Freewind
"Methinks we'll have good sailing today. The Freewinds are blowing! Ready the sails!"
The Freewind spell creates a breezy air current in the designated direction. This spell is handy when dealing with smoke, vapors, and forms of dust or powder that are in the air.
Effect
For 1 round + Psyche Modifier, a Freewind blows in the direction of the designated spot. This 5 ft. column of air pushes and pulls air into it like a vaccuum and sends it through the wind tunnel. Using 1 Action, the Caster can change the direction of the line or invert the flow of the air. Any kind of gas or vapor within the spell's area of effect is sucked through the air current. While this won't dispel the noxious air, this spell will prevent it from staying within its area of effect.
The gust of wind created by this spell has enough force to scatter loose documents or light objects, but not enough force to push down Small or Tiny creatures, but Diminuitive creatures may be pushed by this spell (DC 12+PSY MOD).
Side/Secondary Effects
This spell can't be used in the presence of other Air effects- if another spell with an Air effect (besides Freewind) is cast within the same Area of Effect, the Freewind spell is overwritten.
Manifestation
This spell causes the clothes and hair of the Caster to lift briefly as the wind begins to stir around them. Energies beging to coalesce at the designated point and a spiraling column of air can be seen faintly in the dust.
Source
Source (Air)
Gestures & Ritual
Twists of the hand while invocating the Source of Air.
Related School
Geomancy
Related Element
AIR
Effect Duration
1 Round +1 per Psyche Modifier
Effect Casting Time
1 Action
Range
Close 30 ft.
Level
0- Cantrip
Applied Restriction
Freewind can't be cast within the area of effect of greater Air spells. If one of those spells or abilities are already in effect, the Freewind spell fails.
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