You may only choose one area of effect and one upgraded effect. Do note that some effects may be upgraded versions of earlier effects.
====1st Level====
* '''Cone:''' Your chosen effect instead affects a 2X-meter-cone in the direction of your choice from you.
* '''Emanation:''' Your chosen effect instead affects a up to 2X-meter-radius sphere around you.
====2nd Level====
Your effects gain the following upgrades:
* '''Knockdown Gust (Damage):''' Any creature that takes damage from your attacks and fails the contested Fortitude check are knocked Prone.
* '''Airflow Mastery (Control):''' You can control magical wind or air currents from a spell of equal or lower level to this spell, allowing you to counter them or redirect them.
* '''Detailed Air Shaping (Shaping):''' You can craft highly detailed air patterns, including recognizable moving forms, complex wind-driven symbols, or invisible solid-feeling cushions of compressed air.
====3rd Level====
* '''Line:''' Your chosen effect instead affects a 4X-by-S-meter line in the direction of your choice from you.
* '''Split:''' Your chosen effect instead affects X targets (or 1-meter-cubes) of your choice within range.
====4th Level====
Your effects gain the following upgrades:
* '''Cyclone Strike (Damage):''' On a hit, you may create a swirling wind around the target. The target must make a contested Fortitude check at the start of its turn or be unable to move more than half its speed until the effect ends.
* '''Vacuum Seal (Control):''' You can seal off an area from airflow entirely, suffocating creatures trapped inside unless they can break free.
* '''Air Constructs (Shaping):''' You can form stable constructs of compressed air that can act as barriers, stepping platforms, or temporary bridges.
====5th Level====
* '''Burst:''' Your chosen effect instead affects a X-meter-radius sphere from a point of your choice within range.
* '''Wall:''' Your chosen effect instead creates a 5X-meter long, 2X-meter high, and 1X-meter thick wall of moving air in a shape of your choice within range.
====6th Level====
Any effect originating from you may instead originate from any point of air movement within range, such as wind currents, moving fans, or magical drafts. Additionally, any non-damaging effect’s area of effect is doubled.
====7th Level====
* '''Cylinder:''' Your chosen effect instead affects a X/2-meter-radius by 3X-meter-high cylinder from a point of your choice within range.
* '''Chain:''' Your chosen effect instead affects X targets (or 1-meter-cubes) of your choice within range, with each successive target within X meters of the previous target.
====8th Level====
The following advanced versions of each effect are added:
* '''Suffocating Winds (Damage):''' Any creature damaged by your air effects must make a contested Fortitude check or begin suffocating until they escape the affected area or the effect ends.
* '''Perpetual Current (Control):''' Air currents you create or control remain indefinitely unless dispelled or countered magically.
* '''Solidified Air (Shaping):''' You can create fully solid air constructs that are as hard as stone for the duration, such as walls, domes, or cages.
====9th Level====
At this level, the spell gains a unique area-of-effect bonus:
* '''Hurricane Cast:''' Your chosen effect instead affects a massive 8X-meter-radius swirling storm centered on a point within range. The storm persists for T(+4), creating strong winds that make movement difficult, obscure vision, and automatically push creatures and objects according to your will.


===Effect===  
===Effect===  
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====Damage====
====Damage====
You create a concentrated burst of air within range and make a ranged spell attack against a target. On a hit, the target takes Xd6 bludgeoning damage and must succeed on a Fortitude check or be pushed up to X meters away from you.
You create a concentrated burst of air within range and make a ranged spell attack against a target. On a hit, the target takes {{c|Xd6}} bludgeoning damage and must succeed on a [[Fortitude]] check or be pushed up to {{c|X meters}} away from you.


If at higher levels, you deal damage in an area or to multiple targets, you make an attack against each creature and they must each make a contested Fortitude check.
If at higher levels, you deal damage in an area or to multiple targets, you make an attack against each creature and they must each make a contested [[Fortitude]] check.


====Control====
====Control====
You exert control over existing air or create air within a 1-meter-cube within range.
You exert control over existing air or create air within a {{c|1-meter-cube}} within range.


* '''Create Wind:''' You summon a weak, moderate or strong wind within range, affecting weather conditions or assisting with tasks such as sailing or flying. If the wind is moderate, ranged attacks that pass through it are made with disadvantage and any creature moving against the wind must spend 1 extra foot of movement for each foot moved. If the wind is strong, any creature within it must also succed on a Fortitude check or be pushed up to X meters in the winds direction.
* '''Create Wind:''' You summon a weak, moderate or strong wind within range, affecting weather conditions or assisting with tasks such as sailing or flying. If the wind is moderate, ranged attacks that pass through it are made with [[disadvantage]] and any creature moving against the wind must spend {{c|1}} extra foot of movement for each foot moved. If the wind is strong, any creature within it must also succed on a [[Fortitude]] check or be pushed up to {{c|X meters}} in the winds direction.
* '''Air Bubble:''' You create a pocket of breathable air within a confined space or underwater, allowing creatures to survive in otherwise inhospitable environments.
* '''Air Bubble:''' You create a pocket of breathable air within a confined space or underwater, allowing creatures to survive in otherwise inhospitable environments.
* '''Air Purify:''' You cleanse the air of toxins or pollutants within the 1-meter-cube area, making it safe to breathe.
* '''Air Purify:''' You cleanse the air of toxins or pollutants within the {{c|1-meter-cube}} area, making it safe to breathe.


====Shaping====
====Shaping====
You change the properties of air within a 1-meter-cube within range. If you cast this spell multiple times, you can have up to three Shaping effects active at a time, and you can dismiss such an effect as a bonus action. Each effect lasts T(+2).
You change the properties of air within a {{c|1-meter-cube}} within range. If you cast this spell multiple times, you can have up to three ''Shaping'' effects active at a time, and you can dismiss such an effect as a [[bonus action]]. Each effect lasts {{c|T(+2)}}.
 
{{:Shaping strength}}
{{:Shaping strength}}


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====At 1st level====
====At 1st level====
* '''Cone.''' Your chosen effect instead affects a 2X-meter-cone in the direction of your choice from you.
* '''Cone.''' Your chosen effect instead affects a {{c|2X-meter-cone}} in the direction of your choice from you.
* '''Emanation.''' Your chosen effect instead affects the area X-meter-radius around you.
* '''Emanation.''' Your chosen effect instead affects the area {{c|X-meter-radius}} around you.


====At 2nd level====
====At 2nd level====
* '''Line.''' Your chosen effect instead affects a 4X-by-SL-meter line in the direction of your choice from you.
* '''Line.''' Your chosen effect instead affects a {{c|4X-by-SL-meter line}} in the direction of your choice from you.
* '''Split.''' Your chosen effect instead affects X targets (or 1-meter-cubes) of your choice within range.
* '''Split.''' Your chosen effect instead affects {{c|X}} targets (or {{c|1-meter-cubes}}) of your choice within range.


====At 3rd level====
====At 3rd level====
* '''Burst.''' Your chosen effect instead affects a X-meter-radius sphere from a point of your choice within range.
* '''Burst.''' Your chosen effect instead affects a {{c|X-meter-radius}} sphere from a point of your choice within range.
* '''Enhanced Alteration.''' If your chosen effect is either a Control or Shaping effect, you may choose another of the listed changes but with doubled area of effect.
* '''Enhanced Alteration.''' If your chosen effect is either a [[Control Air#Control|Control]] or [[Control Air#Shaping|Shaping]] effect, you may choose another of the listed changes but with doubled area of effect.


====At 4th level====
====At 4th level====
Any effect that comes from you, may instead come from any air within range. Additionally, the following effects are added to your Control and Shaping effects.
Any effect that comes from you, may instead come from any air within range. Additionally, the following effects are added to your [[Control Air#Control|Control]] and [[Control Air#Shaping|Shaping]] effects.


=====Control=====
=====Improved Control=====
You can also create or control more powerful winds. If the wind is very strong, any attacks made through the wind is made as if the target has three-quarters cover. When moving against the wind a creature must spend 2 extra foot of movement for each foot moved and when within must also succed on a Fortitude check or be pushed up to 2X meters in the winds direction.
You can also create or control more powerful winds. If the wind is very strong, any attacks made through the wind is made as if the target has three-quarters [[cover]]. When moving against the wind a creature must spend {{c|2}} extra foot of movement for each foot moved and when within must also succed on a [[Fortitude]] check or be pushed up to {{c|2X meters}} in the winds direction.


=====Shaping=====
=====Improved Shaping=====
You can also manipulate the air to create illusions or atmospheric phenomena within the area.
You can also manipulate the air to create illusions or atmospheric phenomena within the area.


====At 5th level====
====At 5th level====
* '''Tornado.''' Your chosen effect instead affects a X-meter radius by 5X-meter high cylinder from a point of your choice within range.
* '''Tornado.''' Your chosen effect instead affects a {{c|X-meter radius}} by {{c|5X-meter high cylinder}} from a point of your choice within range.
 




==DR GM==
<noinclude>{{pls|WIP?}}[[Category:Pls]]</noinclude>
You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell's duration, unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you've halted.
You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell's duration, unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you've halted.



Latest revision as of 18:29, 11 August 2025

Cantrip
Theme(s)
Arcane
Divine
Occult
Primal
Domain(s)
Air
Casting Time Standard Action (3 AP)
Range 6X meters
Component(s) V, S
Duration Instantaneous


Effect

You create one of the following effects:

Damage

  • Air Blast: You can attack by condensing and forcefully projecting air within range. Make a ranged spell attack against a target; on a hit, the target takes Xd6 bludgeoning damage and must succeed on a contested Fortitude or be pushed up to 2X meters in a direction you choose.
  • Vacuum Strike: You create a sudden localized vacuum around a target within range. The target must make a contested Fortitude check or take Xd10 force damage as the air is ripped away from them.
  • Area Damage: At higher levels, if you deal damage in an area or to multiple targets, each creature must make a contested Reflex check or take Xd6 bludgeoning damage on a failed check, or half as much on a successful one.

Control

You exert control over existing air or create currents within a 1-meter-cube within range.

  • Gust: You create a steady wind that can cool an area, disperse light smoke, or ruffle objects or a short burst of wind strong enough to scatter light objects, snuff candles, or disrupt small airborne particles.
  • Vacuum Pocket: You remove air from a 1-meter-cube, potentially suffocating small creatures or extinguishing flames.
  • Wind Step: You use air currents to propel yourself or an ally up to X meters in a chosen direction.

Shaping

You alter the properties of air within a 1-meter-cube within range. If you cast this spell multiple times, you can have up to three Shaping effects active at a time, and you can dismiss such an effect as a Minor Action. Each effect lasts T(+2).

  • Air Sculpting: You bend air into visible currents or simple shapes, like spirals, arrows, or a hovering sphere of compressed air.
  • Sound Warp: You manipulate air density to muffle or amplify sounds within the area.
  • Air Pressure Shift: You raise or lower air pressure slightly, affecting comfort, breathing ease, or creating a popping sensation in ears.

At higher levels

When casting this spell at higher levels, you may add the following changes to the spell. You may only choose one area of effect and one upgraded effect. Do note that some effects may be upgraded versions of earlier effects.

1st Level

  • Cone: Your chosen effect instead affects a 2X-meter-cone in the direction of your choice from you.
  • Emanation: Your chosen effect instead affects a up to 2X-meter-radius sphere around you.

2nd Level

Your effects gain the following upgrades:

  • Knockdown Gust (Damage): Any creature that takes damage from your attacks and fails the contested Fortitude check are knocked Prone.
  • Airflow Mastery (Control): You can control magical wind or air currents from a spell of equal or lower level to this spell, allowing you to counter them or redirect them.
  • Detailed Air Shaping (Shaping): You can craft highly detailed air patterns, including recognizable moving forms, complex wind-driven symbols, or invisible solid-feeling cushions of compressed air.

3rd Level

  • Line: Your chosen effect instead affects a 4X-by-S-meter line in the direction of your choice from you.
  • Split: Your chosen effect instead affects X targets (or 1-meter-cubes) of your choice within range.

4th Level

Your effects gain the following upgrades:

  • Cyclone Strike (Damage): On a hit, you may create a swirling wind around the target. The target must make a contested Fortitude check at the start of its turn or be unable to move more than half its speed until the effect ends.
  • Vacuum Seal (Control): You can seal off an area from airflow entirely, suffocating creatures trapped inside unless they can break free.
  • Air Constructs (Shaping): You can form stable constructs of compressed air that can act as barriers, stepping platforms, or temporary bridges.

5th Level

  • Burst: Your chosen effect instead affects a X-meter-radius sphere from a point of your choice within range.
  • Wall: Your chosen effect instead creates a 5X-meter long, 2X-meter high, and 1X-meter thick wall of moving air in a shape of your choice within range.

6th Level

Any effect originating from you may instead originate from any point of air movement within range, such as wind currents, moving fans, or magical drafts. Additionally, any non-damaging effect’s area of effect is doubled.

7th Level

  • Cylinder: Your chosen effect instead affects a X/2-meter-radius by 3X-meter-high cylinder from a point of your choice within range.
  • Chain: Your chosen effect instead affects X targets (or 1-meter-cubes) of your choice within range, with each successive target within X meters of the previous target.

8th Level

The following advanced versions of each effect are added:

  • Suffocating Winds (Damage): Any creature damaged by your air effects must make a contested Fortitude check or begin suffocating until they escape the affected area or the effect ends.
  • Perpetual Current (Control): Air currents you create or control remain indefinitely unless dispelled or countered magically.
  • Solidified Air (Shaping): You can create fully solid air constructs that are as hard as stone for the duration, such as walls, domes, or cages.

9th Level

At this level, the spell gains a unique area-of-effect bonus:

  • Hurricane Cast: Your chosen effect instead affects a massive 8X-meter-radius swirling storm centered on a point within range. The storm persists for T(+4), creating strong winds that make movement difficult, obscure vision, and automatically push creatures and objects according to your will.


Effect

You create one of the following effects:

Damage

You create a concentrated burst of air within range and make a ranged spell attack against a target. On a hit, the target takes Xd6 bludgeoning damage and must succeed on a Fortitude check or be pushed up to X meters away from you.

If at higher levels, you deal damage in an area or to multiple targets, you make an attack against each creature and they must each make a contested Fortitude check.

Control

You exert control over existing air or create air within a 1-meter-cube within range.

  • Create Wind: You summon a weak, moderate or strong wind within range, affecting weather conditions or assisting with tasks such as sailing or flying. If the wind is moderate, ranged attacks that pass through it are made with disadvantage and any creature moving against the wind must spend 1 extra foot of movement for each foot moved. If the wind is strong, any creature within it must also succed on a Fortitude check or be pushed up to X meters in the winds direction.
  • Air Bubble: You create a pocket of breathable air within a confined space or underwater, allowing creatures to survive in otherwise inhospitable environments.
  • Air Purify: You cleanse the air of toxins or pollutants within the 1-meter-cube area, making it safe to breathe.

Shaping

You change the properties of air within a 1-meter-cube within range. If you cast this spell multiple times, you can have up to three Shaping effects active at a time, and you can dismiss such an effect as a bonus action. Each effect lasts T(+2).

Any shaping effects that can hold weight is determined by the following table.

Spell Level Weight Capacity
0 (Cantrip) 1 kg
1st 2 kg
2nd 5 kg
3rd 20 kg
4th 80 kg
5th 400 kg
6th 3 ton
7th 30 ton
8th 450 ton
9th 10000 ton
  • Air Sculpture: You can shape the air into simple forms, creating barriers, bridges, or even sculptures.
  • Temperature Control: You can heat or chill the air, making it uncomfortably hot or cold, within the spell's range.
  • Hush: You can dampen sound or create a zone of silence within the area, muffling noises.

At higher levels

At 1st level

  • Cone. Your chosen effect instead affects a 2X-meter-cone in the direction of your choice from you.
  • Emanation. Your chosen effect instead affects the area X-meter-radius around you.

At 2nd level

  • Line. Your chosen effect instead affects a 4X-by-SL-meter line in the direction of your choice from you.
  • Split. Your chosen effect instead affects X targets (or 1-meter-cubes) of your choice within range.

At 3rd level

  • Burst. Your chosen effect instead affects a X-meter-radius sphere from a point of your choice within range.
  • Enhanced Alteration. If your chosen effect is either a Control or Shaping effect, you may choose another of the listed changes but with doubled area of effect.

At 4th level

Any effect that comes from you, may instead come from any air within range. Additionally, the following effects are added to your Control and Shaping effects.

Improved Control

You can also create or control more powerful winds. If the wind is very strong, any attacks made through the wind is made as if the target has three-quarters cover. When moving against the wind a creature must spend 2 extra foot of movement for each foot moved and when within must also succed on a Fortitude check or be pushed up to 2X meters in the winds direction.

Improved Shaping

You can also manipulate the air to create illusions or atmospheric phenomena within the area.

At 5th level

  • Tornado. Your chosen effect instead affects a X-meter radius by 5X-meter high cylinder from a point of your choice within range.


DR GM


Dr GM pls: WIP?


You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you cast the spell. The effect lasts for the spell's duration, unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you've halted.

Gusts. A wind picks up within the cube, continually blowing in a horizontal direction you designate. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that pass through it or that are made against targets within the cube have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved. Downdraft. You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls. A creature must make a Strength saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone. Updraft. You cause a sustained updraft within the cube, rising upward from the cube's bottom side. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal.