Wind Elemental Arts

The Element of Wind uses your Wisdom to manipulate an unseen force.

This is the most basic form of Wind manipulation, requiring no resources to use.

  • Attack Form: Focus your wind into your hand, and hurl it as a projectile at a target you can see within 12 meters. A target hit by this attack will suffer 1d6 wind damage per 50 points you have in your Magic stat, up to 10d6. Items and structures will instead lose 2 durability per damage die rolled.

  • Defense Form: Expand your wind to form a barrier around you. For as long as your maintain Concentration, you will add 1 Defense die when defending against targeted ranged physical attacks, and reduce incoming lightning damage by 2 per damage die rolled. You can spend Focus Points when using this Elemental Art, adding 1 Defense die and 2 lightning damage reduction per 2 Focus Points spent.

  • Utility Form: Push your wind outwards from you, moving objects without touching them. All loose items weighing less than 2kg within range are pushed backwards 2 meters. You can spend Focus Points when using this Elemental Art, increase the weight limit of what you can push by 2kg, and the distance they travel by 2 meters per Focus Point spent: Blast (2) = 10 meters. If 3 or more Focus Points are spent when using this Elemental Art, all potential targets within range who are wielding something must win a vs Feature check that is their Athleticism vs your Wisdom, or be disarmed. This only applies if what they are wielding is within the weight limit of what you can move.

Level One

Now that you have gotten the basics down, its time to move on to the more interesting things.

  • Attack Form: Throw your wind at an area, causing it to erupt into a powerful gale on impact. Choose a single space you can see within 20 meters, and hurl your wind at that space. On impact, that wind will burst into a brief yet powerful tornado. All potential targets within 2 meters of the chosen space will suffer 1d6 wind damage per 50 points you have in your Magic stat, up to 10d6. Items and structures are unaffected by this damage. All potential targets within this AoE, that are not connected to the ground will then be pushed backwards 2 meters. Entities may attempt a vs Feature check, that is their Athleticism vs your Wisdom, to resist getting pushed. Those who do not succeed, or that fail, this check, will also become prone. Entities of very large size or larger cannot be moved by this form.

  • Defense Form: Your wind becomes a torrent around you, making it difficult for others around you to move. For as long as you maintain Concentration, entities smaller than huge must use 4 meters of movement to move 2 meters while within 10 meters of you. Targeted ranged attacks that pass throug this AoE will have a -3 RTH modifier. You are immune to this forms effects. You can spend additional Focus Points while using this from, choosing 1 additional entity, per Focus Point, to also be immune to this forms effects.

  • Utility Form: Your wind picks up around your feet, making you quick and more agile. For as long as you maintain Concentration, you will have a +6 modifier to your Movement stat, and a +1 modifier to your Evasion Feature.

Level Two

You have finally gained some form of control over this Elemental Art. That’s great! Now lets work on respect and understanding.

  • Attack Form: Intensify your Wind and release it with a powerful blast that will knock everything away from you. All potential targets within 4 meters of you must make a successful vs Feature check that is their Athleticism vs your Wisdom. Entities of huge size or larger will automatically succeed this check. Those who fail will be pushed backwards to the next available space that is outside of the AoE, and be knocked prone. All entities within the AoE will suffer 1d8 Wind damage per 50 points you have in your Magic stat, up to 10d8. Those who succeed their vs Feature check will only take 1/2 damage. You can spend additional Focus Points when using the Elemental Art, increasing the AoE by 2 meters per additional Focus Point spent.

  • Defense Form: Use your Wind as a trap for projectiles. For the next 3 minutes, whenever ammunition or a thrown weapon passes through a space that is within 14 meters of you, you may use your Reaction to catch it, unless that attack was a critical hit. That item will then begin harmlessly swirling around you. You may use your Perform Phase at any time, while this form is active, to hurl all items caught by this Form at targets you can see within 14 meters. A seperate RTH will be rolled for each of these projectiles, and you may choose a different target for each one. You will treat this as an Elemental Art attack. An entity hit by one of these projectiles will suffer 1d10 critical damage of the projectiles original damage type. Using this attack will end the effects of this form.

  • Utility Form: Whenever you fall, you may use this form to slow your fall. Use this as a Counter Action in response to taking fall damage. When you do, reduce the damage you would have otherwise taken by 30. You can spend additional Focus Points when using this Elemental Art, increasing this damage reduction by 20 per additional Focus Point spent.

Level Three

Your control and understand are starting to mold this Art to your will. Remember that your Element is an extension of yourself.

  • Attack Form: Throw a vortex of wind from you that will move things away from you. All potential targets within range, that are of large size or smaller, and are not connected to the ground, will be pushed backwards 6 meters. Entities within range will also suffer 1d10 wind damage per 50 points you have in your Magic stat, up to 10d10. Loose items within range will lose 2 durability per damage die rolled. Entities that would be pushed by this attack may attempt a vs Feature check that is their Athleticism vs your Wisdom. Those who succeed will not be pushed. Entities not pushed by this attack will only take 1/2 damage. Blast (0) = 14 meters.

  • Defense Form: Create a violent vortex of wind around you that will cut into anything that gets too close. For the next 1 minute, as long as you maintain Concentration, any time and entity begins their turn within 4 meters of you, or enters this area for the first time each round, they must make a successful Bleed Resistance check or be inflicted with 1 instance of moderate bleeding.

  • Utility Form: Let the winds pick you up and carry you away. Roll 1d12 and multiply the result by 2. The result will be your fly movement for the next 1 hour, as long as your maintain Concentration. You may spend additional Focus Points when using this Elemental Art, extending its effects to one additional target per 2 additional Focus Points spent.

Level Four

Your winds are no longer invisible to you. You can feel them flowing around you, as a friend and trusted ally. You trust it with your life.

  • Attack Form: Perfecting the basics, create a much more powerful sphere of wind to throw at your enemies. You may choose any singe target you can see within a number of meters equal to 2x your Athleticism Feature as the target of this attack. If hit, the target will suffer 20d10 wind damage and must make a bleed resistance check or be inflicted with 2 instances of moderate bleeding. If they succeed this resistance check, they will instead gain 2 instances of mild bleeding. All potential targets within 4 meters of the target, and that are huge size or smaller, will be pushed backwards 2 meters, and gain 1 instance of mild bleeding.

  • Defense Form: Deflect all ranged attacks sent your way. If a ranged attack of any kind would enter a space that is within 4 meters of you, during its trajectory towards its target, you may use this Elemental Art as your Reaction for the round to catch it and throw it back at its source as a ranged elemental attack. If hit, your target will suffer all damage that was intended for the attacks original target. This will have no effect on a ranged attack that is from Ancient Magic, the Ice Element, siege projectiles, or artillery fire; including harpoons and ballistas.

  • Utility Form: Your ability to move things with wind has little limits. Choose any single target you can see within 20 meters, that weighs up to 400kg. For the next 1 minute, you are able to use your Perform Phase to move that target a distance of up to 10 meters, in any direction. While active, you may spend additional Focus Points, choosing 1 additional applicable target per additional Focus Point spent. If the target is an entity, they may attempt a vs Feature check that is their Athleticism vs your Wisdom, resisting this effect on a success.

Level Five

You are truly one with your element. Can you feel it moving through and around you? You are now able to evoke this power, and become Wind incarnate!

  • Pure Wind: Your Wind surrounds you and flows through you, transforming your body into a Wind elemental. Such power can only be maintained for 1 minute. During this time, the following applies;

    • You are immune to non-magical damage

    • Choose any 1 “Attack Form” from a previous level as your basic attack. The chosen Attack Form will consume 1 less Focus Point to use.

    • Choose an 1 “Defense Form” from a previous level to be active on you for this duration. Concentration is not required to maintain the chosen Defense Form.

    • During your Perform Phase, you are able to use other Wind Arts without losing this form.

    • You take 3x Ice damage.

    • You are immune to Wind damage, and your Bleed Natural Resistance become N/A.

    • You have a levitation Movement of 16 meters. An entity within 2 meters of you at the start of their turn must a Bleed Resistance check or gain 1 instance of mild bleeding.

Level Six