-> Cloud Dancing
- Lightning
- Raise Fog
- Warmth
The Cloud Dancing Talent connects the channeler with the primal forces of weather, allowing her to control wind, rain, warmth, and even lightning.
[Air, Water] (Common)
Level: 0-3
Casting Time: 1 minute
Range: Close (25 ft. + 5 ft./2 levels)
Target: Area immediately around caster
Duration: Instantaneous
Saving Throw: None
Weave Resistance: No
You can feel upcoming changes in the weather. The farther into the future you sense, the less distinct the information you gather. You can sense a specific storm just a few hours away, but looking months into the future only gives you general information – for example, that it will be much colder than normal, that an early frost is coming, that there will be a bit more snow than usual, and the like. The changes you detect comprise the natural course for the weather. You gain no sense of unnatural changes, such as those wrought by channelers using the One Power.
Among the Wisdoms of the midlands, this ability is known as listening to the wind.
Casting Level |
How Far into the Future You Sense |
0 |
4 hours |
1 |
2 days |
2 |
2 weeks |
3 |
1 season |
[Air, Water] (Common)
Level: 0-7
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Area: See text
Duration: Concentration
Saving Throw: None
Weave Resistance: No
You conjure a wind over the target area, choosing the wind’s direction. Although the weave takes effect immediately, the wind builds over a brew time that can last up to several rounds, depending on the strength required. The wind affects an area that depends upon its strength.
+1 Casting Level: You may increase or decrease the area affected by the wind by one step on the table above. For example, casting this as a 4th-level weave, you could create a blow (normally 3rd level) that only affects a 25-foot circle instead of the normal 300-foot circle.
Casting Level |
Wind Strength |
Area Affected |
Brew Time |
0 |
Puff (blow out candles) |
5-ft. circle |
None |
1 |
Gust (flutter clothes, blow away light debris) |
25-ft. circle |
1 round |
3 |
Blow (propel a boat at good speed) |
300-ft. circle |
3 rounds |
5 |
Roar (knock over an unprepared person) |
1-mile circle |
5 rounds |
7 |
Howl (uproot trees, destroy light buildings) |
10-mile circle |
7 rounds |
- Warmth
[Air, Fire] (Common)
Level: 0-3
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 15-ft.-radius circle
Duration: Instantaneous
Saving Throw: None
Weave Resistance: No
You cause the air around you to warm (or cool) to a comfortable temperature. This effect occurs immediately but only lingers a natural length of time. For example, if the area around you is subject to a stiff breeze, the warmth that you’ve created will probably be blown away in a matter of seconds. On the other hand, if you cast it within a tent, it might last longer – but if it’s really cold outside, it might still cool down inside within 20 or 30 minutes. Obviously, this weave is most effective when cast in an enclosed, insulated space.
The casting level of this weave varies according to how uncomfortable the temperature is to begin with.
Casting Level |
Temperature |
0 |
Mildly uncomfortable (down to 55°F or up to 95°F) |
1 |
Dangerous (down to 35° or up to 115°) |
2 |
Deadly (down to 15° or up to 135°) |
3 |
Extreme (below 15° or above 135°) |