Level
Cantrip
Casting Time
1 Action
Range/Area
120 ft.
Components
V, S
Duration
Instantaneous
School
Transmutation
Attack/Save
None
Damage/Effect
Buff (...)

True Element Control: Wind

The user gains the ability to freely control the elements of wind. This spell has three uses Attack, Defense, and Utility. If selecting this spell or gaining it because of a trait, feat, level ability, and/or In-game event then the character losses the ability to cast other spells and Cantrips except for Non-damaging Spells and Cantrips. When using this spell again in the same turn as an action use 1 spell slot and choose another category. This can also be used even if the creature has no arms, hands, legs, or feet. Casters can not control the water in blood from other creature's bodies. Water must be present unless Dungeon masters said otherwise.     

Attack

This spell does Force damage when a creature is hit, But does not count toward resistances. As an action, the caster can change how the spell is used when dealing damage. Such as Creating strong air currents or enveloping your sword with damaging winds. This spell has a range that varies depending on how it's used. This spell gets stronger every 2 levels. Starting out this deals 1d10 of damage, once the player reaches lv 2 it deals 1d10+5 damage. As the player reaches level 4 deal 2d10 damage and increase the damage by 1d10 every 2 levels going forward. Below explains how the spell can be used when attacking 

Bullets/slash: Range 120ft Line/ roll to hit/ single target/ can be used as a bonus action for half damage but has to use a spell slot/ Can be used to hit multiple targets but reduce the by half for each target and use 1 spell slot or points for each target.  

Piller: Range 40ft/ target makes a dex saving throw 10+ Chr, Int, or WIs Modifier/ On fail the target is pushed back, launch in the air, or Impeld/ Counts as bludgeoning when being launched or pushed and Piercing when Impeld.

Envelopment: Range Weapon ranged/ Roll to hit/ Single target/ Can use any weapon, Item, or body part Except for the butt, Shoulder blades, and head area. 

Breath: Range 60ft/ Target makes a dex saving throw equal to the caster's dex score. If passes deal half damages/ For 1 spell slot increase change the range type to cone/ Can only be used once the character reaches level 4/ This spells also pushes the target back 10ft and is knocked prone on a failed saving throw.  

Vortex: Range 15ft Circle from 20ft away/ Target makes a dex saving throw of 10+ Dex Mod. If failed the creature is trapped inside of the vortex and has to make a saving throw of 10+ Casters dex mod or take 1d10 damage. If passes the creature relocates 10ft out of range without starting an opportunity attack/ For 1 spell Slot the creature can reverse the flow and slowly suck the air from and creature trap inside. This uses concentration for this effect only/ Last 1d6 turns/can only be used once the character reaches level 8       

Defense

The defensive skills of this can create walls of wind or armor to protect the creature from damage while knocking back certain attacks. When casting any defensive skill in combat the creature will have to make a concentration check to keep the spell active. If failed the creature can use a spell slot to cast the spell again after the next creature turn.

Wall: Range 10ft line/10ft high, At Level 3 20ft Line/ 20ft high, At Level 5 50ft line/ 30ft high, At Level 7 70ft line/ 40ft high, At level 12 100ft line/50ft high/Creature trying to cross the wall has to make an Str or athletics check of 10+casters Wis, cha, Int modifier. If failed the creature is knockback 10 ft. Ranged attacks and attacks spells have disadvantages on attack rolls. If the attack roll fails the attack is redirected 10ft from the wall. Any creature within 10 feet must make a Base saving throw of 10.

Envelopment Shield: Range self or 15ft/ Single Target/ Can be cast a Gaunlet, Arm, Broken Shield, Or buckler/ Increase ac by 1. Redirects any spell ranged attacks except for earth, ice, Radiant ranged spells on a miss. If missed the spell is redirected 10ft from the shield. Any creature within 10 feet must make a Base saving throw of 10.

Envelopment Armor: Range self or 15ft/ Single Target/ Can be cast on light armor and unarmored creatures, Does not count as armor./ Increase ac by 2. Reduce the damage of all ranged attack spells and ranged attacks by half. except for Cold, Radiant, and Earth-type spells./  

Burst: Shield: Range 5ft/ Engaged/ For 1 Spell Slot as a reaction, the creature can force one engaged creature to make a Dex or Str saving throw of 10+ casters Wis, Int, Cha modifier. If failed the creature is knocked back 15ft, while a crit fail is 30 ft. Any creature behind the target must make an Str or Dex saving throw of the same amount or take 2d6 force damage on impact and is knocked prone. Armor: Ranged 10ft/ For 1 Spell Slot as a reaction, the creature can force any engaged or non-engaged creature to make a Dex or Str saving throw of 10+ casters Wis, Int, Cha modifier. If failed the creature is knocked back 15ft, while a crit fail is 30 ft. Any creature behind the target must make an Str or Dex saving throw of the same amount or take 2d6 force damage on impact and is knocked prone. 

Barrier: Range self 15 ft dome,/ Barrier has the same effects as the wall spell at certain corresponding levels/ For 1 spell slot the caster can increase the size to 30ft at level 3, 40ft at level 5 50ft, and at level 8 80ft./Creature trying to cross the wall has to make an Str or athletics check of 10+casters Wis, cha, Int modifier. If failed the creature is knockback 10 ft./ Ranged attacks and attacks spells have disadvantages on attack rolls. If the attack roll fails the attack is redirected 10ft from the wall. Any creature within 10 feet must make a Base saving throw of 10.      

Utility

Creatures using the Utility spell can not create air. How you use this spell is up to your imagination. Note that wind can carry creatures or items. Creatures can move them Depending on their size. Also, the creature casting this spell gains the ability to jump, Glide, and slow its descent without any difficulty. This spell can not create platforms creatures without a solid object on top or creatures will fall through. These platforms are not considered difficult terrain But, have a weight limit. If the weight limit is passed then any creature on that platform has to make a dex or athletics saving throw of 13 to move. Below is a list of other actions that can be done:

  • Stop, slow down, or speed up Air currents, Mini Tornados, and Flying objects. depending on their sizes and how fast they are going.
  • Move and Lift creatures or objects depending on their size.
  • Make platforms, Air currents, etc
  • cool down objects or creatures
  • Can work as a counterspell but only reduces damage by half if passes a Saving throw of 10+the spell level. Creatures can only use this as a reaction and can pay 1 spell slot to use again if the reaction is used. 

All creature casting this spell has to roll to uses these effects during and out of combat. Except for Cooling down objects or creatures and Lifting Small Objects. At the end of the day, the dm can decide if certain users are within your chracter's level  

Previous Versions

Name Date Modified Views Adds Version Actions
6/19/2021 11:22:00 PM
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6/20/2021 1:05:04 AM
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Spell Tags: Creation Damage Control Buff Movement Utility Environment Combat Shapechanging

Available For: Sorcerer (Legacy) Wizard (Legacy)

Noxsaru

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