Prince of Elemental Wind
Ithha, prince of elemental wind, serves as one example of the elemental pacts that can be made. Ithha is a demi- god who seeks to subjugate the earth elemental Grom and his minions. Ithha grants limited control over wind and the ability to summon air elementals.
He is the Four Winds. As an elemental, he is primordial, above the concerns of Law and Chaos. He opposes Earth, whom he hardly affects, save for dust and sand. He has a mixed relationship with fire, who consumes the air, yet can help him against the Earth. He enjoys the company of Ildavir and Yggdrasil, whose plants produce more air, and who depend on him to spread the seeds.
He may grant a gift: A Windblade, which slices through rock and stone as though it were flesh.
Patron Taint
D6:
Wind Walk
Wind Walk
Level: 1 Range: Self or more Duration: Varies Casting time: 1 turn/caster level Save: Will save vs spell check
General: Ithha grants the caster to control the air around him, to propel themselves forward or lift themselves up. The caster can select a lower result. Gotta go fast!
Manifestation:
1 Lost, failure, and patron taint 2-11 Lost. Failure. 12-13 Improve speed - movement speed doubles 14-15 Improve speed with allies or improve speed+ - movement speed triples, or allies double, near caster 16-17 Improve speed+ with allies or improve speed++ - movement speed quaduples, or allies triple, near caster 18-19 Hover self - can cross gaps, but then begins descending until reaching 1' above the ground. Gap: 1x movement speed
From Levitate: For up to 1 turn, the caster can rise or descend through the air at a rate of 20 vertical feet or horizontal feet per round of concentration. In a single round, the caster can move horizontally or vertically, but not both – this is levitation not flight. Complex maneuvers are not possible, and the caster’s AC is reduced by -2 while levitating. The caster may step off his vertical suspension at any point (for example, to step onto a castle wall). If the caster’s concentration is broken while still in the air, he falls to the earth, suffering 1d6 damage for each 10’ fallen. 20-21 Hover+ self. Movement speed doubles, Gap crossable: 2x movement speed 22-23 Hover allies or Hover++ self. Allies hover, can cross gaps at 1x movement speed, OR Movement speed triples, gap crossible: 2x movement speed 24-25 Hover+ allies - for allies: Movement speed doubles, Gap crossable: 2x movement speed 26-27 Flight - gains Flying speed of 30' 28-29 Flight+ - gains Flying speed of 60' 30-31 Flight++ or Flight with allies - gains FLying speed of 60' or allies gain speed 30' 32+ Flight+ with allies - allies gain flying speed 60'
Spellburn
Spell burn
Spells
Spells
Wind Walk
Invisible Companion Gust of Wind Ithha's Howling Winds - winds from Pandemonium - causes some damage, some madness - Like Gust of Wind - slightly less damaging, but with madness
Control Weather Tazimack's Terrible Tornado
The Howling Winds
The Howling Winds
Level: 3 Range: Varies Duration: Varies Casting time: 1 round Save: Will vs Spell Check
General: A portal to the maddening realm of Pandemonium is opened by Ithha, and the howling winds of madness rush out, push things around and testing the sanity of sentient beings. Those affected may be deafened, blinded, or driven insane.
Manifestation:
1 Lost, failure, and patron taint 2-11 Lost. Failure. 12-15 Failure, but spell is not lost 16-17 DC 14 Strength or 10', 1d6 dam 18-21 DC 16 Strength or 20', 1d6 dam 22-23 DC 18 Strength or 40', 1d8 dam 24-26 DC 20 Strength or 100', 1d10 dam 27-31 DC 22 Strength or 200', 1d12 dam 32-33 Snaking gust, DC 28 Strength or 300', 1d14 dam 34-35 Arc, snaking gust, DC 30 Strength or 400', 1d16 dam 36+ Storm, 1d6 damage per round, DC 30 Str to resist
1 Lost, failure and patron tain 2-11 Lost. Failure. 12-15 Failure, but spell is not lost 16-17 10'x10', Will save or be deafened. Unattended objects of less than 5 pounds are pushed back. 18-21 20'x20', Will save or be deafened. DC 14 Strength or pushed back, 1d6 damage 22-23 40'x20', Will save or be blinded. DC 16 Strength or pushed back, 1d6 damage 24-26 60'x20', Will save or be blinded. DC 18 Strength or pushed back, 1d8 damage 27-31 Cone originating at point within 50'. 100'x30', Will save or be blinded AND deafened, DC 18 or pushed back, 1d8 damage 32-33 Cone originating at point within 100'. 200'x50', Will save or confused, unable to tell friend from foe and unable to cast spells. DC 20 Strength or pushed back, 1d10 dam 34-35 Cone originating at point within 300'. 300'x100', Will save or confused. DC 20 Strength or pushed back, 1d10 36+ Cone originating at point within 500'. 500x100', Will save or confused, blinded AND deafened. DC 22 Strength or pushed back, 1d12 damage