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POWERS
Wind Shaping
: Fatiguing :: Maintenance :
You can shape and direct the wind. You can make the wind blow in a certain direction and change its speed. The new wind direction and speed last as long as you choose to maintain them. Changing them requires another use of this power. You can affect the winds in a 20-foot radius per power rank. You can create an area of calm air, up to 80 feet in diameter, at the center of the winds, if you wish, and you can limit the winds to an area less than the maximum for your power ranks.
Wind Direction: You may choose one of four basic wind patterns to function over the area.
- A downdraft blows in all directions, from the center outward.
- An updraft blows from all directions, from the outer edges toward the center.
- A rotation causes winds to circle the center (clockwise or counterclockwise, as you wish).
- A blast causes the winds to blow in one direction across the entire area, from one side to the other.
Wind Speed: With a Wind Shaping check, you can increase or decrease the wind's speed by one level for every 5 points you exceed Difficulty 10. Each round, on your turn, anyone in the area must make a Fortitude save or suffer the effects of the current wind speed. There are seven wind speed levels:
- Light Wind: A gentle breeze, having no game effect.
- Moderate Wind: A steady wind with a 50 percent chance of extinguishing small, unprotected flames, such as candles.
- Strong Wind: Gusts that automatically extinguish unprotected flames (candles, torches, and the like). Such gusts impose a -2 penalty on ranged attack rolls and Notice checks for sounds. Strong winds knock down Tiny and smaller creatures. Flying creatures are blown backwards a short distance. A strong wind can speed or slow sailing vessels by 50 percent.
- Severe Wind: In addition to automatically extinguishing any unprotected flames, winds of this magnitude cause protected flames (such as in lanterns) to dance wildly and have a 50 percent chance of extinguishing them. Ranged weapon attacks and Notice checks are at a -4 penalty. Severe winds blow Tiny and smaller creatures back a short distance and knock down Small creatures. Medium creatures are unable to move forward against the force of the wind.
- Windstorm: Powerful enough to bring down branches, if not whole trees, windstorms automatically extinguish unprotected flames and have a 75 percent chance of blowing out protected ones. Ranged weapon attacks are impossible, and even siege weapons have a -4 penalty on attack rolls. Notice checks to listen are at a -8 penalty due to the howling wind. Windstorms blow away Small and smaller creatures, knock down Medium ones, and check the forward movement of Large creatures.
- Hurricane-Force Wind: All flames are extinguished. Ranged attacks are impossible (except with siege weapons, which have a -8 penalty on attack rolls). Notice checks to listen are impossible; all anyone can hear is the roaring of the wind. Hurricane-force winds often fell trees. These winds blow away Medium and smaller creatures, knock down Large ones, and check Huge creatures.
- Tornado: All flames are extinguished. All ranged attacks are impossible (even with siege weapons), as are Notice checks to hear anything. Instead of being blown away, Large and smaller creatures who fail their Fortitude saves are sucked toward the tornado. Those who come in contact with the actual funnel cloud are picked up and whirled around for 1-10 rounds (d20/2), taking +12 damage per round, before being violently expelled (falling damage may also apply). Huge creatures are knocked down, and Gargantuan creatures are checked and unable to move forward. While a tornado's rotational speed can be as great as 300 miles per hour, the funnel itself moves forward at an average of 30 miles per hour (roughly 250 feet per round). A tornado uproots trees, destroys buildings, and causes other similar forms of devastation.
Action: Wind Shaping is a full-round action.

