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Elemental Spells – Wind

By October 9, 2017October 31st, 2022Spells

Spells

All of our classes are released entirely under the OGL, which means we needed to create a lot of new and unique spells to really enhance the spell options available to us. These elemental spells supplement the options provided in the core rules.

Elemental Spells

Two of the four classical elements, Earth and Fire, are super easy to write for, since they’re powerful, concrete, and evocative. The other two elements, Wind and Water, are ethereal and changeable; difficult to pin-down or picture in your mind. For that reason, elements always see very lopsided representation in D&D — think about how often you see a pyromancer versus an aeromancer or aquamancer, for example.

This extends to the types of elemental spells presented in the SRD as well. There are abundant options for fire spells at every level, but finding an actual wind or water spell is next to impossible, which is further compounded by the fact that spells in the SRD aren’t really designed with elements in mind. Where do you put a spell like sleet storm — water or wind?

Our hope is to redress this balance with the shugenja. With a more balanced elemental spell list, you can really dig your heels into one element or another, or just enjoy a greater variety as you switch between them.

Wind Spells

These spells are presented in alphabetical order.

Aerial Alacrity
2nd-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a feather from a bird of prey)
Duration: 10 minutes
Target a willing creature within range you can see that has a flying speed (including those with a temporary or magically-bestowed flying speed). That creature gains the following benefits for the duration:

  • The target can take the Dash action as a bonus action.
  • The target can hover.
  • The target has advantage on Dexterity (Acrobatics) checks.
  • The target doesn’t provoke an opportunity attack when it flies out of an enemy’s reach.

Arcing Spark
4th-level evocation
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a silver pin)
Duration: Instantaneous
You create a flash of lightning that arcs toward a target of your choice that you can see within range. Two bolts then leap from that target to as many as two other targets, each of which must be within 20 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.
     A target must make a Dexterity saving throw. taking 4d10 lightning damage on a failed save, or half as much damage on a successful one.
     At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, one additional bolt leaps from the first target to another target for every two slot levels above 4th.

 

Guided Missile
1st-level transmutation
Casting Time: 1 bonus action
Range: Touch
Components: V
Duration: Instantaneous
You cast the spell the moment you make a ranged weapon attack, causing the projectile to arc toward its target. You have advantage on this ranged weapon attack.

Suffocate
5th-level abjuration
Casting Time: 1 action
Range: 120 feet
Components: S
Duration: Concentration, up to 1 hour
You seal shut the mouths, blowholes or other airways of a creature you can see within range. While the creature remains within range for the duration, that creature cannot breathe and must hold its breath or begin suffocating. If a creature takes damage while holding its breath it must make a Constitution saving throw (DC equal to 10 or half the damage taken, whichever is higher) or be forced to release its held breath and immediately begin suffocating.

Whispering Wind
1st-level evocation
Casting Time: 1 action
Range: 1 mile
Components: V, S, M (a feather)
Duration: 1 round
You point your finger in a direction and whisper a message, while specifying up to six creatures to be the targets. If a target is in range and in the approximate direction indicated, they (and only they) hear the message carried on the wind. They can reply in a whisper that only you can hear.
     You can cast this spell only when there is a clear path for air to move between you and the target(s). The spell doesn’t have to follow a straight line and can travel freely around corners or through openings, but is blocked by solid objects and areas of magical silence.

Winds of Change
7th-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a fan)
Duration: Instantaneous
Howling winds swoop in, orbiting a point that you designate within range and rearranging creatures caught within a 30-foot radius. Each creature within the spell’s area is teleported to an unoccupied position you choose within the area. An unwilling creature can make a Charisma saving throw to avoid this effect.

Zone of Sweet Air
2nd-level abjuration (ritual)
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a silk handkerchief)
Duration: 10 minutes
You create an invisible magical zone that eliminates noxious airs in a 15-foot radius sphere centered on a point of your choice within range.
     All poisonous or otherwise damaging gases of natural or magical origin, except those created by breath weapons, are blocked by this spell and cannot enter the zone. Fresh air passes into the zone without hindrance. If any fumes are present when the spell was cast, or are created inside the area of protection, they are instantaneously purged from it.

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Where’s the PDF?

Great question — all these spells are included in the Shugenja PDF.

 

 

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