Wind Savant Spell List

GUST OF WIND Spell 1


 * AIR
 * EVOCATION

Traditions arcane, primal

Cast   Two Actions somatic, verbal

Area 60-foot line Duration until the start of your next turn

A violent wind issues forth from your palm, blowing from the point where you are when you cast the spell to the line's opposite end. The wind extinguishes small non-magical fires, disperses fog and mist, blows objects of light Bulk or less around, and pushes larger objects. Large or smaller creatures in the area must attempt a Fortitude save. Large or smaller creatures that later move into the gust must attempt the save on entering.

Critical Success The creature is unaffected.

Success The creature can't move against the wind.

Failure The creature is knocked prone. If it was flying, it suffers the effects of critical failure instead.

Critical Failure The creature is pushed 30 feet in the wind's direction, knocked prone, and takes 2d6 bludgeoning damage. CUTTING WIND Spell 1


 * AIR
 * EVOCATION

Traditions arcane, primal

Cast   Two Actions somatic, verbal Area 15-foot Cone Saving Throw: Basic Fortitude

Sharp blades of pressurized wind emanate from your hand in a conical pattern before you, slicing at creatures caught within it's range. You deal 2d4 slashing damage to creatures in the area. They must each attempt a fortitude save.

Critical Success The creature is unaffected.

Success The creature takes half damage.

Failure The creature takes full damage and takes an additional 1d4 persistent bleed damage.

Critical Failure The creature takes double initial damage, and the persistent damage increases to 2d4.

Heightened (+1) The damage increases by 2d4

GALE JUMP Spell 2


 * MOVE
 * AIR
 * TRANSMUTATION

Traditions arcane, primal

Cast One Action somatic Duration: 10 Minutes Target: Self

Gales whip behind you when you leap, sending you high and far. For the duration, you may leap 50 feet in any direction without touching the ground as an action. You must land on a space of solid ground within 50 feet of you, or else you fall after using your next action. You do not take falling damage after the effect of gale jump, unless you fall 50 feet or more. Jumping may still trigger reactions, such as attack of opportunity.

Heightened (4th) The spell gains touch range, and it may effect up to two targets.

Heightened (6th) The spell may now effect up to six targets. BLUR Spell 2


 * ILLUSION
 * VISUAL

Traditions arcane, occult

Cast Two Actions somatic, verbal Range touch Targets 1 creature Duration 1 minute

The target's form appears blurry. It becomes concealed. As the nature of this effect still leaves the target's location obvious, the target can't use this concealment to Hide or Sneak.

WALL OF WIND Spell 3


 * AIR
 * EVOCATION

Traditions arcane, primal

Cast Two Actions material, somatic, verbal

Range 120 feet Duration 1 minute

You create a barrier of gusting winds that hinders anything moving through it. The wall of swirling winds is 5 feet thick, 60 feet long, and 30 feet high. The wall stands vertically, but you can shape its path. Though the wall of wind distorts the air, it does not hamper sight. The wall has the following effects. Ammunition from physical ranged attacks-such as arrows, bolts, sling bullets, and other objects of similar size-can't pass through the wall. Attacks with bigger ranged weapons, such as javelins, take a -2 circumstance penalty to their attack rolls if their paths pass through the wall. Massive ranged weapons and spell effects that don't create physical objects pass through the wall with no penalty. The wall is difficult terrain to creatures attempting to move overland through it. Gases, including creatures in gaseous form, can't pass through the wall. A creature that attempts to fly through the wall using a move action must attempt a Fortitude save.

Critical Success The creature can move through the wall normally this turn.

Success The flying creature can move through the wall this turn, but the wall is difficult terrain.

Failure The wall stops the movement of the flying creature, and any remaining movement from its current action is wasted.

Critical Failure As failure, and the creature is pushed 10 feet away from the wall. HASTE Spell 3


 * TRANSMUTATION

Traditions arcane, occult, primal

Cast Two Actions somatic, verbal Range 30 feet Targets 1 creature Duration 1 minute

Magic empowers the target to act faster. It gains the quickened condition and can use the extra action each round only for Strike and Stride actions.

Heightened (7th) You can target up to 6 creatures. FLY Spell 4


 * TRANSMUTATION

Traditions arcane, occult, primal

Cast   Two Actions somatic, verbal Range touch Targets 1 creature Duration 5 minutes

The target can soar through the air, gaining a fly Speed equal to its Speed or 20 feet, whichever is greater.

Heightened (7th) The duration increases to 1 hour. GASEOUS FORM Spell 4


 * POLYMORPH
 * TRANSMUTATION

Traditions arcane, occult, primal

Cast 2 Actions somatic, verbal Range touch Targets 1 willing creature Duration 5 minutes

The target transforms into a vaporous state. In this state, the target is amorphous and loses any item bonus to AC. It gains resistance 8 to physical damage and is immune to precision damage. It can't cast spells, activate items, or use actions that have the attack or manipulate trait. It gains a fly Speed of 10 feet and can slip through tiny cracks. The target can Dismiss the spell. TERMINAL GYRE Spell 4


 * AIR
 * EVOCATION

Traditions arcane, primal

Cast Three Actions material, somatic, verbal

Range 60 feet Area 20-foot burst

Saving Throw: Reflex/Fortitude

You summon a cyclone to barrel down upon an area of your choosing from high above. Unattended objects up to 100 lbs are sent flying away from the epicenter of the cyclone, sizable or dangerous enough objects may crash into creatures in the area for 1d10 slashing/piercing/bludgeoning damage as appropriate to the object (Basic Reflex Save). Creatures within the area additionally take 3d6 slashing and 3d6 bludgeoning damage from the gyre itself. They must make a fortitude saving throw.

Critical Success The creature is unaffected

Success The creature takes half of the damage from the gyre, and is moved 5 feet away from the epicenter of the gyre.

Failure The creature takes full damage, is moved 10 feet away from the epicenter of the gyre, and knocked prone.

Critical Failure As failure, except the creature takes double damage. Additionally, the creature is sickened 2.

Heightened (+1) The bludgeoning and slashing damage increase by 1d6 each.

Heightened (+2) The crashing object damage increases by 1d10, and the affected creatures are moved an additional 5 feet. STEP OF THE WIND Spell 5


 * TRANSMUTATION
 * AIR

Traditions arcane, occult, primal

Cast Two Actions somatic, verbal Range 30 feet Targets Up to 5 creatures Duration 1 minute

Creatures targeted by you are surrounded by benevolent gales, making them swift and light on their feet. Until the end of the spell's duration, affected creatures gain the following benefits for the spell's duration.

-All of their speeds increase by 10

-A +2 dexterity bonus to armor class.

-Advantage on reflex saving throws. (Roll twice and take the higher result.)

-Jump height and distance are doubled.

Heightened (+1) You can target three additional creatures. STRANGULATING WIND Spell 5


 * TRANSMUTATION
 * AIR

Traditions arcane, occult, primal

Cast Two Actions somatic, verbal Range 30 feet Targets 1 creature Duration sustained up to 1 minute

Saving Throw: Fortitude

You draw the air out from a creature's lungs, suffocating them. Creatures who do not breathe air are unaffected. The target must attempt a fortitude save.

Critical Success The creature is unaffected

Success The creature is drained 2, and the spell ends.

Failure The creature is drained 2, unable to speak, and must make a fortitude saving throw at the end of each of it's turns. On a failed save, the drained condition increases by 1 (2 on a critical failure) and decreases by 1 on a successful save. (Or 2 on a critical success.) The damage and maximum hit point penalty from the drained condition applies again with every failed save. If the target's constitution score or maximum hit points reaches 0 from the effects of this spell, they suffocate and immediately die.

Critical Failure As failure, except the creature is initially drained 4. CYCLONE Spell 6


 * AIR
 * EVOCATION

Traditions arcane, primal

Cast Three Actions material, somatic, verbal

Range 120 feet Area 40-foot burst Duration: Until the beginning of your next turn.

Saving Throw: Fortitude

A massive cyclone of swirling wind forms at the target location. All creatures within the spell's area must attempt a fortitude save to avoid being drawn into the cyclone. Huge or larger creatures gain a saving throw result one step higher than what they rolled. Airborne creatures take a saving throw result one step lower. If a creature enters into the area of the cyclone before the end of the spell's duration, they must make the saving throw as well.

Critical Success The creature is unaffected

Success The creature is dragged along the ground 10 feet towards the epicenter of the cyclone, taking 1d10 bludgeoning damage and being knocked prone. If airborne, they are thrown to the ground.

Failure The creature is lifted from the ground and drawn into the epicenter of the cyclone. They are sickened 2, and bludgeoned by the cyclone for 2d10 bludgeoning damage until the beginning of your next turn, where they are thrown from the cyclone 20 feet in a randomly determined direction, taking an additional 3d10 bludgeoning damage on impact.

Critical Failure As failure, except the creature takes double damage.

Heightened (+1) Both instances of bludgeoning damage increase by 1d10.

Heightened (8th) The area increases to a 60-foot burst.