Kryx RPGThemesMonsters

Air

Air is one of the prime elements; it is light, shapeless and agile. The Air theme focuses on a variety of utility, movement control, protection, and bludgeoning damage.

Spells from the Air theme allow you to control the winds, push and lift creatures and objects, soar through the air, create wind walls and hurricanes, animate creatures of air, and assume the form of air.

Power Sources

Primal

Table of Contents

Air feats

You can take each feat only once, unless the feat’s description says otherwise. You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the prerequisite.

Airy

2nd

You can speak, read, and write Auran and whenever you make a Charisma check when interacting with elementals, you have advantage.

Additionally, you can jump twice as far and can treat any fall as being 3 meters shorter than it is for calculating damage.

Prerequisites: The ability to cast at least one spell

You can run swiftly by decreasing air resistance around you. Your speed increases by 3 meters.

Prerequisites: You know the levitate spell

You can cast levitate on yourself at will, without expending mana.

Prerequisites: The ability to cast at least one storm spell that deals damage

The winds carry you with ease. You gain a magical flying speed of 18 meters. As an action, you can reduce your flying speed to 9 meters for 1 hour and choose a number of creatures within 9 meters of you equal to 3 + your Charisma. The chosen creatures gain a magical flying speed of 9 meters for 1 hour.

Once you reduce your flying speed in this way, you can’t do so again until you finish a short or long rest.

Air concoctions

As an action, you can create this bomb. As an action, a creature can throw this bomb at a point within 9 meters, where it explodes on impact. Each creature in a sphere centered on that point must make a Fortitude saving throw.

On a failed save, a creature takes 3d8 necrotic damage and cannot speak or use breath weapons until the end of your next turn as a visible line of swirling air leaves the creature’s mouth.

On a successful save, it takes half as much damage.

This has no effect on creatures that do not breathe.

Augment

You can increase the damage by 2d8 for each additional catalyst expended.

unstable, 5 minutes/catalyst

As an action, you can create a vial of clear liquid that has wind continuously moving within it. A creature can pour the contents on itself as an action to gain one of the following benefits for the duration:

  • It gains a +2 bonus to Defense
  • Ranged weapon attacks made against it have disadvantage on the attack roll
Augment

You can expend 1 additional catalyst so the concoctions gives both benefits.

1 hour/catalyst

As an action, you can create a vial of clear liquid that has an air bubble suspended in it. A creature can drink the contents as an action to have a bubble of air around their head for the duration. The air allows the creature to breathe and it continuously renews itself.

unstable, 5 minutes/catalyst

As an action, you can create a vial of clear liquid that floats at the top of its container and has cloudy white impurities drifting in it. A creature can drink the contents as an action to rise vertically, up to 9 meters, and remain suspended there for the duration. The potion can levitate a creature that weighs up to 135 kilograms.

The creature can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. The creature can change its altitude by up to 9 meters in either direction on its turn as part of its move.

If the creature is still aloft when the effect ends, the creature descends 18 meters per round for 1 minute until it lands, which it does safely. If it can’t land after 1 minute, the creature falls the remaining distance.

Augment

Flying Potion. You can expend 1 additional catalyst so the creature gains a flying speed of 18 meters for the duration instead of levitating.

1 hour/catalyst

As you spend 1 minute, you can create a vial of clear liquid that that has clouds suspended in it. A creature can drink the contents as an action to assume a gaseous form for the duration, appearing as wisps of cloud. While in this cloud form, a creature has a flying speed of 90 meters and has resistance to damage from nonmagical attacks. The only actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minute, during which time a creature is incapacitated and can’t move. Until the effect ends, a creature can revert to cloud form, which also requires the 1-minute transformation.

If a creature is in cloud form and flying when the effect ends, the creature descends 18 meters per round for 1 minute until it lands, which it does safely. If it can’t land after 1 minute, the creature falls the remaining distance.

Air maneuvers

As a bonus action, you can take the Dash or Disengage action without expending your action, you have advantage on Athletics checks to jump, and you ignore difficult terrain for the turn.

Air 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 9 meters:

  • One Medium or smaller creature that you choose must succeed on a Reflex saving throw or be pushed up to 3 meters away from you.
  • You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 2.25 kilograms. The object is pushed up to 3 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.
Augment

You can affect a creature of a larger size, the target is pushed an additional 1.5 meters, and the object’s maximum weight increases by 2.25 kilograms when you reach 5th level (Large or smaller; 4.5 meters; 4.5 kilograms), 9th level (Huge or smaller; 7 kilograms), 13th level (Gargantuan or smaller; 7.5 meters; 9 kilograms), and 17th level (9 meters; 11 kilograms).

As an action, gusts of wind lift a creature into the air before it falls. Choose a creature that you can touch or see within 18 meters. The target must make a Reflex saving throw; a creature can choose to fail this saving throw if it wishes.

On a failed save, the target is lifted 3 meters into the air. If the creature falls it takes falling damage as normal, unless it has some means to stay aloft.

Augment

The target is lifted by an additional 3 meters when you reach 5th level (6 meters), 9th level (9 meters), 13th level (12 meters), and 17th level (15 meters).

concentration, 1 hour/mana

As an action, you call forth an air elemental which appears in an unoccupied space that you can see within 18 meters. The elemental is an air elemental companion, using 1 resource. The creature has no mana or stamina dice, but you can infuse it with mana or stamina dice by expending mana, up to your mana limit. For each mana you expend, the elemental gains 1 mana or 3 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.

As a bonus action on each of your turns, you can mentally command any creature you summoned with this spell if the creature is within 90 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). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

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.

As a reaction, which you take when you are hit by an attack, you can redirect attacks with gusts of air. Until the start of your next turn, including against the triggering attack, ranged weapon attacks have disadvantage against you and you have a +2 bonus to Defense against all other attacks.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can expend 1 additional mana to increase the bonus by 2.

  • You can expend 1 additional mana to trigger the spell when a creature that you can touch or see within 18 meters is attacked. The attacked creature gains the benefits instead.

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

On a failed save, a creature takes 2d10 bludgeoning damage and if it is Medium or smaller it is pushed up to 4.5 meters in a straight line, either clockwise or counterclockwise.

On a successful save, the creature takes half as much damage and isn’t pushed.

The strong wind keeps fog, smoke, and other gases at bay. 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 2d10 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 a bonus action on your turn.

    Additional augments to the damage increase the damage by 1d10 for each additional mana expended, instead of the normal increase.

5 minutes/mana

As an action, choose up to five willing creatures within 18 meters. A creature’s rate of descent while falling slows to 18 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 six additional creatures for each additional mana expended. The creatures must be within 9 meters of each other when you target them.


Feather Fell

1
1 minute/mana

As a reaction, which you take when you or a creature within 18 meters of you falls, choose up to two willing falling creatures within 18 meters. A creature’s rate of descent while falling slows to 18 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 9 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 35 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 16 kilometers per hour) disperses it.

4 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 + its Dexterity (max 4). The spell ends if the target dons armor or if you dismiss the spell as an action.

As a bonus action, winds gust, lifting you into the air. You can fly up to 9 meters. If you move at least 3 meters toward a creature right before making a melee weapon attack against it, add 2d6 damage to the attack’s damage roll, and if the target is your size or smaller it must make a Reflex saving throw.

On a failed save, you can push the target up to 6 meters away from you and knock the target prone.

Augment

You can increase the damage by 5d6 for each additional mana expended.

1 minute/mana

As an action, you unleash a strong gust of wind in a cone or line that lasts for the duration. Each creature in the cone or line when you cast the spell must make a Reflex saving throw.

On a failed save, a creature takes 3d6 bludgeoning damage and if it is Medium or smaller it is pushed 6 meters away from you in a direction following the cone or line.

On a successful save, a creature takes half as much damage and isn’t pushed.

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.

Any Medium or smaller creature in the cone or line must spend 60 centimeters of movement for every 30 centimeters it moves when moving closer to the spell’s origin.

Augment

You can increase the damage by 2d6 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 2.5 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 9 meters of each other when you target them and must remain within 9 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 9 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. You can change your altitude by up to 9 meters in either direction as a bonus action on your turn.

If you are still aloft when the effect ends, you descend 18 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 18 meters for each additional mana expended. The creatures and objects must be within 9 meters of each other when you target them. The spell can levitate a Medium or smaller creature or objects that weighs up to 135 kilograms. You can change the altitude of a target within 18 meters by up to 9 meters in either direction as a bonus action on your turn. You can affect a creature of a larger size and an object that weighs 135 kilograms more for each additional mana expended.

  • You can expend 1 additional mana to target a creature within 18 meters or to cast the spell as a bonus action when you hit a creature with a weapon attack. The creature must succeed on a Fortitude save or it is levitated, up to 9 meters, and remains suspended there for the duration. The spell can levitate a Medium or smaller creature. You can change the altitude of a target within 18 meters by up to 9 meters in either direction as a bonus action on your turn. 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 18 meters for the duration.

As an action, you pull the breath from a creature’s body. Choose a creature that you can touch or see within 18 meters. The target must make a Fortitude saving throw.

On a failed save, the target takes 6d6 necrotic damage and cannot speak or use breath weapons until the end of your next turn as a visible line of swirling air leaves the creature’s mouth.

On a successful save, the target takes half as much damage.

The spell has no effect on creatures that do not breathe.

Augment

You can increase the damage by 8d6 for each additional mana expended.

concentration, 5 minutes/mana

As a bonus action, wind whirls around a creature that you can touch or see within 18 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 on the attack roll
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 an action. The creatures must be within 9 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 8 kilometers. If the creature is not within 8 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.

(ritual); 1 hour/mana

As an action, 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 9 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 9 meters of each other when you target them.

concentration, 5 minutes/mana

As an action, you take control of the air in a 15-meters cube that you can see within 90 meters. 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, to restart one you’ve halted, or move the cube up to 9 meters within 90 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 their attack rolls. If the wind is strong, any creature moving against the wind must spend 30 extra centimeters 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 Reflex 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 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 3 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.
  • They hedge out vapor, gas, and fog that can be dispersed by strong wind.
  • The area is difficult terrain for creatures other than you.
  • The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.
concentration, 1 minute/mana

As an action, choose an unoccupied 1.5-meters cube of air that you can see within 9 meters. An elemental force that resembles a dust devil appears in the cube.

When you cast the spell—and as a bonus action on each of your turns thereafter—you can move the dust devil up to 9 meters.

When a creature comes within 1.5 meters of the dust devil for the first time on a turn or starts its turn there (not when the spell moves over the creature), it is battered by winds, and it must make a Reflex saving throw.

On a failed save, the creature takes 3d10 bludgeoning damage and if it is Large or smaller it is pushed up to 4.5 meters away.

On a successful save, the creature takes half as much damage and isn’t pushed.

If the dust devil moves over sand, dust, loose dirt, or small gravel, it sucks up the material and forms a 3-meters-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 2d10 and affect a creature of a larger size for each additional mana expended.

concentration, 1 hour/mana

As an action, 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 3 meters
  • 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 2.5 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 action you can take in this form is the Dash action or to revert to your normal form. Reverting takes 1 minute, during which time you are incapacitated and can’t move. Until the spell ends, you can revert to cloud form, which also requires the 1-minute transformation.

If you are in cloud form and flying when the effect ends, you descends 18 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 creature for each additional mana expended. The creatures must be within 9 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 90 meters.

concentration, 1 minute/mana

As an action, you create a sphere of gusting air with a 3-meters radius at a point you can see within 18 meters. The sphere can hover but no more than 3 meters off the ground. Any creature in the spheres space must make a Reflex saving throw.

On a successful save, a creature is ejected from that space to the nearest unoccupied space of the creature’s choice outside the sphere. A Huge or larger creature automatically succeeds on the saving throw, and a Large or smaller creature can choose to fail it.

On a failed save, a creature is engulfed by the gusting air for the duration. While engulfed the creature is restrained, deafened, can’t speak, and can’t see anything further than 3 meters from itself.

A creature restrained by the sphere or one that can touch the creature can use its action to make an Acrobatics or Brawn check (its choice) against your spell save DC.

On a success, the target is freed. A creature with a flying speed has advantage on this ability check.

The sphere can restrain as many as two Medium or smaller creatures. If the sphere restrains a creature that causes it to exceed this capacity, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 1.5 meters of it.

As an action, you can move the sphere up to 9 meters in a straight line. If it moves over a pit, a cliff, or other drop-off, it safely descends until it is hovering 3 meters above the ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw.

When the spell ends, the sphere dissipates. Any creature restrained by the sphere is knocked prone in the space where it falls.

Augment

The sphere can restrain two additional Medium or smaller creatures for each additional mana expended. The sphere can restrain Large creatures, which are equivalent to 4 Medium creatures.

As an action, you remove all the oxygen in a sphere centered on a point you choose within 35 meters. Each creature in the sphere must make a Fortitude saving throw.

On a failed save, a creature takes 7d6 necrotic damage and cannot speak or use breath weapons until the end of your next turn as a visible line of swirling air leaves the creature’s mouth.

On a successful save, a creature takes half as much damage.

The spell has no effect on creatures that do not breathe.

Augment

You can increase the damage by 2d6 for each additional mana expended.

concentration, 5 minutes/mana

As an action, a wall of strong wind rises from the ground at a point you choose within 35 meters and lasts for the duration. When the wall appears, choose a direction for the wind to blow. The wall’s space is difficult terrain.

When a creature enters the wall’s area for the first time on a turn or starts its turn there, the creature must make a Reflex saving throw.

On a failed save, a creature takes 2d6 bludgeoning damage and if it is Large or smaller it is pushed 6 meters away following the direction of the wind.

On a successful save, a creature takes half as much damage and isn’t pushed.

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.

Augment

You can increase the damage by 1d6 and affect a creature of a larger size for each additional mana expended.

concentration, 1 hour/mana

As you spend 10 minutes to cast this spell, you take control of the weather within 8 kilometers of you for the duration. You must be outdoors to cast this spell. Moving to a place where you don’t have a clear path to the sky ends the spell early.

When you cast the spell, you change the current weather conditions, which are determined by the GM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 × 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the spell ends, the weather gradually returns to normal.

When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.

Precipitation
StageCondition
1Clear
2Light clouds
3Overcast or ground fog
4Rain, hail, or snow
5Torrential rain, driving hail, or blizzard
Temperature
StageCondition
1Unbearable heat
2Hot
3Warm
4Cool
5Cold
6Arctic cold
Wind
StageCondition
1Calm
2Moderate wind
3Strong wind
4Gale
5Storm
concentration, 1 minute/mana

As an action, a whirlwind howls down to a point that you can see on the ground within 90 meters. The whirlwind is a cylinder twice as big as normal centered on that point. Until the spell ends, you can use your action to move the whirlwind up to 9 meters in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone.

The strong wind keeps fog, smoke, and other gases at bay. 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.)

A creature must make a Reflex saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears.

On a failed save, a Medium or smaller creature becomes restrained in the whirlwind until the spell ends. At the start of each of its turns while restrained, the creature is pulled 1.5 meters higher inside it and takes 1d6 bludgeoning damage, unless the creature is at the top. A restrained creature moves with the whirlwind.

A creature restrained by the whirlwind can use its action to make an Acrobatics or Brawn check (its choice) against your spell save DC. If successful, the creature is no longer restrained by the whirlwind.

When the spell ends or if the creature escapes the whirlwind, it is hurled 1d6 × 3 meters away from it in a random direction unless it has something to hold on to. If the creature falls it takes falling damage as normal, unless it has some means to stay aloft.

Augment

You can increase the damage by 1d6, you can affect a creature of a larger size, and you can increase the distance that the creature is thrown by 1d6 for every other additional mana expended.

Augment sizes

1 catalyst/stamina die/mana2 catalysts/stamina dice/mana3 catalysts/stamina dice/mana4 catalysts/stamina dice/mana5 catalysts/stamina dice/mana
Cone4.5 meters long9 meters long13.5 meters long18 meters long22.5 meters long
Cylinder1.5-meter-radius, 4.5 meters high3-meter-radius, 9 meters high4.5-meter-radius, 13.5 meters high6-meter-radius, 18 meters high7.5-meter-radius, 22.5 meters high
Line6 meters long, 1.5 meters wide12 meters long, 1.5 meters wide18 meters long, 1.5 meters wide24 meters long, 1.5 meters wide30.5 meters long, 1.5 meters wide
Sphere1.5-meter-radius3-meter-radius4.5-meter-radius6-meter-radius7.5-meter-radius
Wall4.5 meters long, 3 meters high, 30 centimeters thick9 meters long, 6 meters high, 60 centimeters thick13.5 meters long, 9 meters high, 90 centimeters thick18 meters long, 12 meters high, 120 centimeters thick22.5 meters long, 15 meters high, 150 centimeters thick