From: Aromancers Zephyr Codex 42
Description: A rapid, short-range movement spell. The caster’s form briefly explodes into a swirling cyclone of wind and ambient debris (leaves, dust, etc.). In this form, they travel in a straight line with blinding speed to an unoccupied space they can see within 40 feet, where they instantly reform. This movement is so swift that it allows them to bypass difficult terrain, ground-based traps, and opportunity attacks from enemies they move past. The arrival is punctuated by a final, sharp gust of wind that startles those nearby.
Sensory Experience (from the Codex): The page for this spell smells of dry autumn leaves and swirling dust. Casting is accompanied by the violent, whipping sound of a dust devil. For the brief moment of travel, the caster’s senses are a disorienting but exhilarating whirlwind of motion. Upon reforming, the scent of dust and leaves vanishes instantly.
Lore
The Cyclone Step is a spell born not of contemplation, but of desperation and raw, instinctual survival. During his earlier, more reckless years, Aelar Windwalker found himself trapped in the ruins of an ancient elemental prison. The prison’s magic didn’t create walls, but instead a field of crushing temporal slowness; the very air was as thick as molasses, and every step was a monumental effort. Escape required not just power, but speed—a way to cross the enchanted boundary in an instant, before the time-slowing magic could take hold.
He found his inspiration in a common desert phenomenon: the dust devil. A chaotic, violent, and incredibly short-lived whirlwind that appears from nothing, gathers everything loose around it, and then vanishes just as quickly. He realized that to achieve instantaneous movement, he could not simply move his physical form. He had to temporarily abandon it. He needed to deconstruct his body into its fundamental motes and let a violent, contained burst of wind carry them across the threshold before the prison’s magic could even register his presence.
Collaborating with the Perfumers of the Scented Sanctum, they sought a scent that would trigger this dangerous, instinctual act of dissolution. They found it in the fragrance of a dry, late autumn day—the smell of dead leaves and swirling dust. This scent is the very essence of scattering, of cycles ending, and of natural, chaotic change. Inhaling it allows the caster to mentally and spiritually “let go” of their physical form for the brief, terrifying moment of transit, preventing their consciousness from being torn apart in the process.
Use
Cyclone Step is a high-risk, high-reward tactical movement spell. It is not a graceful teleportation but a violent, instantaneous relocation. The caster chooses a destination they can see, and their body explodes into a shrieking cyclone of wind, dust, leaves, and whatever other small debris is nearby. This cyclone then travels in a perfectly straight line at an impossible speed, passing harmlessly through the spaces occupied by enemies, over difficult terrain, and above ground-based traps. It is a true “step,” as it does not trigger reactions from enemies one moves past.
Upon reaching the destination, the cyclone implodes, and the caster is instantly reformed, unharmed but often disoriented. The arrival is marked by a final, sharp gust of wind that blasts outwards from the caster’s new position, startling anyone nearby. Its single daily use makes it a powerful trump card, reserved for moments requiring a dramatic repositioning—either to escape a seemingly impossible trap, to bypass an entire enemy frontline to strike at a vulnerable target, or to seize a critical objective across a hazardous expanse.
Spell Values
- Tier: 2
- Stats:
- Casting Time: 1 Bonus Action.
- Range: Self.
- Target: An unoccupied space you can see within 40 feet.
- Duration: Instantaneous.
- Effect: You dissolve into a cyclone of wind and debris and instantly reappear in the target space. This movement does not provoke opportunity attacks, and you can pass over or through difficult terrain and ground-based traps without triggering them or being hindered. When you reappear, all creatures within 5 feet of you must make a DC 15 Constitution saving throw or have disadvantage on their next attack roll or ability check before the start of your next turn due to the startling gust of wind.
- Skills: This spell has no direct skill check but is a powerful tool for enabling skills. It allows a caster to get into a position to use Stealth after a rapid repositioning, or to reach a high ledge that would normally require a difficult Athletics check.
- Cost: A single-use enchanted scroll of Cyclone Step is a highly valued escape tool, typically costing around 550 gold pieces.
- Requirements:
- Must be a spellcaster with access to Tier 2 magic.
- Requires Vocal (a short, explosive word like “FWOOSH!”), Somatic (a gesture like an object shattering outwards from the chest), and Material (the codex, or a dead leaf and a pinch of dust) components.
- Tags: Air Magic, Aeromancy, Transmutation, Movement, Tactical, Escape, Debris, Sonic, Tier 2, Bonus Action, Blink, Chaotic, Instantaneous, Explosive, Dissolution, Disorienting, Startling, Bypass, Evasion, Disruptive, Whirlwind
Roleplay and Tactics
Roleplay: The casting of Cyclone Step should be portrayed as a violent and exhilarating moment. The caster isn’t elegantly vanishing; they are detonating. Describe the world dissolving into a chaotic, whipping blur of color, sound, and motion. For that brief instant, the caster’s senses are overwhelmed—they feel the grit of the dust, the dry rustle of the leaves, all as part of their own being. The experience is disorienting but thrilling, like riding a lightning bolt.
Upon reforming, the caster should take a sharp breath, their eyes wide for a moment as their senses snap back into place. The sudden vanishing of the smell of dust and leaves should be emphasized, replaced by the normal scents of the new location. It’s a jarring transition that should be reflected in the character’s immediate actions—a moment to regain their bearings before acting.
Tactics:
- The Arcane Pounce: This is the spell’s primary offensive use. The party’s fighter is bogged down by heavily armored soldiers, but the true threat is the enemy shaman in the back line. The caster uses Cyclone Step to bypass the front line entirely, appearing directly beside the shaman to unleash a powerful close-range spell like Burning Hands or Thunderwave.
- The Impossible Escape: When the caster is surrounded, grappled, or standing on a collapsing bridge, Cyclone Step is the ultimate escape button. It allows them to move from a position of certain doom to a place of safety or tactical advantage in the blink of an eye.
- Objective Seizure: The vital lever is across a chasm, the artifact is on a pressure plate in the middle of a trapped floor, the escape portal is about to close. Cyclone Step allows the caster to bypass the intervening hazard, achieve the objective, and deal with the consequences later.
- Vertical Assault: Many encounters are designed on a flat plane. Cyclone Step allows a caster to instantly take the high ground, appearing on a cliff ledge, a castle battlement, or a high branch to rain down spells from a position of relative safety.
- Disruptive Arrival: The final gust of wind is a tactical tool. Use it to land next to an enemy archer concentrating on a shot, forcing a saving throw that gives them disadvantage. Arriving next to a foe on a narrow ledge might startle them enough to make them lose their footing. It’s a minor effect, but in the right situation, it can be decisive.

Activation perception of: Cyclone Step 44
Sight
- What is Perceived: The caster’s body instantaneously and violently explodes into a shrieking, horizontal cyclone of wind and ambient debris.
- Description: From an observer’s perspective, the caster’s form shatters without a sound of impact, dissolving into a tightly-wound whirlwind of dust, leaves, small pebbles, and shimmering air. This chaotic vortex streaks across the battlefield in a perfectly straight line, too fast for the eye to properly track, leaving a faint trail of disturbed air. At its destination, the cyclone implodes upon itself in a reverse explosion, instantly reforming the caster.
- Positives: The effect is shockingly fast and visually intimidating, often causing enemies to flinch or be momentarily stunned by the sheer chaos of the caster’s disappearance and reappearance.
- Negatives: The movement is a highly visible streak of chaos, drawing immediate attention to both the caster’s starting and ending points. The momentary deconstruction and reconstruction can be visually jarring for allies.
Sound
- What is Perceived: A sudden, violent, whipping shriek of air, like a miniature tornado being born and dying in the same second.
- Description: The activation is marked by a loud FWOOSH-CRACK as the air rushes in to fill the space the caster occupied. The travel itself is a high-pitched, tearing shriek that lasts for only a moment. The arrival is punctuated by a sharp, outward THUMP of displaced air, like a slamming door, which audibly startles those nearby.
- Positives: The sound is terrifying and can serve as a powerful distraction, drawing attention away from other party members’ actions.
- Negatives: It is incredibly loud, completely negating stealth and announcing the caster’s new position to every creature in the vicinity with an acute sense of hearing.
Touch
- What is Perceived: A brief, total sensory overload of abrasive motion, followed by the sudden, solid feeling of reforming.
- Description: For the caster, the moment of transit is a disorienting but exhilarating vortex of sensation. They feel their body dissolve into countless individual particles, each one scraping and tumbling against the others. It is not painful, but it is an intensely physical feeling of being sandblasted from the inside out. They feel the grit of dust and the sharp edges of leaves as if they were part of their own skin. The arrival is a sudden, jarring snap back to solidity and stillness.
- Positives: The exhilarating rush can provide a surge of adrenaline, sharpening the caster’s focus for the action they take immediately after teleporting.
- Negatives: The sensory overload is profoundly disorienting. An inexperienced caster might be momentarily stunned or nauseated upon reforming, requiring a moment to regain their bearings.
Smell
- What is Perceived: An intense, localized burst of dry autumn leaves, turned earth, and swirling dust.
- Description: The air where the caster vanishes is instantly filled with the potent, dry scent of a dusty, windswept field in late autumn. This fragrance is not subtle; it’s a thick, almost choking cloud of scent that is carried with the cyclone and deposited at the destination point before vanishing almost instantly as the caster reforms.
- Positives: The distinct scent acts as a powerful sensory anchor for the caster, a familiar part of the chaotic spell that helps them maintain their focus and sanity during the transit.
- Negatives: The smell is a unique and unmistakable magical signature. Anyone who has witnessed the spell before will immediately recognize it, and creatures with a keen sense of smell can easily pinpoint the caster’s arrival point, even if they didn’t see it.
Taste
- What is Perceived: A gritty, earthy, and overwhelmingly dry taste of dust and soil.
- Description: The caster’s mouth is instantly filled with the unpleasant, gritty taste of fine dust and dry, crumbling leaves. It is the taste of deconstruction, of being reduced to the basic, inanimate components of the environment. The taste vanishes completely upon arrival.
- Positives: The unpleasantness of the taste reinforces the violent, non-elegant nature of the spell, grounding the caster in the reality of the raw power they are wielding.
- Negatives: The taste is foul and can cause the caster to involuntarily cough or sputter upon reforming, potentially disrupting a follow-up vocal spell component.
Extra-Sensory Perceptions
Proprioceptive Shattering (Body Sense)
- What is Perceived: A complete and total loss of bodily form, replaced by a feeling of being a singular, chaotic cloud of will.
- Description: On an extrasensory level, the caster feels their own life force, their anima, shatter into a thousand pieces that are then bound together by the cyclone. They do not feel their limbs or their heartbeat; they feel only a state of unified, multi-particulate existence. It is the sensation of becoming the storm itself.
- Positives: This profound sense of disembodiment is the key to bypassing physical laws and obstacles. It is a moment of pure, untethered freedom from the mortal shell.
- Negatives: This is a terrifying and spiritually dangerous sensation. An untrained mind could be psychically damaged or fragmented by the experience, and there is always the lingering, primal fear that they might not reform correctly.
Linear Trajectory Lock (Directional Sense)
- What is Perceived: A feeling of being launched along a single, immutable, one-dimensional path.
- Description: During the transit, the caster has no sense of the environment they are passing through. Their entire consciousness is locked onto the destination point. It feels as though a metaphysical thread connects their point of origin and destination, and they are being pulled along it at an impossible speed.
- Positives: Provides a sense of unerring direction and purpose, preventing any deviation from the intended path. The caster is completely immune to any intervening effects or distractions.
- Negatives: The caster is utterly blind, deaf, and senseless to anything happening outside of their linear path. An ally stepping into their path would be unnoticed, and a sudden change at the destination point would be impossible to react to until after the spell is complete.
Aetheric Abrasion (Magical Awareness)
- What is Perceived: The feeling of the caster’s personal magical aura being violently scoured and abraded by raw elemental energy.
- Description: A magically-aware caster feels the spell as a controlled act of self-destruction. The cyclone is not just wind; it is a grinder of magical energy. The caster’s aura is torn apart, mixed with the chaotic elemental energy of the wind and debris, and then forcefully reassembled.
- Positives: The process is so violent it can “scour” away minor, clinging magical effects like curses or hexes of a lower tier than the spell itself.
- Negatives: The process is magically draining and abrasive. Using it leaves the caster’s aura feeling raw and frayed, potentially making them more vulnerable to magical detection or hostile magical effects for a short time after casting.
Tale of Shattered Step
It is told, though the telling is crooked from many mouths and many years, of a time when the great Aelar Windwalker was caught in a place of terrible stillness. It was a prison made not of stone, but of time itself. The air in this place was thick like old honey, and to lift a foot was a great labor that took a long moment. But the things that guarded this prison, the Hounds of Stillness, they were not slow. They moved at the speed of a thought, and they were hunting him.
Aelar tried to cast his great spells of wind. He spoke the words to summon a gale, but the wind itself was caught in the slow air. The mighty blast moved like a tired old man, and the Hounds only laughed, a sound that did not travel, but was simply felt in the bones. He could not run. He could not fight. His power was a prisoner, same as his body.
Despair sat on his heart like a heavy stone. He looked at the ground, at the dry dust and the brittle, dead leaves of a long-ago autumn. As he watched, a strange thing happened. A small wind, a dust-spinner, was born from nothing. It was not slow. It was a whip-crack of motion. It grabbed the dust and the leaves, and it was a spinning, shrieking thing of chaos. It crossed the slow prison floor in the time it takes to blink an eye, and then it died, leaving the dust and leaves in a new place, far from where they had been.
And a new thought came to Aelar, a dangerous thought. The dust-spinner did not carry the leaf. For a moment, the dust-spinner was the leaf. It was the dust. Its body was the chaos. To be fast in a slow place, he could not move his body. He had to leave his body. He had to become the movement itself.
He knelt. He put his hand on the dry earth. He breathed in the smell of dust and the memory of autumn. He did not speak a word of power, but a word of breaking.
And the being of him did shatter. It was not a feeling of pain, but a great, loud scattering. One moment, he was Aelar, a man of flesh. The next, he was a thousand pieces of Aelar, and he was the dust, and he was the dead leaves, and he was the screaming wind that held them all together. He was a cyclone. He was a shout of speed.
The cyclone-that-was-Aelar shot across the prison floor. The slow air could not hold him, for he was not a thing moving through it. He was a moment of chaos that happened in it. He crossed the line of the prison, and on the other side, as the chaos wished to fly apart forever, he spoke a word of making.
The wind and dust and leaves crashed back into the shape of a man. He fell to his knees on the free ground, gasping. He tasted the grit of the earth in his mouth, and his mind was a spinning top. But he was whole. And he was free. He had learned a new step, a terrible step, a step that was also a breaking and a remaking.
The Moral of the Story: It is said that when the road is too slow, the wise man does not seek a faster horse. He learns, for a moment, how to become the dust that is carried by the wind. For the only way to escape a prison of form is to forget, for a single, terrifying step, that you have any form at all.
Suggested conversions to other systems:
Dungeons & Dragons (5th Edition)
Dust Devil Dash 2nd-level Conjuration
Casting Time: 1 bonus action Range: Self Components: V, S, M (a dead leaf and a pinch of dust) Duration: Instantaneous
High-Level Overview: This is a 2nd-level movement spell that serves as a more chaotic, tactical alternative to Misty Step. It allows a caster to reposition with incredible speed as a bonus action, making it perfect for escaping a dangerous melee, bypassing environmental hazards, or pouncing on a vulnerable, distant enemy, all while adding a minor disruptive effect upon arrival.
Game Mechanics: Your body explodes into a swirling cyclone of wind and debris, instantly teleporting you to an unoccupied space you can see within 40 feet. This movement does not provoke opportunity attacks. You can pass over difficult terrain and ground-based traps without being affected by them during this movement.
When you reappear, a final gust of wind erupts from your space. Each creature within 5 feet of you must succeed on a Constitution saving throw or have disadvantage on the next attack roll it makes before the end of its next turn.
Call of Cthulhu (7th Edition)
The Scattering Step Mythos Spell
Cost: 5 Magic Points; 1d4 Sanity points Casting Time: 1 round
High-Level Overview: This is a terrifying and unnatural form of travel, a violation of physical law that is dangerous to both the caster’s mind and body. It is not a graceful teleport but a violent deconstruction and reconstruction. It is a desperate escape tool, and witnessing it is a sanity-shattering event for the uninitiated.
Game Mechanics: The caster’s body dissolves into a shrieking whirlwind of dust, leaves, and ambient debris. This whirlwind instantly crosses up to 40 feet in a straight line, passing through crowds or over pits (but not through solid walls), and reforms the caster at the destination.
Upon reforming, the caster must succeed on a DEX roll or fall prone from the disorienting transit. Any non-Mythos being who witnesses the caster’s body shatter into the cyclone must make a Sanity roll (0/1). The arrival is accompanied by a loud gust, imposing one penalty die on any nearby character’s next Listen roll.
Blades in the Dark
Dust Devil’s Jaunt Whisper Special Ability
High-Level Overview: This is a powerful special ability for a Whisper, allowing them to perform an act of impossible, chaotic movement. It’s not a subtle tool; it’s a loud, messy, and dramatic way to bypass an obstacle or escape a trap when finesse has failed. It’s the perfect choice when a crew needs to get someone to the other side of a problem right now.
Game Mechanics: This would be represented as a Special Ability:
Dust Devil’s Jaunt: When you are in a desperate position, you can spend 2 Stress to dissolve your form into a violent, shrieking cyclone of dust and shadow. You instantly move to any nearby spot you can see. You bypass obstacles like a room full of guards, a pressure-plated floor, or a raging fire. This maneuver is loud and chaotic; you cannot use it for a stealthy approach, and your position is immediately obvious to everyone.
Knave (2nd Edition)
Spellbook of the Cyclone Step Spellbook, 1 Slot
Casting: Once per day
High-Level Overview: This spell is a single-use tactical nuke of movement. It’s a high-value item for any character, offering a guaranteed way to bypass a single, major obstacle or escape a deadly trap. Its power is balanced by its significant inventory cost for a non-physical effect and its strict once-per-day limitation, making the decision to use it a critical one.
Game Mechanics: When you cast this spell, you instantly dissolve into a whirlwind and move up to 40 feet in a straight line to an empty space you can see.
- This movement ignores all difficult terrain and ground-based traps.
- You do not trigger reactions from enemies you move past.
- When you arrive, all adjacent creatures must make a Constitution saving throw. If they fail, they are deafened for one round by the loud gust of your arrival.
Fate Core System
Step of the Dust Devil
High-Level Overview: In Fate, this is a dramatic Stunt that allows a character to perform an impossible act of movement. It’s not about precise teleportation; it’s about chaotic, forceful relocation. It’s a perfect tool for a player to spend a Fate Point on to completely change their position on the battlefield, bypass a major obstacle, and throw the immediate area into disarray.
Game Mechanics: As a Stunt:
Step of the Dust Devil: Once per scene, you can spend a Fate Point to dissolve your form into a chaotic whirlwind. You can instantly move to any spot you can see within your current zone or an adjacent zone, bypassing any physical obstacles or intervening characters. Upon reforming, you automatically Create an Advantage, placing the Aspect Disoriented by a Sudden Gale on the destination zone with one free invocation for you or your allies to use.
Numenera & Cypher System
Cyclone Step (Tier 2 Speed-based Ability)
High-Level Overview: This is a low-to-mid-tier ability for a character focused on rapid movement, translocation, or elemental air. It represents a physically and mentally taxing burst of speed that temporarily deconstructs the user’s form, allowing them to bypass immediate threats and hazards at the cost of their own energy.
Game Mechanics: Cyclone Step (2 Speed points): You explode into a whirlwind of air and debris, moving up to a short distance in a straight line to an unoccupied spot you can see. This movement is instantaneous. You can pass through enemies and ignore difficult terrain or ground-based hazards during this movement. Your action for this turn must be taken either before or after you move. When you arrive, the concussive blast of your reformation is startling; any creature within immediate range of your arrival point has its next action hindered. Enabler.
Pathfinder (2nd Edition)
Gale Rush SPELL 2 [UNCOMMON] [AIR] [CONJURATION] [TELEPORTATION] Traditions Arcane, Primal Cast [two-actions] somatic, verbal Range 40 feet
High-Level Overview: This is a 2nd-level conjuration spell that provides a unique form of tactical mobility. Unlike the precision of dimension door, Gale Rush is a chaotic, linear burst of travel. Its great strength lies in its ability to bypass hazards and reactions, and to inflict a minor disruption upon arrival, making it an excellent tool for an aggressive spellcaster to reposition or escape.
Game Mechanics: You dissolve into a cyclone of wind and debris and instantly reappear in an unoccupied space you can see within range. You can’t carry other creatures with you. This is a teleportation effect. Upon your arrival, a sharp gust of wind explodes from your space. Each creature in a 5-foot emanation around your arrival space must attempt a Fortitude save against your spell DC. Success The creature is unaffected. Failure The creature is deafened for 1 round. Critical Failure The creature is deafened for 1 minute and is pushed 5 feet away from you.
Savage Worlds Adventure Edition (SWADE)
Cyclone Step Power
Rank: Seasoned Power Points: 3 Range: Smarts Duration: Instant Trappings: The caster explodes in a whirlwind of leaves and dust, a loud whoosh of air, the scent of a dry autumn day.
High-Level Overview: This is a Seasoned rank power that provides an aggressive form of short-range teleportation. It’s a significant upgrade from a simple move, allowing the caster to bypass enemy lines and hazards completely, while also creating a tactical disruption at their destination. It’s a signature spell for a highly mobile battle mage.
Game Mechanics: When successfully cast, the caster instantly moves to any spot they can see within range. This movement does not provoke free attacks from enemies they move past and allows them to ignore any difficult ground or hazards on the direct path between their starting and ending points.
Upon the caster’s arrival, a final blast of wind erupts. All characters (friend or foe) in a Small Blast Template centered on the caster’s new space must make a Vigor roll versus the caster’s arcane skill roll. Those who fail are Shaken.
Shadowrun (6th World)
Gale Burst Movement Spell
High-Level Overview: This is a physical movement spell, popular with combat mages and urban shamans who need a chaotic but effective way to reposition on the complex battlefields of the Sixth World. It is not a subtle teleport; it is a violent, attention-grabbing burst of motion that uses manipulated air and ambient debris as a transport medium.
Game Mechanics: Type: P Range: LOS Duration: I Drain: F – 2
When you cast this spell, you dissolve into a chaotic whirlwind of air and debris. You instantly move to any point you can see within (Magic x 3) meters. This is a magical movement and does not require a Running test, nor does it provoke any Intercept reactions from enemies you move past. You can pass over ground-based obstacles and difficult terrain without penalty.
Upon your arrival, the cyclone erupts outwards. Any character (friend or foe) within 2 meters of your destination must make a Composure (Force) test. Failure means the character is startled and distracted, taking a -1 dice pool penalty to their next action.
Starfinder
Zephyr Rush Mystic 3, Technomancer 3
School: Conjuration (teleportation) Casting Time: 1 move action Range: 40 ft. Target(s): You Duration: Instantaneous
High-Level Overview: This is a 3rd-level spell that provides incredible tactical mobility. It allows a spellcaster to forgo their normal movement to instead perform a rapid, short-range teleport that bypasses enemies and hazards. It’s a prized spell for getting into the perfect position to cast a follow-up spell or for escaping a dangerous melee engagement.
Game Mechanics: You dissolve into a swirling cyclone of wind and ambient particles, instantly teleporting to an unoccupied space you can see within range. This movement is not subject to attacks of opportunity.
Upon your arrival, a startling gust of wind erupts from your space. All other creatures within 5 feet of your destination must succeed at a Fortitude save or be off-target until the beginning of your next turn.
Traveller (Mongoose 2nd Edition)
Cascade Drive Unit (CDU) TL: 14 Kg: 1 Cost: MCr 1.5
High-Level Overview: This is not a spell but a highly experimental and illegal piece of personal technology that utilizes cascade failure principles for short-range translocation. The CDU momentarily deconstructs the user’s body into a particle stream, shunts it along a laser guide, and attempts to reconstruct it at the destination. It is incredibly fast but notoriously unstable.
Game Mechanics: Activating the CDU is a Significant Action requiring an Electronics (computers) DM-2 check.
- Effect 6+ (Extraordinary Success): The transit is perfect. You instantly move up to 20 meters to a point you can see. The arrival is silent.
- Effect 2-5 (Success): The transit is successful. You instantly move up to 20 meters. The arrival is chaotic, and anyone within 2 meters must make an Average (8+) Athletics (dexterity) check to avoid being knocked prone.
- Effect 0-1 (Partial Success): You arrive at your destination, but the reconstruction is rough. You suffer 1d6 damage that ignores armor and arrive prone.
- Effect -1 or less (Failure): The reconstruction fails catastrophically. You arrive at your destination but suffer 3d6 damage that ignores armor and the CDU is destroyed. The GM may also rule that you have gained a permanent, strange mutation.
Warhammer Fantasy Roleplay (4th Edition)
Wailing Step Lore of Heavens Spell
CN: 8 Range: You Target: You Duration: Instant
High-Level Overview: This is a powerful but reckless spell for a Celestial Wizard. It involves temporarily surrendering one’s physical form to the chaotic whims of Azyr, the Blue Wind. The caster becomes a miniature cyclone for a split second, crossing the battlefield in a terrifying streak of howling wind and debris. It is a dangerous but undeniably effective way to reposition.
Game Mechanics: When you successfully cast this spell, your body explodes into a shrieking whirlwind. You may immediately move up to your Willpower Bonus x 3 yards in a straight line to an unoccupied space you can see. This movement ignores intervening characters and difficult terrain, and does not trigger Disengage Tests.
Upon your arrival, the whirlwind erupts. All other characters (friend or foe) within 2 yards of your destination must win an Opposed Strength/Willpower Test against you. Any who fail gain the Stunned Condition.
Overcast: For each +2 SL on your casting test, you can either increase the distance you travel by your Willpower Bonus yards or increase the radius of the arrival blast by 1 yard.
