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Weather Psychic Conscious: The Atmospheric Swirl

The Atmospheric Swirl

Through intense focus, you can cause rain to fall, sun to shine and thunder to roll. The weather is yours to control, and you may use them to bring relief to those in need, or to punish those who have wronged you.


Granted Spells

1st: personal rain cloud; 2nd: blazing bolt; 3rd: unseasonable squall; 4th: ice storm; 5th: lightning storm; 6th: flame vortex; 7th: volcanic eruption; 8th: earthquake; 9th: wrathful storm

Standard Psi Cantrips gale blast and eat fire

Unique Psi Cantrips surface: barometric squeeze; deeper: harshen rain; deepest: ride the wind


Gale Blast

Your gale blast brings with it different types of weather. When you cast gale blast, you can choose to increase the emanation to a 10-foot emanation. Choose between snow (cold), sun (fire), rain (water), thunder (sonic) or wind (air). Your spell gains the listed trait and deals damage of the same type, or bludgeoning if it has the air or water traits. Your gale blast also gains the following amp.

Amp Your gale blast explodes in size, covering miles with your control of the weather. For 1 minute, all weather in a 120 foot radius becomes of the selected type. The following effects also occur:

Snow Unseasonable cold freezes over opponents. Creatures that fail their save also take a –5 foot status penalty to their Speed until the end of your next turn, or –10-foot status penalty if they critically fail.

Sun Bright light dazzles enemies. Creatures that fail their save are also dazzled until the beginning of your next turn, or for 1 minute if they critically fail.

Creatures within a 15foot emanation of you must make a Fortitude Saves against your spell DC at the end of each turn they remain in the aura or become dazzled for 1 minute. Regardless of the save result, they are then immune for 1 minute.

Rain Torrential rain comes down hard. All non-magical fires within the emanation are automatically extinguished and for 1 round you gain an aura of rain in a 5-foot emanation. Creatures that attempt to use actions with the fire trait within the aura must attempt a DC 6 flat check to perform the action, or the action is lost.

Creatures within a 15 foot radius must make a DC 6 flat check before performing any action or casting any spell with the fire trait; on a failure, the action is lost. 

Thunder Electricity crackles in the air. Creatures that fail their save also take a weakness to electricity damage equal to the spells level for 1 round, or twice the spell’s level if they got a critical failure.

Wind Whipping winds shove enemies away. You increase the emanation to a 15-foot emanation and creatures that fail their save can be moved in a direction of your choosing instead of away from you.



Eat Fire

You can, as a single action with the concentrate trait, select another element than fire that can be used with eat fire. This choice lasts for 1 minute, or until you cast eat fire again. You also gain the following amp.

Amp The trigger for your eat fire becomes: “You would take damage from a spell one of the following traits: air, cold, electricity, fire, or water.”


Belch Weather [two-actions] You release the weather you had captured in a terrible blast, ending the spell and damaging others. All creatures in a 15-foot cone must make a basic Reflex save against your spell DC, dealing 2d6 damage of a damage type associated with the triggering spell, or bludgeoning if the trait was air or water.  

Heightened (+1) The damage of your Belch Weather increases by 1d6. 


Barometric Squeeze [two-actions]

Cantrip 1

Uncommon Cantrip Psychic

Target 1 creature or unattended object; Range 30 feet

Defense Fortitude

You cause the ambient pressure around a creature to increase dramatically. The target takes 1d8 bludgeoning damage. The target must attempt a basic Fortitude save If the target critically fails the save, is also stupefied 1 for 1 round.

Heightened (+1) The damage increases by 1d8.

Amp The pressure increase happens over a small area, not just a single target. The spell affects creatures and objects in a 10-foot burst. 

Amp Heightened (+1) The damage increases by 1d8.


Harshen Weather [one-action]

Cantrip 3

Uncommon Cantrip Psychic

Area 60-foot emanation

Duration 1 minute

Your intense focus causes the weather to worsen dramatically. Any damage caused by non-magical damage (such as heat, blizzards or sandstorms) deals additional damage equal to this spell’s rank. In addition, any damaging spell effect with one of the following traits deals persistent damage equal to this spell’s rank of the same type as the corresponding trait or bludgeoning if the trait is air or water: air, cold, electricity, fire, and water. If the effect would deal more than one damage type, you choose which trait to apply persistent damage.  You may choose up to 5 creatures when you Cast the Spell to exclude them from the spells effects 

Amp You increase the additional damage and persistent damage to be equal to twice this spell’s rank. 


Ride the Winds [three-actions]

Cantrip 5

Uncommon Cantrip Psychic

Duration 1 minute

You step onto channels of wind and ride it through the air. You gain a fly speed of 20 feet and can immediately Fly when you Cast the Spell. You become temporarily immune to Ride the Winds for 10 minutes.

Heightened (8th) You no longer become temporarily immune to the spell. 

Amp The speed of the wind increases. You gain a fly speed of 30 feet instead of 20 and you can Fly twice when you Cast the Spell instead of once.




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