Control Wind
5-level Psychokinetic
PSP Cost
7
Time to Invoke:
1 action
Range:
300 feet
duration:
Concentration, up to 1 hour
With this power, a user can gain limited control
over wind speed and direction. You take control of
the air in a 100-foot cube that you can see within
range. Choose one of the following effects when
you manifest this power. The effect lasts for the
power’s duration, unless you use your action on a
later turn to switch to a different effect. You can
also use your action to temporarily halt the effect
or to restart one you’ve halted.
Gusts. A wind picks up within the cube, continually
blowing in a horizontal direction you designate.
You choose the intensity of the wind: calm,
moderate, or strong. If the wind is moderate or
strong, ranged weapon attacks that enter or leave
the cube or pass through it have disadvantage on
their attack rolls. If the wind is strong, any
creature moving against the wind must spend 1
extra foot of movement for each foot moved.
Downdraft. You cause a sustained blast of strong
wind to blow downward from the top of the cube.
Ranged weapon attacks that pass through the
cube or that are made against targets within it
have disadvantage on their attack rolls. A creature
must make a Strength saving throw if it flies into
the cube for the first time on a turn or starts its
turn there flying. On a failed save, the creature is
knocked prone.
Updraft. You cause a sustained updraft within the
cube, rising upward from the cube’s bottom side.
Creatures that end a fall within the cube take only
half damage from the fall. When a creature in the
cube makes a vertical jump, the creature can jump
up to 10 feet higher than normal.