Control Air

From Kronopolis and the Flat Plane
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Cantrip
Theme(s)
Arcane
Divine
Occult
Primal
Domain(s)


Casting Time Standard Action (3 AP)
Range 6X meters
Component(s) V, S
Duration Instantaneous


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 strong or gentle wind within range, affecting weather conditions or assisting with tasks such as sailing or flying.
  • 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.

Control

You can also create or control powerful winds and storms, affecting larger areas or even flight.

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.


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.