Galewind Gust

From: Sylphonic Sitar

Lore: Galewind Gust is a spell that harnesses the raw power of the wind and the essence of the sylphs to create a forceful gust that sweeps through the battlefield. The origins of this spell can be traced back to ancient legends of battles fought against dark and powerful adversaries. Skilled musicians who wielded the Sylphonic Sitar discovered that certain melodies could evoke the might of the wind itself. When played with a masterful touch, the sitar’s strings resonate with the energy of the sylphs, creating a gust that disorients and distracts enemies, giving the avatar and their allies an advantage in combat.

Use: To cast Galewind Gust, the avatar skillfully plays an invigorating tune on the Sylphonic Sitar. The enchanting music summons a potent gust of wind that emanates from the sitar, swirling through the battlefield. The gust engulfs enemies in its path, causing them to be disoriented and distracted. This disorientation imposes disadvantage on their attacks, making it harder for them to accurately strike their targets. Simultaneously, the forceful winds empower the avatar, granting them advantage on their next attack roll against any affected target. The avatar’s attack becomes more precise and powerful as they harness the energy of the gust for their strike.

Stats:

  • Spell Level: Tier 1
  • Range: 60 feet (affected area in a 15-foot cone in front of the avatar)
  • Duration: Instantaneous
  • Casting Time: 1 action
  • Components: V, S (verbal, somatic – playing the sitar)
  • Class: Bard, any class that can cast 1st-level spells
  • Saving Throw: Dexterity saving throw for enemies within the area of effect to avoid being affected (DC = 8 + proficiency bonus + Charisma modifier of the avatar).
  • Skill Check: Performance skill check for the avatar when playing the Sylphonic Sitar to determine the spell’s effectiveness.

Skills: The success of casting Galewind Gust depends on the avatar’s proficiency in playing the Sylphonic Sitar. A character proficient in Performance or possessing specific training in playing this unique instrument has a higher chance of successfully invoking the spell. They may also utilize Charisma as their spellcasting ability modifier when casting this spell.

Cost: Casting Galewind Gust consumes the daily magical energy within the Sylphonic Sitar. The spell can be used once per day unless the musician finds a way to replenish the instrument’s power through magical means or a rest.

Tags:

  • Wind Manipulation: Galewind Gust revolves around manipulating the force of the wind, disorienting enemies, and empowering the avatar’s attacks with its energy.
  • Disruption: The spell disrupts the enemies’ attacks, making it more challenging for them to hit their targets, while also granting the avatar an advantage in combat.
  • Tactical Advantage: Galewind Gust provides a strategic advantage for the avatar and their allies by weakening the enemies’ offensive capabilities and boosting the avatar’s attack potency.
  • Additional: Offensive Spell, Area of Effect, Dexterity Save, Forceful Gust, Sylph Essence, Bardic Performance, Instrument Dependent, Concentration Disruption, Single Use, Tier 1 Spell

Tactics:

  • Galewind Gust can be utilized in various tactical ways during combat:
  • Crowd Control: The spell can be used to disorient and disrupt multiple enemies within the area of effect, creating openings for the avatar and their allies to attack and reposition themselves.
  • Protective Maneuver: When faced with a horde of enemies or an overwhelming assault, the avatar can use Galewind Gust to create a temporary defensive barrier. The disoriented foes will struggle to coordinate their attacks, providing the party with a crucial moment to regroup or escape.
  • Focused Strike: The avatar can position themselves strategically to affect a specific group of enemies with the gust, imposing disadvantage on their attacks and allowing the avatar to concentrate their strikes on those affected.
  • Combo Potential: Galewind Gust can be combined with other abilities or spells that utilize the force of the wind or cause enemies to be pushed or pulled. This creates potent synergies that can disrupt enemy formations and lead to devastating combinations.
  • Repositioning: The gust’s force can also be utilized creatively to move lightweight objects or trigger pressure-sensitive mechanisms within the area of effect, providing tactical advantages beyond combat.

Tempest and the Troubadour’s Plea

In an age when the stars were young, and the echoes of creation still whispered
through the valleys, there stood a city. Carved from pearl and coral, it was
named Avani, the jewel of the coast. A haven it was, for those who sought solace
from the storms, both of the sea and of the soul. Yet, peace is a fragile
thing, a fleeting dream in the grand tapestry of existence.

The people of Avani, they were of the sea, their voices like the gentle lapping
of waves, their hearts as deep and boundless as the ocean. They were not
warriors, not conquerors, but dreamers, and singers, and tellers of tales. But
one day, a shadow fell upon their tranquil shores.

From the depths, from the abyss where light dares not tread, arose a tempest, a
storm of such fury, such rage, that it seemed the very gods were at war.
Thrice-cursed, this tempest, for it was no mere act of nature, but a beast, a
leviathan of the deep, awakened by some forgotten evil, some ancient
transgression. It came with a hunger, a thirst, to swallow the world, to drown
all light beneath its waves.

The people of Avani, they cried out, their voices thin against the roaring
storm. Their pleas, carried away by the wind, unanswered, unheeded. All seemed
lost. Then, a troubadour, a humble player of the sitar, Elara was her name,
stepped forth. Her instrument, crafted from driftwood and starlight, whispered
tales of forgotten magic.

With trembling hands, but a heart full of resolve, she played. A melody,
ancient and powerful, a song of summoning, a plea to the spirits of the wind,
the sylphs, the guardians of the air. She called to them, begged them, to aid
her people, to turn back the tide.

The music, at first a whisper, grew, swelled, until it was a roar, a challenge
to the tempest itself. And the wind, it answered. From the four corners of the
world, they came, a gathering of gales, a symphony of storms. They swirled
around Elara, forming a vortex, a maelstrom of their own.

With a final, desperate chord, Elara unleashed the wind. A gust, powerful
beyond measure, a gale to end all gales, it slammed into the tempest, a
collision of titans. The world held its breath.

Slowly, agonizingly, the tempest was pushed back. The leviathan, its rage
spent, its strength broken, retreated, back to the depths from whence it came.
Silence fell, a silence so profound, it was as if the world itself was in awe.

Elara, her strength gone, her song ended, collapsed. But her people, they were
safe. Avani, battered but unbroken, stood against the storm. Elara had shown
them that even the smallest voice, armed with courage and a song, could stand
against the greatest darkness.

Moral of the Story: The power of unity and courage, expressed through art
and a selfless heart, can overcome even the most insurmountable odds, proving
that even the smallest of us can change the fate of many.

Suggested conversions to other systems:

Call of Cthulhu (7th Edition)

Galewind Gust

  • Lore: A dangerous and unpredictable incantation, possibly derived from ancient Hyperborean texts or whispered by inhuman entities dwelling in the windswept wastes. The melody is said to manipulate the very winds, creating powerful gusts that can drive men to madness.
  • Sanity Cost: 1d6/1d10
  • Magic Points: 10
  • Casting Time: 1 round
  • Effect: The investigator, upon successfully performing the incantation (a complex and unsettling melody played on a stringed instrument), can summon a powerful gust of wind that blasts forth in a 15-foot cone extending 60 feet from the caster.
  • Mechanics:
    • The investigator must make a successful Perform (stringed instrument) roll. The difficulty may be adjusted based on the circumstances and the investigator’s familiarity with the melody.
    • If successful, a powerful gust of wind erupts forth. All creatures within the cone must make a Strength roll opposed by the investigator’s POW roll.
    • Those who fail are thrown 1d6 x 5 feet backward and knocked prone. They also suffer 1d6 damage from the buffeting winds and must make a Sanity roll (1/1d3 loss) as the unnatural wind whips around them.
    • Those who succeed are merely pushed back 5 feet and remain standing, but are momentarily disoriented, losing their next action.
    • Failing the Perform roll may result in a partial or uncontrolled effect. The gust might be weaker than intended, affect the wrong area, or even backlash against the caster, inflicting the effects on them. The backlash may draw the attention of wind elementals.
    • The melody is deeply disturbing. All those who hear it, other than the caster, must make a Sanity roll (1d6/1d10).

Blades in the Dark

Galewind Gust

  • (Ritual)
  • Lore: A closely guarded secret of the Whispers, this ritual allows the harnessing of the ghost field to produce powerful, localized gales. It is said the technique was learned from the tormented spirits of sailors drowned in the Deathlands.
  • Magnitude: Tier II
  • Effect: The Whisper (or other character with Ritual ability), upon performing the ritual, can create a powerful gust of wind that blasts forth in a cone, affecting a close area within short range.
  • Mechanics:
    • The ritual requires a successful Ritual roll. The result on the roll determines the effect.
      • 1-3: The ritual backfires or has unintended consequences. Perhaps it attracts a hostile spirit, creates a localized storm, or the wind whips up into a frenzy, affecting everyone in the area.
      • 4/5: The ritual works, but with limited effectiveness. The gust is weak and only affects a small area. Those caught in the gust must make a Prowess roll to resist being knocked prone or pushed back.
      • 6: The ritual is successful. A powerful gust blasts forth. Those caught in the area must make a Prowess roll at a -1d penalty or be knocked prone and pushed back d6 meters.
    • Critical: The ritual is exceptionally potent. The gust is a raging torrent. Those caught in the area must make a Prowess roll at a -2d penalty or be knocked prone, pushed back 2d6 meters, and take 1 stress from the battering winds.
    • The ritual requires an appropriate offering or sacrifice, determined by the GM based on the fiction and the desired effect. This could be a handful of rare incense, a vial of seawater, or a personal belonging of someone lost at sea.
    • The whisper takes 1 stress after the ritual is complete.

Dungeons & Dragons (5th Edition)

Galewind Gust

  • School: Evocation
  • Level: 1
  • Casting Time: 1 action
  • Range: Self (15-foot cone)
  • Components: V, S, M (a stringed instrument)
  • Duration: Instantaneous
  • Effect: A sudden blast of wind erupts from you in a 15-foot cone.
  • Mechanics:
    • Each creature in the cone must make a Dexterity saving throw.
    • Saving Throw: On a failed save, a creature takes 2d6 bludgeoning damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed.  
    • Disadvantage on Attacks: In addition, any creature that fails the saving throw has disadvantage on attack rolls until the end of its next turn.
    • Performance Check: The caster must succeed on a DC 10 Performance check to successfully cast the spell.
    • At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.  

Knave

Galewind Gust

  • Effect: By playing a specific tune on a stringed instrument, the caster creates a powerful gust of wind that blasts forth in a cone, affecting all creatures in its path.
  • Mechanics:
    • The caster must have a stringed instrument and make a successful Charisma save to cast the spell.
    • If successful, a powerful gust of wind blasts forth in a 15-foot cone extending 30 feet from the caster.
    • All creatures within the cone must make a Strength save or be knocked prone and pushed back 10 feet. They also have disadvantage on attacks until the end of their next turn.
    • If the caster fails their save, the spell slot is used up, and the wind may be uncontrolled, affecting a random area or even blowing back on the caster.
    • This spell occupies one spell slot.

Fate (Core)

Galewind Gust

  • Aspect: Roaring Gale
  • Approaches: Force, Focus
  • Refresh Cost: 1
  • Effect: When you play a powerful and invigorating melody on a stringed instrument, you can invoke the Roaring Gale aspect to create a forceful gust of wind that emanates from you in a cone.
  • Mechanics:
    • Create an Advantage: Spend a Fate point and make a Force roll opposed by the highest Focus in the zone. If successful, you create the Roaring Gale aspect with a free invoke on the zone or a creature in the cone. With a success with style, you create a boost as well.
    • Invoke for Effect: You can invoke the Roaring Gale aspect to give yourself or an ally a +2 bonus or reroll on any action related to the wind’s force, such as pushing enemies, resisting being moved, or creating a distraction.
    • Attack: You can also invoke Roaring Gale to make an attack against all targets in the cone. This is a Force roll opposed by the target’s Physique. On a success, you deal a hit with stress equal to the shifts generated. A successful attack also pushes the target back one zone.
    • Compel for Complications: The Roaring Gale aspect can be compelled to introduce complications. The wind might be difficult to control, affecting unintended targets or causing collateral damage.
    • The aspect lasts for the scene or until it is overcome by an appropriate action.

Numenera & Cypher System

Galewind Gust

  • (Cypher)
  • Level: 1d4+1
  • Form: A stringed musical instrument, possibly an artifact.
  • Effect: When played with a specific, forceful melody, the instrument unleashes a powerful cone of wind that can knock creatures off their feet and disrupt their actions.
  • Mechanics:
    • Activation: The user must make an Intellect roll with a difficulty equal to the cypher’s level. The roll can be eased by skill in playing the instrument or knowledge of wind-based magic.
    • Effect: If successful, a 15-foot cone of powerful wind blasts forth, extending a short distance from the user. All creatures within the cone must make a Might defense roll with a difficulty equal to the cypher’s level.
    • On a failure, the creature is pushed back a short distance, knocked prone, and loses their next action.
    • On a success, the creature is pushed back slightly but manages to keep their footing and can act normally.
    • Depletion: Upon activation, the cypher has a 1 in 1d6 chance of depleting and burning out. If the instrument is an artifact it has a depletion chance of 1 in 1d20 but regains its power after 28 hours.

Pathfinder (2nd Edition)

Galewind Gust

  • School Evocation [Air]; Level 1
  • Casting Time 1 action
  • Range 15-foot cone
  • Components V, S, M (a stringed instrument)
  • Duration Instantaneous
  • Saving Throw Reflex half; Spell Resistance yes
  • Effect: You create a powerful blast of wind that emanates from you in a cone, pushing creatures back and potentially knocking them prone.
  • Mechanics:
    • Performance: You must make a DC 15 Performance check to successfully cast the spell. If you have the Bardic Performance class feature, you can use its DC instead.
    • Saving Throw: Each creature within the cone must make a Reflex saving throw.
    • On a failed save, a creature takes 1d8 bludgeoning damage and is pushed 10 feet away from you. If they strike an obstacle, they stop and take an additional 1d4 bludgeoning damage per 5 feet they would have continued. They are also knocked prone.
    • On a successful save, a creature takes half damage and is not pushed or knocked prone.
    • Disadvantage on Attacks: Any creature that fails the saving throw has disadvantage on attack rolls until the end of its next turn.
    • Heightened (3rd): The damage increases to 3d8 and the distance pushed increases to 20 feet.

Savage Worlds (Adventure Edition)

Galewind Gust

  • Power Points: 2
  • Range: Cone Template
  • Duration: Instantaneous
  • Trappings: Powerful gust of wind conjured by a stringed instrument.
  • Effect: The caster unleashes a powerful gust of wind in a cone, pushing enemies back and potentially disrupting their actions.
  • Mechanics:
    • Activation: The caster makes a Spellcasting roll.
    • Effect: All targets within the Cone Template must make a Strength roll opposed by the caster’s Spellcasting roll.
    • Those who fail are pushed back 2d4” and are Shaken.
    • Those who succeed are not moved or Shaken.
    • Knock Prone: If a target rolls a 1 on their Strength roll (regardless of their Wild Die), they are also knocked prone.
    • Modifiers: The caster may choose to increase the damage of the gust by adding bludgeoning damage equal to their spellcasting die for 1 power point. A penalty of -2 is applied if the caster does not have a stringed instrument.

Shadowrun (6th Edition)

Galewind Gust

  • Type: Mana, Physical
  • Range: LOS (Area)
  • Duration: Instantaneous
  • Drain: (Force x 2) -2
  • Effect: The spellcaster conjures a powerful, localized blast of wind in a cone, directed by a forceful melody played on a stringed instrument.
  • Mechanics:
    • Spellcasting Test: The spellcaster makes a Spellcasting + Magic [Force] test, resisted by the target’s Body + Strength. The spell has an Area of Effect with a radius equal to the spell’s Force in meters, extending in a cone from the caster. The caster must have line of sight to the point of origin of the cone.
    • Knockback: Each target affected by the spell is pushed back a number of meters equal to the net hits scored on the Spellcasting test. If they strike a solid object, they take damage as if they had fallen that distance.
    • Disruption: Affected targets are considered to be under the effects of Moderate Wind conditions for the purposes of ranged attacks and other actions until the end of their next action phase. This imposes a -3 dice pool penalty.
    • Knockdown: Targets who roll no hits on their resistance test are also knocked prone.
    • Instrument: The spellcaster must use a stringed instrument as a focus. If they lack one, they suffer a -2 dice pool penalty.

Starfinder (Core Rulebook)

Galewind Gust

  • School: Evocation (Air)
  • Level: Mystic 1, Technomancer 1
  • Casting Time: 1 standard action
  • Range: 30 feet
  • Area: Cone-shaped burst
  • Duration: Instantaneous
  • Saving Throw: Reflex half; Spell Resistance: Yes
  • Effect: You create a powerful cone of wind that blasts forth from your position, pushing creatures and potentially knocking them prone.
  • Mechanics:
    • Saving Throw: Each creature within the cone must make a Reflex saving throw.
    • On a failed save, a creature takes 1d6 bludgeoning damage per two caster levels (maximum 5d6) and is pushed back 5 feet per caster level. If a creature strikes a solid object before reaching the full push distance, it takes 1d6 damage per 5 feet of movement remaining. A creature is knocked prone if their saving throw fails by 5 or more.
    • On a successful save, a creature takes half damage and is pushed back 5 feet. It is not knocked prone.
    • Instrument: If you do not have a stringed instrument, you can still cast this spell but must succeed at a DC 20 caster level check or the spell fails.

Traveller (Mongoose 2nd Edition)

Galewind Gust

  • Psionic Talent: Telekinesis
  • PSI Cost: 6
  • Range: Near
  • Area: Cone, Near Range wide and Near Range long.
  • Duration: Instantaneous
  • Effect: The psion creates a powerful telekinetic blast of wind in a cone, pushing targets back and potentially knocking them off their feet. The effect is focused and enhanced by playing a forceful melody on a stringed instrument.
  • Mechanics:
    • Psionic Strength Check: The psion makes a Psionic Strength check, modified by their Telekinesis skill.
    • Difficulty: The difficulty is Average (8+) to create the gust.
    • Effect: All individuals within the cone must make a Strength or Dexterity check, modified by the psion’s Telekinesis skill, with a Difficulty equal to the result of the Psionic Strength check.
    • Those who fail are pushed back 2d6 meters and knocked prone.
    • Those who succeed are pushed back 1 meter but remain standing.
    • Damage: If a target is pushed into a solid object they take damage as normal for a fall of that distance.
    • Instrument: While not required, using a stringed instrument as a focus grants a +1 DM to the Psionic Strength check.

Warhammer Fantasy Roleplay (4th Edition)

Galewind Gust

  • Spell:  Blast of the Howling Gale
  • Lore: Wind
  • CN: 3
  • Range: You, Willpower Bonus yards
  • Target: All creatures within a 30-degree cone extending from the caster.
  • Duration: Instantaneous
  • Effect: You channel the power of the winds, creating a forceful cone of wind that emanates from you, pushing enemies back and potentially knocking them off their feet.
  • Mechanics:
    • Casting Roll: You make a Casting Roll using your Willpower. The Difficulty is the spell’s CN.
    • Effect: All creatures within the cone must make an Initiative test, opposed by the results of your Casting Roll.
    • Those who fail are pushed back a number of yards equal to the difference between your Casting Roll and their Initiative test and are forced to take the Prone condition.
    • Those who succeed are not moved but must make a Challenging (+0) Strength Test or gain the Stunned condition for one round as they are momentarily buffeted by the wind.
    • Ingredient: You must play a stringed instrument as part of the casting. If you lack one, you suffer a -10 penalty to your Casting Roll.

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One response to “Galewind Gust”

  1. […] Galewind Gust (Tier 1): The avatar plays an invigorating tune on the Sylphonic Sitar, conjuring a powerful gust of wind that sweeps through the battlefield. The gust disorients and distracts enemies in its path, imposing disadvantage on their attacks and granting advantage on the avatar’s next attack roll against any affected target. […]