Cloud Giant

Cloud Giant

Huge giant
Challenge

STR
8
DEX
0
CON
6
INT
1
WIS
3
CHA
3

200
16d12+96
16
Soak
1
Fort
+9
Ref
+4
Will
+6
Defense note natural armor

Speed 8 m.
Skills Insight +6 (17), Perception +6 (17), Primal (cha) +6 (17)
Senses low-light vision
Languages Common, Jotun

Keen Smell. The cloud giant has advantage on Perception checks that rely on smell.

Maneuvers. The cloud giant uses maneuvers (maneuver save Difficulty 20). It has 8 stamina dice which are d8s, a dice limit of 3, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

1 stamina die: blinding debris, cripple, debilitating crush, disorient, distract, feint, goading strike, hammer spin, hammer through, hammering blow, impale, knockback, spring attack, step of the wind, untouchable

2 stamina dice: feigned opening, misdirection, winged flight

Spellcasting. The cloud giant uses Primal (cha) to cast spells (spell save Difficulty 15, +6 to hit with spell attacks). It has 4 mana, a mana limit of 2, regains all expended mana when it finishes a long rest, and regains half its total mana when it finishes a short rest. It knows the following spells:

At will: detect magic, fog cloud

Cantrips (at will, 11th-level spellcaster): gust

1 mana: averting gust, cyclone, feather fall, gale cloak, gust of wind, hover, levitate, steal breath, unburden, updraft, warding winds, whispering wind, winged flight, zephyr strike

2 mana: air bubble, animate air, control winds, dust devil, gaseous form, hypoxia, wind wall

Actions (2)

Morningstar. Melee Weapon Attack: +11 to hit, reach 2 m. Hit: 21 (3d8 + 8) piercing damage, or 24 (3d10 + 8) piercing damage if used with two hands.

Mace. Melee Weapon Attack: +11 to hit, reach 2 m. Hit: 18 (3d6 + 8) bludgeoning damage, or 21 (3d8 + 8) bludgeoning damage if used with two hands.

Rock (1/turn). Melee or Ranged Weapon Attack: +11 to hit (with disadvantage if the target is within 1 meter), reach 1 m. or range 10/100 m. Hit: 30 (4d10 + 8) bludgeoning damage.

Mountainsrd

Maneuvers

As an action, make a weapon attack and throw dirt, sand, or various debris into the eyes of a creature that you can touch or see within 2 meters. You must have sand in your hand to throw.

On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it is blinded until the end of its next turn.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended.

  • You can expend 2 additional stamina die so the creature is blinded for 1 minute/stamina die. At the end of each of its turns, a blinded creature can repeat the saving throw, ending the effect on itself on a success.

As an action, make a melee weapon attack to cripple the creature.

On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it is slowed 1 until the end of its next turn.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.

  • You can expend 1 additional stamina die so the creature is slowed for 1 minute/stamina die. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

As an action, make a melee weapon attack with a weapon that deals bludgeoning damage to debilitate the creature.

On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it only deals half damage until the end of its next turn..

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended. This augment also causes the creature to be debilitated for 1 minute/stamina die. At the end of each of its turns, a debilitated creature can repeat the saving throw, ending the effect on itself on a success.

1 minute/stamina die

As an action, make a weapon attack to disorient the creature.

On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Reflex saving throw or it can’t take reactions for the duration.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended.

  • Stagger. You can expend 1 additional stamina die so the creature is staggered instead of not being able to take reactions, but only until the end of its next turn. You can expend 1 additional stamina die so the creature is staggered for the duration.

  • Incapacitate. You can expend 2 additional stamina die so the creature is incapacitated instead of not being able to take reactions, but only until the end of its next turn.

  • Stun. You can expend 4 additional stamina die so the creature is stunned instead of not being able to take reactions, but only until the end of its next turn.

As an action, make a weapon attack to distract the creature, giving your allies an opening.

On a hit, add the stamina die to the attack’s damage and make a Deception check opposed by the creature’s passive Insight or it is flat-footed to creatures other than you until the end of its next turn.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack along with a deceptive or pretended blow, thrust, or other movement.

On a hit, add the stamina die to the attack’s damage and make a Deception check opposed by the creature’s passive Insight or the creature is flat-footed to you until the end of its next turn.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

1 minute/stamina die

As an action, make a melee weapon attack to goad the creature into attacking you.

On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Will saving throw or it has disadvantage on attacks made against a creature other than you for the duration.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a weapon attack with a melee weapon that you wield in two hands that deals bludgeoning damage and then spin your weapon around. Each creature within your weapon’s reach must make a Reflex saving throw.

On a failure, it takes bludgeoning damage equal to the stamina die.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a weapon attack with a melee weapon that deals bludgeoning damage and then hammer through the target. Each creature within 1 meter of the target and within your weapon’s reach must make a Reflex saving throw.

On a failure, it takes bludgeoning damage equal to the stamina die.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack with a melee weapon that deals bludgeoning damage to smash through armor and bone.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Treat the target’s soak as being 2 less than normal.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage and ignore an additional Soak for each additional stamina die expended.

  • Elder Mountain Hammer. You can expend 2 additional stamina dice to ignore damage resistances.

As an action, make a melee weapon attack with a weapon that deals piercing damage to pierce the creature, traveling through to other targets.

If you use a spear, pike, or similar weapon, increase your reach for the attack by 1 meter and each creature in a line behind the creature and within your weapon’s reach must make a Reflex saving throw.

If you use morningstar, pick, or similar weapon, each creature within 1 meter of the creature and within your weapon’s reach must make a Reflex saving throw.

On a failure, a creature takes piercing damage equal to the stamina die, or half as much damage on a successful save.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a weapon attack to knock the creature back.

On a hit, add the stamina die to the attack’s damage and if the creature is your size or smaller, it must succeed on a Reflex saving throw or you push it 4 meters away from you.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage, push the creature an additional meter, and target a creature of a larger size for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can use the Dash action twice or use the Disengage action and the Dash action. You also have advantage on Athletics checks to jump for the turn.

1 minute/stamina die

As an action, your charm becomes extraordinarily disarming to a creature that you can touch or see within 5 meters. Make a Persuasion check contested by the creature’s Insight check. The creature must be able to hear you, and the two of you must share a language.

If you succeed on the check and the creature is hostile to you, the creature is repelled by you for the duration or until you are incapacitated. While repelled by you, it has disadvantage on attacks made against you, and must make a Will saving throw each time it attempts to move into a space that is within 5 meters of you; if it succeeds on this saving throw, the target’s movement isn’t restricted for that turn. The effect ends if you attack or damage the creature or if you cast a spell or use a maneuver or concoction that targets the creature.

If you succeed on the check and the creature isn’t hostile to you, it is charmed by you for the duration. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.

As a reaction, which you use when a creature makes an opportunity attack against you, you position yourself to force your opponent off balance.

If the enemy’s attack misses, you can make one melee weapon attack against the creature.

If the enemy’s attack hits, one ally within 1 meter of the enemy can make one melee weapon attack against the creature.

You must use this maneuver before the enemy’s roll is revealed.

Enhance

If you or your ally hit, you add the stamina die to the attack’s damage roll for each additional stamina die expended.

As a reaction, which you use when a creature that you can see within 2 meters of you attacks you, you can try to redirect the attack, provided that another creature is within 1 meter of you and within the attack’s range. The attacker must succeed on a Reflex saving throw or it must target that creature. If multiple creatures are within 1 meter of you and within the attack’s range, the attacker chooses which one to target.

You must choose to use this feature before knowing whether the attack hits or misses.

Prerequisites: Itarii

1 minute/stamina die

As part of your move, as long as you aren’t encumbered by weight, you can fly into the air with a flying speed equal to your walking speed for the duration.

Spells

As an action, you seize the air and compel it to create one of the following effects at a point you can see within 5 meters:

  • One Medium or smaller creature that must succeed on a Reflex saving throw or be pushed 2 meters away from you.
  • You create a small blast of air that reduces any burning condition by 1 on a creature or object and is capable of moving one object that is neither held nor carried and that weighs no more than 2 kilos. The object is pushed 2 meters away from you. It isn’t pushed with enough force to cause damage.
  • You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters closed, or your clothing to ripple in a breeze.
At higher levels

You can affect a creature of a larger size, the target is pushed an additional 1 meter, and the object’s maximum weight increases when you reach 9th level (Large or smaller; 3 meters; 5 kilos) and 17th level (Huge or smaller; 4 meters; 7 kilos).

As a reaction, which you use when you are hit by an attack or missed by 4 or less that you can see, you can redirect attacks with gusts of air. The triggering attack is made with disadvantage. You can do so after the roll but before any effects of the roll occur. Subsequent attacks made against you are made with disadvantage until the start of your next turn.

If the roll already has disadvantage, you cannot apply another instance of disadvantage.

Augment

You can expend 1 additional mana to trigger the spell when a creature that you can see within 10 meters is attacked. The attacked creature gains the benefits instead.

As an action, winds swirl around you in a spiral form. Choose to have the wind rotate clockwise or counterclockwise. Each creature other than you in a sphere centered on you must make a Reflex saving throw.

On a failure, it takes 5d4 bludgeoning damage and is pushed 2 meters in a straight line, either clockwise or counterclockwise if it is Medium or smaller.

On a critical failure, it takes twice as much damage and is pushed 4 meters in a straight line, either clockwise or counterclockwise if it is Medium or smaller.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

The strong wind (at least 30 kilometers per hour) keeps fog, smoke, and other gases at bay. Any burning creature in the area has the burning condition reduced by 1. Loose, lightweight materials brought into the whirlwind fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the whirlwind are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.)

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 3d4, push each creature an additional meter, and affect a creature of a larger size for each additional mana expended.

  • You can expend 1 additional mana so the cyclone swirls continuously. The duration changes to 1 minute/mana, concentration and the winds swirl around you in an aura shaped as a sphere. Until the spell ends, the aura moves with you, centered on you.

    Whenever a creature enters the area for the first time on a turn or starts its turn there, it must make the Reflex saving throw.

    You can change the direction of the cyclone as an action.

    The damage is reduced to 3d4 and additional augments to the damage increase the damage by 1d4 for every two additional mana expended, instead of the normal increase.

(ritual); concentration, 5 minutes/mana

As an action, you sense the presence of magic within 5 meters of you. If you sense magic in this way, you can use an action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its theme, if any.

The spell can penetrate most barriers, but it is blocked by 30 centimeters of stone, 2 centimeters of common metal, a thin sheet of lead, or 1 meter of wood or dirt.

If you touch a creature or object for 5 minutes, you can determine the magic affecting it. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If it is a creature, you learn what spells, if any, are currently affecting it.

5 minutes/mana

As an action, choose up to five willing creatures within 10 meters. A creature’s rate of descent while falling slows to 10 meters per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet.

Augment

You can target five additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.


Feather Fell

1

5 minutes/mana

As a reaction, which you use when you or a creature within 10 meters of you falls, choose up to two willing falling creatures within 10 meters. A creature’s rate of descent while falling slows to 10 meters per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet.

Augment

You can target three additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

concentration, 1 hour/mana

As an action, you create a sphere twice as big as normal of fog centered on a point within 20 meters. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 15 kilometers per hour) disperses it. Creatures in the area are wet while within the fog and remain wet until the end of their turn that they leave the area.

3 hours/mana

As an action, you touch a willing creature who isn’t wearing armor, and a current of air surrounds it until the spell ends, redirecting attacks away from its body. The target’s Defense becomes 13 + half its Aptitude Bonus (min 1) + its Dexterity (max 4). The spell ends if the target dons armor or if you dismiss the spell on your turn (no action required).

As an action, you unleash a strong gust of wind. Each creature in a cone or line must make a Reflex saving throw.

On a failure, it takes 2d8 bludgeoning damage and is pushed 2 meters away from you following the direction of the cone or line if it is Medium or smaller.

On a critical failure, it takes twice as much damage and is pushed 4 meters away from you following the direction of the cone or line if it is Medium or smaller.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. Additionally, any burning creature in the area has the burning condition reduced by 1.

Any Medium or smaller creature in the area moves at half speed when it moves closer to the spell’s origin.

Augment

You can increase the damage by 1d8, push each creature an additional meter, and affect a creature of a larger size for each additional mana expended.

1 hour/mana

As an action, you can hover off the ground for the duration. You can still move as normal, though you are suspended 2 centimeters above any solid surface surface. While hovering you gain the following benefits:

  • You don’t leave footprints.
  • You ignore difficult terrains and ground-based hazards like slippery ice, muddy terrain, quicksand, the grease spell, and caltrops.
  • You have advantage on Stealth checks to move silently.

This effect ends if you are incapacitated.

Augment

You can target two additional willing creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them and must remain within 5 meters of you or they stop hovering.

concentration, 5 minutes/mana

As an action, you raise your hands to the sky as you rise vertically, up to 5 meters, and remain suspended there for the duration.

You can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows you to move as if you were climbing. Once on your turn, you can change your altitude by up to 5 meters in either direction.

If you are still aloft when the effect ends, you descend 10 meters per round for 1 minute until you lands, which you do safely. If you can’t land after 1 minute, you fall the remaining distance.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can target one additional willing creature or object within 10 meters for each additional mana expended. The creatures and objects must be within 5 meters of each other when you target them. The spell can levitate a Medium or smaller creature or objects that weighs up to 150 kilos. Once on your turn, you can change the altitude of a target within 10 meters by up to 5 meters in either direction. You can affect a creature of a larger size and an object that weighs 150 kilos more for each additional mana expended.

  • You can expend 1 additional mana to target a creature that you can touch or see within 10 meters. The creature must succeed on a Fortitude save or it is levitated, up to 5 meters, and remains suspended there for the duration. The spell can levitate a Medium or smaller creature. Once on your turn, you can change the altitude of a target within 10 meters by up to 5 meters in either direction. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can affect a creature of a larger size for each additional mana expended.

  • Fly. You can expend 1 additional mana and touch a willing creature so the creature gains a flying speed of 10 meters for the duration.

As an action, you pull the breath from a creature that you can touch or see within 10 meters. The creature must make a Fortitude saving throw. If the creature doesn’t breathe, the spell has no effect on it.

On a failure, it loses 2d10 health and is deafened, can’t speak, and can’t use breath weapons until the end of its next turn.

On a critical failure, it loses twice as much health.

On a success, it loses half as much health.

On a critical success, it loses no health.

Augment

You can increase the health lost by 3d10 for each additional mana expended.

3 hours/mana

As an action, objects that you carry are buoyed by gusts of wind, gravitational forces, or telekinetic energy as your carrying capacity doubles.

Augment

You can expend 1 additional mana to target a willing creature you touch.

As an action, gusts of wind lift a Medium or smaller creature that you can touch or see within 10 meters into the air as it must make a Reflex saving throw. A creature can willingly fail this save.

On a failure, it is lifted up to 6 meters into the air. It falls unless it has some means to stay aloft.

Augment

You can affect a creature of a larger size and increase the lifted distance by 7 meters for each additional mana expended.

concentration, 5 minutes/mana

As an action, wind whirls around a creature that you can touch or see within 10 meters. It gains one of the following benefits for the duration:

  • It gains a +2 bonus to Defense.
  • Ranged weapon attacks made against it have disadvantage.
  • It has advantage on saving throws against the burning condition.
Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana to give both benefits to the target.

  • You can target one additional creature for each additional mana expended, though the spell then must be cast as two actions. The creatures must be within 5 meters of each other when you target them.

As an action, you send a short message of twenty-five words or less to a creature with which you are familiar within 10 kilometers. If the creature is not within 10 kilometers the message is not received.

The creature hears the message whispered by the wind, recognizes you as the sender if it knows you, and can answer in a like manner immediately.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can send an additional twenty-five words for each additional mana expended.

  • You can expend 1 additional mana so you can send the message across any distance.

Prerequisites: Itarii

5 minutes/mana

As part of your move, as long as you aren’t encumbered by weight, you can fly into the air with a flying speed equal to your walking speed for the duration.

As an action, winds lift you into the air, allowing you to fly up to 5 meters without provoking opportunity attacks. If you move at least 3 meters straight toward a creature, make a weapon attack against it.

On a hit, add 2d6 + your spellcasting ability to the attack’s damage roll.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Augment

You can increase the damage by 4d6 for each additional mana expended.

(ritual); 1 hour/mana

As two actions, you swirl your hand in a circular motion to create a bubble of air around the head of a willing creature that you can touch or see within 5 meters. The air allows the creature to breathe and it continuously renews itself.

Augment

You can target one additional creature for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

concentration, 5 minutes/mana

As two actions, you call forth an air elemental which appears in an unoccupied space that you can see within 10 meters. The elemental is an air elemental companion, using 2 resources. The creature has no mana or stamina dice, but you can infuse it with mana, ki, or stamina dice by expending mana up to your mana limit or ki up to double your mana limit. For each mana or 2 ki you expend, the elemental gains 1 mana or 2 stamina dice. The elemental is friendly to you and your companions, and it disappears when it drops to 0 health or when the spell ends.

Any creature you animated with this spell acts after your turn. You can mentally command the creature if it is within 20 meters of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). The creature(s) will generally follow any specific verbal commands that you issue to them if the likely outcome is in accordance with its desires (no action required by you). For example you may command it to guard a particular chamber or corridor, explore the room ahead, or to attack a specific creature. If you don't issue any commands, they defend themselves from hostile creatures, but otherwise take no actions.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can use an additional resource for each additional mana expended.

  • You can expend 2 additional mana to call forth another elemental.

  • Invisible Stalker. You can expend 2 additional mana to summon an invisible stalker instead of an air elemental.

    An invisible stalker is an air elemental that has been summoned from its native plane and transformed by powerful magic. Its sole purpose is to hunt down creatures and retrieve objects for its summoner. When it is defeated or the magic that binds it expires, an invisible stalker vanishes in a gust of wind.

    Directed Hunter. When an invisible stalker is created, it stays at its summoner’s side until it is given a task to perform. If an assignment doesn’t involve hunting down and slaying a specific creature or recovering an object, the magic that created the invisible stalker ends and the elemental is released. Otherwise, it completes the task, then returns to its summoner for more commands, forced to serve until the magic that binds it expires. If its summoner dies in the interim, the invisible stalker vanishes after completing its task. An invisible stalker is an unwilling servant at best. It resents any undertaking assigned to it. A mission that requires significant time might drive the invisible stalker to pervert the intent of a command unless it is worded carefully.

concentration, 5 minutes/mana

As two actions, you take control of the air in a 10-meter cube that you can see within 100 meters. Choose one of the following effects when you cast the spell. The effect lasts for the duration, unless you use an action on a later turn to switch to a different effect. You can also use an action to temporarily halt the effect, to restart one you’ve halted, or move the cube up to 5 meters within 100 meters.

Gusts. A wind picks up within the cube, continually blowing in a horizontal direction that you choose. 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 the roll and any burning creature in the area has the burning condition reduced by 1. If the wind is strong, any creature moving against the wind’s speed is halved.

Downdraft. You cause a sustained blast of strong wind (at least 30 kilometers per hour) 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 the roll and any burning creature in the area has the burning condition reduced by 1. A creature must make a Reflex saving throw if it flies into the cube for the first time on a turn or starts its turn there flying.

On a failure, the creature is knocked prone.

Updraft. You cause a sustained updraft within the cube, rising upward from the cube’s bottom edge. 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 2 meters higher than normal.

While the winds are not halted they have the following effects:

  • They deafens creatures in its area.
  • They extinguishes unprotected flames in its area that are torch-sized or smaller.
  • Any burning creature in the area has the burning condition reduced by 1
  • They hedge out vapor, gas, and fog that can be dispersed by strong wind.
  • The area is difficult terrain for creatures other than you.
  • Ranged weapon attacks have disadvantage if the attack passes in or out of the wind.

concentration, 1 minute/mana

As two actions, choose an unoccupied 1-meter cube of air that you can see within 20 meters. An elemental force that resembles a dust devil appears in the cube.

A creature that moves within 1 meter of the spell’s area for the first time on a turn or starts its turn there must make a Reflex saving throw.

On a failure, it takes 2d10 bludgeoning damage and is pushed 3 meters away if it is Large or smaller.

On a critical failure, it takes twice as much damage and is pushed 6 meters away if it is Large or smaller.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

At the start of each of your turns if the dust devil is within 20 meters of you, you can cause it to move up to 2 meters in a direction that you choose. If you spend an action, you can move it up to 10 meters.

Additionally, any burning creature in the area has the burning condition reduced by 1.

If the dust devil moves over sand, dust, loose dirt, or small gravel, it sucks up the material and forms a 2-meter radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area.

Augment

You can increase the damage by 1d10, push each creature an additional meter, and affect a creature of a larger size for each additional mana expended.

concentration, 1 hour/mana

As two actions, you, along with everything you’re wearing and carrying, transforms into a misty cloud. The spell ends if you drop to 0 health.

While in this form, the following rules apply:

  • your only method of movement is a flying speed of 2 meters (hover)
  • you can enter and occupy the space of another creature
  • you have resistance to nonmagical damage and are immune to the exhausted, grappled, paralyzed, petrified, poisoned, prone, and restrained conditions
  • you have advantage on Reflex and Fortitude saving throws
  • you can move through a space as narrow as 2 centimeters wide without squeezing, though treat liquids as though they were solid surfaces.
  • you can’t fall and remain hovering in the air even when stunned or otherwise incapacitated.
  • you can’t talk, manipulate objects, attack, use maneuvers, or cast spells. Any objects you were carrying or holding can’t be dropped, used, or otherwise interacted with.
  • if you are burning, the condition ends.
  • the only actions you can take in this form are the Dash action or to revert to your normal form. Until the spell ends, as two actions, you can revert to cloud form.

If you are in cloud form and flying when the effect ends, you descends 10 meters per round for 1 minute until you land, which you do safely. If you can’t land after 1 minute, you fall the remaining distance.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can target two additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

  • Wind Walk. You can expend 1 additional mana to cast this spell without concentration and modify the effect so your flying speed increases to 100 meters. You can target five additional creatures for each additional mana expended. The creatures must be within 5 meters of each other when you target them.

As two actions, you remove all the oxygen in a sphere centered on a point within 20 meters. Any burning creature in the area stops burning. Each creature in a sphere centered on that point must make a Fortitude saving throw. If the creature doesn’t breathe, the spell has no effect on it.

On a failure, it loses 3d6 health and is deafened, can’t speak, and can’t use breath weapons until the end of its next turn.

On a critical failure, it loses twice as much health.

On a success, it loses half as much health.

On a critical success, it loses no health.

Augment

You can increase the health lost by 1d6 for each additional mana expended.

concentration, 5 minutes/mana

As two actions, a wall of strong wind rises from the ground at a point within 20 meters and lasts for the duration. The wall can’t occupy the same space as a creature or object and doesn’t need to be vertical or rest on any firm foundation. When the wall appears, choose a direction for the wind to blow. The wall’s space is difficult terrain. A creature that enters the wall’s area for the first time on a turn or starts its turn there must make a Reflex saving throw.

On a failure, it takes 6d6 bludgeoning damage and is pushed 3 meters away from you following the direction of the wind if it is Large or smaller.

On a critical failure, it takes twice as much damage and is pushed 6 meters away from you following the direction of the wind if it is Large or smaller.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can’t pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can’t pass through it. Additionally, any burning creature in the area has the burning condition reduced by 1.

Augment

You can increase the damage by 2d6, push each creature an additional meter, and affect a creature of a larger size for each additional mana expended.