Control Air

Level: Kineticist 2
Display: Mental
Manifesting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 50-ft.-radius spread
Duration: Concentration, up to 1 min./level
Saving Throw: None
Power Resistance: No
Power Points: 3

You have some control over wind speed and direction. The speed of the wind within the area of this power can be increased or decreased by up to 10 miles per hour.

You can spend as many as 5 additional power points to augment this power, with each point allowing you to modify the wind speed by an additional 10 miles per hour, to a maximum change in wind speed of 60 miles per hour. This power also gives you the ability to alter the direction of the wind by as much as 90 degrees (turning a north wind into an east wind, for instance).

Powerful enough winds can cause creatures to be blown away, knocked down, or checked; see Table 3–24, page 95 of the Dungeon Master’s Guide. Unless the DM determines the day to be particularly windy or calm, determine the initial wind speed when you first use this power by rolling 1d20. The result is the current wind speed in miles per hour.

Augment: See above.

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