From: Aromancers Zephyr Codex 42
Description: A highly versatile and advanced form of a basic wind spell. At its simplest, it creates a powerful, directed line of wind to push back foes or clear away environmental hazards. By channeling more power from the codex, the caster can meticulously sculpt the gust. It can be shaped into a stationary, swirling vortex at a single point, creating an area of difficult terrain that can trap or slow enemies. The caster can also maintain control over the gust, allowing them to alter its direction as a bonus action, bending the wind around corners to strike enemies behind cover.
Sensory Experience (from the Codex): The pages for this spell exude the crisp, cool, and almost sharp fragrance of an untouched, high-altitude mountain peak. When cast, the user feels a rush of invigoratingly cold air flow from the book. The sound is a powerful, focused roar, like wind whistling through a narrow mountain pass, which shifts into a high-pitched shriek when shaped into a vortex.
Lore
The creation of Sculpted Gust marked a pivotal moment in Aelar Windwalker’s journey from a mere wielder of wind to a true master of aeromancy. For years, he could summon powerful gales, but they were blunt instruments, wild and untamed things. The lore states that his epiphany came during a perilous journey through the Canyon of Whispers, a labyrinthine maze of stone where the wind was a constant, living entity. A simple, straight gust was useless here; it would only slam into a canyon wall. Yet, Aelar watched as the natural wind navigated the maze with impossible grace, flowing through narrow gaps, swirling into eddies, and snaking around corners. He realized he had been mimicking the shout of a hurricane when he needed to learn the language of the breeze.
He returned to the Scented Sanctum of Aromancy with this new understanding. He could not teach his students to “feel” the wind’s path, but he could give them a sensory key. Working with the master Perfumers, they captured the very essence of the air at the highest, most desolate mountain peak—an air that was sharp, clear, and utterly precise. This fragrance, when woven into the spell’s matrix, became the focus point for the caster’s will. Inhaling it allows the caster to mentally decouple the wind from its raw power, instead seeing it as a tangible, malleable ribbon of force. The spell, therefore, is not just a gust; it is Aelar’s lesson on control, a testament to the idea that true mastery is not in the strength of the push, but in the precision of the path.
Use
Sculpted Gust is the quintessential tool for an aeromancer who sees the battlefield as a chessboard. While it can be used as a simple, powerful blast of force, its true potential lies in its unparalleled versatility. At its core, the spell summons a controlled current of powerful wind, but the caster can shape its form and function based on the immediate tactical need. Its single daily use means it is reserved for moments that require a creative, decisive solution rather than brute force.
- Line Form: In its simplest manifestation, the spell creates a 60-foot line of roaring wind. This is used for straightforward tactical repositioning: shoving a line of soldiers off a bridge, clearing a path through a cloud of poisonous gas, or creating a sudden, powerful tailwind for a friendly vessel.
- Vortex Form: By focusing their will, the caster can shape the wind into a stationary, 10-foot radius vortex of shrieking air. This is a powerful control tool, used to pin down a dangerous enemy spellcaster, hold a group of foes in place for an ally’s area-of-effect attack, or create a temporary, impassable barrier on a flank.
- Controlled Gust Form: The most advanced use of the spell allows the caster to maintain a continuous, snake-like current of wind. They can direct this current from their hand, bending it around corners, through arrow slits, or under doors. This is a tool of supreme finesse, used to strike enemies hiding behind total cover, trigger a distant trap, extinguish a series of torches down a hallway, or deliver a small object with pinpoint accuracy.
Spell Values
- Tier: 2
- Stats:
- Casting Time: 1 Action.
- Range: Self (emanating in a 60-foot line, or creating a vortex at a point within 60 feet).
- Duration: Concentration, up to 1 minute.
- Effect: You create one of the following wind effects:
- Line: A line of strong wind 60 feet long and 10 feet wide blasts from you. Each creature that starts its turn in the line must succeed on a DC 16 Strength saving throw or be pushed 15 feet away from you in a direction following the line.
- Vortex: You create a 10-foot-radius vortex at a point you can see. The area is difficult terrain. Any creature that starts its turn in the vortex must succeed on a DC 16 Strength saving throw or be restrained until the start of its next turn.
- Controlled Gust: You create a continuous stream of wind that you can direct. As a bonus action on each of your turns, you can direct the stream to a new target or location within 60 feet, bending it around obstacles. You can use it to make a ranged spell attack against a target, dealing 2d8 bludgeoning damage on a hit and forcing a DC 16 Strength saving throw or be pushed 10 feet.
- Skills: The spell is cast using the Aeromancy skill. Maintaining the fine control of the Vortex or Controlled Gust forms requires a successful Arcana check (DC 13) at the beginning of each turn after the first.
- Cost: A scroll containing the formula for this versatile spell is a rare find, valued at approximately 450 gold pieces.
- Requirements:
- Must be a spellcaster with access to Tier 2 magic.
- Requires Vocal (a long, whistling incantation), Somatic (a shaping gesture with one hand), and Material (the codex, or a pinch of dust from a mountain peak) components.
- Tags: Air Magic, Aeromancy, Evocation, Tactical, Control, Utility, Finesse, Tier 2, Concentration, Versatile, Shaping, Area Control, Repulsion, Kinetic, Serpentine, Guided, Olfactory Magic, Bludgeoning, Impeding, Environmental
Roleplay and Tactics
Roleplay: Casting Sculpted Gust should be portrayed as an act of intense focus and artistry. The caster isn’t unleashing a chaotic blast; they are conducting an invisible orchestra. When casting, the character should take a deep, deliberate breath, as if inhaling the crisp mountain air from the codex’s page. The vocal component isn’t a shout but a long, controlled whistle that rises and falls in pitch. The somatic gestures are key:
- For the Line, it’s a firm, two-handed pushing motion.
- For the Vortex, the caster makes a swirling, clenching gesture, as if crushing an invisible object in their fist.
- For the Controlled Gust, the caster’s hand and arm should move with a fluid, serpentine grace, as if guiding the path of a snake through the air.
Describe the sensory details: the sudden drop in temperature, the powerful roar of a mountain pass, the high-pitched shriek of the vortex. The caster is a master of their element, and their confidence and precision should be evident in their every action.
Tactics:
- Isolate and Neutralize: The Vortex form is the ultimate tool for battlefield control. Use it to trap the enemy’s most dangerous unit—the high-damage barbarian or the powerful cleric—while the rest of the party mops up their allies.
- Environmental Weaponization: The Line form is perfect for “dirty tricks.” Use it to push enemies into pits, off cliffs, or through walls of fire. It can also be used to clear a path, blowing away magical fog, obscuring dust, or a cloud of poison to give your ranged allies a clear shot.
- The Impossible Shot: The Controlled Gust is for problems that can’t be solved with direct force. An enemy mage is hiding behind a pillar, concentrating on a powerful spell? Send the gust snaking around the pillar to hit them and force a concentration check. A crucial lever is on the other side of a locked portcullis? Use the controlled gust to flip it.
- Synergistic Plays: This spell is a force multiplier. Trap a group of enemies in a Vortex, then have the party’s wizard drop a Fireball or Cloud of Daggers directly on top of them. Use the Line form to knock a heavily armored knight prone, giving your rogue advantage on their next attack. The possibilities are limited only by the caster’s creativity.

Activation perception of: Sculpted Gust 22
Sight
- What is Perceived: A visible, shimmering wave of cool air erupts from the caster’s outstretched hand, forming a tangible, serpentine current that twists and writhes towards its target, picking up minor debris.
- Description: From the caster’s perspective, the air itself seems to crystallize into a visible, pale blue or white current, glowing softly. If shaped into a Line, it’s a direct, forceful push. If a Vortex, the air at the target point begins to shimmer and then rapidly swirl, pulling in dust or small leaves. If a Controlled Gust, the current appears as a flexible, glowing ribbon of force, bending gracefully around obstacles as the caster’s hand guides it.
- Positives: The visual clarity of the sculpted wind allows for precise targeting and immediate feedback on the spell’s effect. It’s a visually impressive display of control.
- Negatives: The spell is highly visible, immediately revealing the caster’s position and the direction of their magical influence. In its Line or Vortex forms, it can kick up dust, potentially obscuring vision for a moment.
Sound
- What is Perceived: A powerful, focused roar, like wind whistling through a narrow mountain pass, which shifts into a high-pitched shriek when shaped into a vortex.
- Description: Upon activation, the air around the caster generates a deep, resonant hum, quickly building into a sustained, powerful roar that accompanies the visible gust. If it forms a vortex, this roar tightens into a piercing, continuous shriek, like a jet of high-pressure steam. The sound is directional, emanating from the path of the wind itself.
- Positives: The intimidating sound can momentarily disorient or panic less disciplined foes. The distinct sounds for each form allow the caster to audibly confirm their desired effect.
- Negatives: The sound is loud and unmistakable, broadcasting the caster’s position and magical activity to a wide area. It can easily mask quieter, more subtle sounds.
Touch
- What is Perceived: An invigorating rush of intensely cold air flowing from the caster’s hand, followed by localized sensations of powerful pressure and drag at the target point.
- Description: As the spell is cast, the caster feels a sudden, profound drop in temperature emanating from their casting hand, as if holding a block of ice. A strong, cold current blasts outward. If shaped into a Vortex, the caster feels an odd sense of distant compression and twisting, like a hand wringing out a cloth, at the vortex’s location. If a Controlled Gust, the caster feels a continuous, cool pressure on their hand, guiding the invisible stream.
- Positives: The tactile feedback is highly intuitive, allowing the caster to feel the direction and force of the wind they are shaping, enhancing their control. The cold air is invigorating.
- Negatives: The intense cold from the casting hand can be uncomfortable during prolonged concentration, potentially numbing the fingers. In extremely cold environments, this sensation could contribute to frostbite.
Smell
- What is Perceived: A powerful, crisp, cool, and sharp fragrance of an untouched, high-altitude mountain peak.
- Description: The air instantly fills with the pure, exhilarating aroma of a pristine mountain environment—clean and sharp with hints of pine, stone, and thin, frozen air. This scent is not merely ambient; it feels as though the very air being manipulated carries this potent essence.
- Positives: The intensely clear and invigorating scent provides powerful mental focus, enhancing concentration during the spell’s duration. It clears the caster’s mind and can even ward off airborne pollutants for a moment.
- Negatives: The unique and strong scent is an undeniable magical signature, easily detectable by anyone with a decent sense of smell, instantly giving away the nature of the magic being cast.
Taste
- What is Perceived: A faint, clean, and almost metallic taste, like breathing crisp, cold air through clean teeth.
- Description: The caster experiences a subtle, refreshing taste in their mouth, reminiscent of sucking on a piece of ice or taking a deep breath of frosty mountain air. It’s a taste of purity and elemental essence.
- Positives: The clean taste helps maintain clarity of thought and focus, especially important during a spell requiring concentration.
- Negatives: The taste is not particularly unpleasant but is distinct and can serve as another subtle indicator to the caster that their magical energies are active and being expended.
Extra-Sensory Perceptions
Aerokinetic Link (Kinetic Awareness)
- What is Perceived: A direct, almost physical connection to the movement and impact of the wind.
- Description: The caster doesn’t just see the wind push a target; they feel the resistance of the target against their spell. When pushing an object, they feel the pressure of the wind against it. When creating a vortex, they feel the air currents tugging and pulling at whatever is caught within. This is a complete, real-time feedback loop.
- Positives: Provides unparalleled precision and intuitive control over the spell, allowing the caster to adjust the force or trajectory with subtle mental commands.
- Negatives: If the wind pushes against something immovable or an enemy with immense strength, the caster feels the strain of their magic being resisted, potentially causing psychic fatigue or a momentary jolt of mental pain.
Olfactory Empathy (Scent Perception)
- What is Perceived: An enhanced, almost hyper-real perception of the smells within the spell’s area of effect, as if the wind itself is bringing these scents directly to the caster.
- Description: While the spell is active, the caster gains a heightened sense of smell specifically within the area their sculpted gust influences. If the gust passes through a patch of poisonous fungi, the caster distinctly smells the toxins. If it blows past a hidden creature, they get a clear whiff of its unique scent (sweat, blood, monster musk, etc.).
- Positives: Provides an incredible, passive scouting tool, allowing the caster to “smell out” hidden threats or environmental hazards within the spell’s range without direct line of sight.
- Negatives: The sudden influx of strong, potentially unpleasant, or overwhelming odors from the affected area can be distracting or even nauseating, especially if the wind passes through a particularly foul environment.
Aetheric Flow (Magical Resonance)
- What is Perceived: The visible flow of magic and ley lines being bent and redirected by the spell.
- Description: A magically aware caster perceives the spell not just as physical wind but as a disruption and redirection of the ambient magical currents in the area. Ley lines appear to warp slightly, and the aether itself seems to shimmer along the path of the gust. The caster feels the “tugs” and “pushes” of these magical currents.
- Positives: Provides a deeper understanding of the magical fabric of the world, potentially revealing hidden magical effects or weaknesses in an opponent’s magical defenses within the gust’s path.
- Negatives: Disrupting the aetheric flow can have unforeseen consequences, potentially causing minor magical disturbances or drawing the attention of sensitive magical entities in the vicinity.
Teaching of Canyon’s Breath
It is read in the old tablets, the ones where the words are like dust and flee from the eye, of how the great Aelar Windwalker learned that to be loud is not the same as to be strong. In his youth, Aelar’s magic was a great shout. He could summon a wind that was like a fist, and it could punch down the doors of castles and knock armies from their feet. And he was proud of this.
But his journey took him to the Canyon of Whispers, a place carved by a thousand-thousand years of a small wind. The walls of this canyon were a great maze, and sound was a liar within it. A rock falling to your left would sound as if it came from your right. A whisper behind you would sound as if it was in your own head. In this place, Aelar was hunted by the things that lived there, the creatures called the Echo-Hunters, who were small and weak but clever. They used the canyon’s lies to trick their prey.
Aelar tried to use his great wind-fist. He would feel a presence around a corner and unleash a great gust, a mighty shout of air. But the wind would only smash into the stone wall and die, and the sound of it would echo and tell the Echo-Hunters exactly where he was. His great power was a clumsy bell that announced his every move. He was the strongest thing in the canyon, and yet he was the most hunted.
Frustrated, he hid in a small cave. He watched a single, dry leaf fall from a dead bush at the canyon’s edge. He expected it to fall straight. But the wind, the true wind of the canyon, caught it. It did not blast the leaf. It carried it. The leaf danced, and it swirled, and it followed a path through the maze that Aelar could not see. It turned corners without touching the walls. It was a perfect traveler in a place of confusion.
And Aelar understood. His magic was a shout. The canyon’s wind was a whisper, but a whisper that knew the way.
He sat for a day and a night, and he did not think of power. He thought of the highest mountain peak in the world, the one he had climbed in his youth. He remembered the air there. It was not a heavy, powerful air. It was sharp, and thin, and clean. It was the air of perfect clarity. He remembered its smell, which was not a smell of flowers or earth, but the clean, cold smell of seeing forever. [A word here is lost, meaning something like ‘absolute focus’ or ‘pristine clarity’.]
Holding this memory, this scent, in his mind, Aelar reached out not with his power, but with his will. He did not make a fist to punch the air. He opened his hand, as if to release a serpent. And from his palm flowed not a great shout of wind, but a single, silent, invisible snake of air.
He sent it forth into the maze. It did not roar. It did not smash against the stone. It flowed, just as the leaf had. It tasted the walls and followed the currents. He sent it around a corner where he knew the Echo-Hunters were waiting in ambush. They did not hear it. They did not see it. And when it was behind them, Aelar made his will a fist. The serpent of air became a sudden, sharp shove. It did not kill the Echo-Hunters, but it pushed them, all at once, from their ledge and into a deep, dark chasm from which no sound returned.
When Aelar wrote this new spell in his great book, he did not just write the words of power. He used a greater magic to trap the memory of the mountain’s sharp breath in the page itself, so that any who cast the spell would not just remember his power, but would first be forced to remember his lesson in clarity.
The Moral of the Story: It is said that the true master does not command the storm to break the mountain; he asks the breeze how to pass through the canyon. For the greatest strength is not in the loudness of the voice, but in the wisdom of the path it chooses.
Suggested conversions to other systems:
Dungeons & Dragons (5th Edition)
Sculpted Gust 2nd-level Evocation
Casting Time: 1 action Range: 60 feet Components: V, S, M (a pinch of dust from a mountain peak) Duration: Concentration, up to 1 minute
High-Level Overview: This is a highly versatile 2nd-level control spell, serving as a significant upgrade to Gust of Wind. It allows a caster to choose between a straightforward repositioning tool, a static area of denial, or a more precise, mobile current of air. Its concentration requirement makes it a significant tactical choice, but its flexibility makes it a prized spell for any aeromancer.
Game Mechanics: You seize the air and shape it to your will in one of the following forms:
- Line of Wind: A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell’s duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.
- Vortex: You create a swirling vortex in a 10-foot-radius sphere at a point you can see within range. The sphere is difficult terrain, and the area is heavily obscured by swirling dust and debris. Any creature that starts its turn in the vortex must succeed on a Strength saving throw or be restrained until the start of its next turn.
- Controlled Current: You create a mobile, snake-like current of wind. As a bonus action on each of your turns, you can direct the current to a point you can see within 60 feet, bending it around corners and through openings. You can use the current to make a ranged spell attack against a creature. On a hit, the target takes 2d8 bludgeoning damage and must make a Strength saving throw or be pushed 10 feet in a direction of your choice.
Call of Cthulhu (7th Edition)
Shape the Gale Spell
Cost: 8 Magic Points; 1d4 Sanity points Casting Time: 2 rounds
High-Level Overview: This is a complex Mythos spell that grants the caster a dangerous level of control over an elemental force. It’s not just wind; it’s bending the very fabric of the atmosphere to one’s will. The mental strain is significant, and the effects are potent enough to handle mundane threats with ease, but its true cost lies in the Sanity lost by imposing one’s mind upon the indifferent chaos of nature.
Game Mechanics: The caster spends two full rounds focusing their will, at the end of which they choose one of the following effects to manifest for 1 minute:
- Directed Gale: The caster projects a powerful blast of wind in a 20-yard line. Any character within must succeed on an opposed STR roll against the caster’s POW or be knocked prone. The gale can clear smoke, fog, or gas from the area.
- Binding Cyclone: The caster chooses a point within 30 yards. A shrieking vortex 5 yards in diameter forms. The area is difficult terrain (movement is halved). Any character who starts their turn inside the cyclone must succeed on an opposed STR roll against the caster’s POW or be unable to move or take any physical actions for that round.
- Unseen Hand of the Wind: The caster can project a focused, invisible current of air to a point within sight. With a successful POW roll, they can manipulate small objects (turn a key, knock over a lantern, pull a trigger) from a distance.
Blades in the Dark
Whisper’s Gale Whisper Special Ability or Long-Term Project
High-Level Overview: This isn’t a spell in a book, but a deep, intuitive connection a Whisper has forged with the spectral winds of Doskvol. It allows them to shape the air and spectral energy around them for subtle or dramatic effect. It’s a versatile tool for a ghost-haunted city, perfect for creating distractions, controlling the battlefield, or performing impossible acts of finesse.
Game Mechanics: This would be represented as a Special Ability:
Sculptor of Winds: You can spend 1 Stress to shape the air and spectral winds around you for a moment. Choose one of the following effects, or describe a similar one to the GM:
- Create a powerful, focused blast to Wreck your surroundings or a target. You have potent effect.
- Form a swirling vortex to control an area. When you do this as a Setup action, you grant a teammate +2d instead of the usual +1d.
- Guide a subtle current of wind with great precision to Finesse a delicate object from a distance.
Knave (2nd Edition)
Spellbook of the Serpent’s Breeze Spellbook, 2 Slots
Casting: Once per day
High-Level Overview: This spell is contained within a specific, valuable spellbook. It offers the caster a powerful, once-per-day tactical choice. The decision of whether to use it as a straightforward blast, a restraining vortex, or a precise tool must be made carefully, as the spell cannot be cast again until the next day, fitting the resource-management focus of the system.
Game Mechanics: When you cast this spell, you must choose one of the three following effects:
- Gust: A powerful wind blows in a 60-foot line from you. All creatures in the line must make a Strength saving throw or be pushed 40 feet away from you.
- Vortex: You create a 20-foot radius vortex at a point you can see. The area is difficult terrain. Any creature that starts its turn in the vortex must make a Strength saving throw or be unable to move for one round.
- Serpent: You create a thin, guided tendril of wind for 3 rounds. Once per round, you can use your action to make a ranged attack against a creature you can see. On a hit, the creature takes 1d6 damage and is pushed 10 feet.
Fate Core System
Windwright’s Artistry
High-Level Overview: In Fate, a versatile spell like this is best represented as a powerful and flexible Stunt. It allows a character to use their magical skill (likely Lore) to directly influence the scene in multiple ways, reflecting the spell’s different forms by Creating Advantages, Overcoming obstacles, or even making Attacks. It’s a tool for a creative player to control the narrative of a conflict.
Game Mechanics: As a Stunt:
Windwright’s Artistry: You have mastered the art of shaping the wind. When you use your Lore skill to magically manipulate the air, you can spend a Fate Point to choose one of the following powerful effects:
- Create a Vortex: You automatically Create an Advantage with a free invocation on a zone, such as Swirling Debris Vortex or Impeding Cyclone.
- Create a Gale: You can make a Lore roll to Overcome an obstacle affecting an entire zone, like clearing a large area of thick fog or pushing a group of enemies back from a ledge.
- Create a Serpent of Air: You can make a Lore roll to Attack a single target, ignoring physical cover.
Numenera & Cypher System
Wind Sculpture (Tier 2 Intellect-based Ability)
High-Level Overview: This is a key ability for a character whose Focus is on manipulating wind or weather. It’s an Intellect-based ability that offers three distinct modes of use, making it a highly flexible tool. The player chooses which form of the “sculpture” to create each time they use the ability, spending from their Intellect Pool to fuel the effect.
Game Mechanics: Wind Sculpture (3 Intellect points): You shape the air into one of three forms. This effect lasts for one minute, and you can only have one form active at a time.
- Line of Force: You create a powerful current of wind that affects an area a long distance long and immediate distance wide. All creatures in the line must make a Might defense task. On a failure, they are pushed a short distance away from you and knocked prone.
- Restraining Vortex: You create a swirling vortex of wind in an area a short distance in diameter anywhere within long range. This area is difficult terrain. Any creature that starts its turn inside the vortex must make a Might defense task or be unable to move from its spot until its next turn.
- Guided Current: You create a focused, serpentine current of air. As your action, you can make a ranged attack against a foe within long range; this attack is eased. The attack deals 4 points of damage, and the target is pushed an immediate distance in any direction you choose.
Pathfinder (2nd Edition)
Shaping Gust SPELL 3 [UNCOMMON] [AIR] [EVOCATION] Traditions Arcane, Primal Cast [two-actions] somatic, verbal Range 60 feet Duration Sustained up to 1 minute
High-Level Overview: As a 3rd-level spell, Shaping Gust is a significant tactical choice for a prepared caster. It offers a level of battlefield control and versatility that surpasses lower-level wind spells, allowing the caster to adapt to changing circumstances by choosing the right effect upon casting and sustaining it to control the flow of battle.
Game Mechanics: You sculpt the air into a powerful, mobile force. When you Cast the Spell, you choose one of the following effects. You can Sustain the Spell to maintain the effect.
- Gale Line: You create a 60-foot line of powerful wind. Creatures in the line must attempt a Fortitude save. Critical Success The creature is unaffected. Success The creature is pushed 5 feet. Failure The creature is pushed 15 feet and is knocked prone.
- Cyclone: You create a 10-foot-radius burst of swirling wind within range. The area is difficult terrain. Any creature that ends its turn in the area must attempt a Fortitude save. On a failure, it is restrained until it Escapes (DC is your spell DC) or leaves the area.
- Guided Strike: You create a focused tendril of wind. Each time you Sustain the Spell, you can make a spell attack roll against a creature within range. On a hit, the target takes 3d8 bludgeoning damage and is pushed 5 feet.
Savage Worlds Adventure Edition (SWADE)
Sculpt Wind Power
Rank: Seasoned Power Points: 3+ Range: Smarts x 2 Duration: 5 Rounds Trappings: A roaring wind, swirling leaves and dust, the scent of a high mountain peak.
High-Level Overview: This is a versatile power that allows an aeromancer to control the battlefield in several distinct ways. By using Power Modifiers, the caster can adapt the base effect to suit their needs, making it a signature ability for any hero focused on wind magic.
Game Mechanics: This power summons a powerful current of wind. The caster chooses one of the following effects when the power is activated.
- Base Power (Gust): The power manifests as a Cone Template originating from the caster. Any character touched by the template must make a Strength roll opposed by the caster’s arcane skill roll. Those who fail are pushed 2d6″ away from the caster.
- Vortex (+2 PP): The power instead affects everyone in a Medium Blast Template placed within range. This area is considered Difficult Ground for the duration. Any character who starts their turn in the template must make a Strength roll at -2 or become Shaken.
- Serpent (+1 PP): The power manifests as a single attack against one target. This is a normal arcane skill roll that may be aimed, and it ignores the Called Shot penalty for cover up to Medium. If it hits, it deals 3d6 non-lethal damage.
Shadowrun (6th World)
Aetheric Sculpting Manipulation Spell
High-Level Overview: This is a sophisticated manipulation spell favored by corporate mages and specialist enchanters who value precision over raw power. The spell allows the caster to shape and control a volume of air, making it a versatile tool for both overt combat and subtle environmental control. It is a physical spell, as it directly moves the atmosphere.
Game Mechanics: Type: P Range: LOS Duration: Sustained Drain: F – 1
When you cast this spell, you create a controlled current of wind. You choose one of the following effects, which lasts as long as you sustain the spell:
- Gust Front: You create a powerful wind in a cone-shaped area originating from you (Area is equal to Force in meters long). Anyone in the area must resist with a Strength + Body (Force) test. Failure means they are pushed to the edge of the area of effect. You can change the direction of the cone as a Minor Action.
- Binding Vortex (+1 Drain): You create a swirling cyclone of wind and debris in a spherical area with a radius equal to the spell’s Force in meters. This area is considered Difficult Terrain. Anyone starting their turn in the vortex must make a Strength + Body (Force) test or be unable to move for that turn.
- Kinetic Current (+1 Drain): You create a serpentine tendril of focused air. As a Major Action, you can make a Spellcasting + Magic [Force] attack against a single target within line of sight, ignoring barriers with small openings. If successful, the attack deals **(Force)**P damage and the target is knocked prone.
Starfinder
Kinetic Sculptor Mystic 4, Technomancer 4
School: Evocation (air) Casting Time: 1 standard action Range: 120 ft. Duration: Concentration, up to 1 minute
High-Level Overview: This is a powerful 4th-level spell that showcases a caster’s fine control over kinetic energy and atmospheric manipulation. It offers a choice of three distinct, powerful effects, making it one of the most versatile battlefield control spells available to mid-level mystics and technomancers.
Game Mechanics: You shape the air into a powerful, mobile force. When you cast this spell, you choose one of the following effects:
- Gale Line: A line of severe wind 120 feet long and 15 feet wide originates from you. Each creature that starts its turn in the line must succeed at a Fortitude save or be pushed 20 feet in the direction of the wind and be knocked prone.
- Cyclone: You create a 20-foot-radius cylinder of swirling wind at a point you can see within range. The area is difficult terrain. Any creature that ends its turn in the cylinder must succeed at a Reflex save or be entangled for 1 round.
- Guided Current: You create a focused tendril of wind. Each round you concentrate on the spell, you can use a move action to make a ranged spell attack against a single target within range, bending the current around cover (ignoring cover less than total). On a hit, the target takes 5d8 bludgeoning damage and is pushed 10 feet in a direction you choose.
Traveller (Mongoose 2nd Edition)
Multi-Vector Atmospheric Projector TL: 14 Skill: Science (Physics) or Electronics (sensors) Kg: 4 Cost: Cr 2.5M
High-Level Overview: This is not a spell but a piece of highly advanced, often illegal, gravitic technology. The device allows the user to create and precisely control localized atmospheric disturbances. It’s a powerful tool for crowd control, non-lethal enforcement, and tactical environmental manipulation, often found in the hands of elite corporate security or well-equipped mercenaries.
Game Mechanics: This device has 3 distinct operating modes and a power cell sufficient for 10 minutes of continuous use.
- Mode 1 (Dispersal): The user makes an Electronics (sensors) DM-1 check. If successful, they create a powerful gust of wind originating from the device in a 30-meter cone. Unsecured objects are blown about, and smoke, gas, or fog is cleared. Individuals must make a Difficult (10+) Strength check or be knocked prone.
- Mode 2 (Vortex): The user makes a Science (physics) DM-2 check to designate a 10-meter diameter area within 100 meters. This area becomes a swirling vortex. The area is considered difficult terrain, and any character attempting a task requiring fine manipulation (like shooting or operating complex tech) suffers a DM-2 penalty.
- Mode 3 (Laminar Flow): The user makes an Electronics (sensors) DM-2 check to project a focused, silent stream of air up to 100 meters away. This can be used to manipulate objects up to 1 kg in mass, such as flipping a switch or retrieving a datachip.
Warhammer Fantasy Roleplay (4th Edition)
Azyr’s Fickle Breath Lore of Heavens Spell
CN: 8 Range: Willpower yards Target: Special Duration: Willpower Bonus Rounds
High-Level Overview: A complex and potent spell for a master of the Celestial winds. It allows the wizard to shape the Wind of Azyr not into a blunt hammer like a comet, but into a precise and ever-changing tool. The spell requires intense focus but offers a level of battlefield control that can dominate a fight.
Game Mechanics: When you successfully cast this spell, you choose one of the following effects. At the start of your turn, if you are not Engaged, you may spend an action to switch to a different effect.
- The Rushing Gale: You create a powerful wind that fills a cone-shaped template originating from you. Any character within the template at the start of their turn must win an Opposed Strength/Willpower Test against you or gain the Prone Condition.
- The Suffocating Cyclone: You create a swirling vortex in a Large template placed anywhere within range. The area is treated as Dangerous Terrain. Any character entering or starting their turn within the template must make a Challenging (+0) Endurance Test or gain a Fatigued Condition.
- The Serpent’s Coil: You create a focused tendril of wind. You may make a ranged attack against one target using your Language (Magick) skill. If you hit, you inflict a Damage of +2 and the target must win an Opposed Agility/Willpower Test or gain the Entangled Condition.

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