Fantasy
This campaign is set in the Avatar universe shortly after the fall of the Earth Empire. Ba Sing Se and its surrounding regions are undergoing massive political reform, shifting from monarchy to democratic republics amid the power vacuum left by the Empire’s collapse. Spirits are active and often unpredictable, and bending is both a gift and a tool in daily life and conflict. The world is rich with faction rivalries, lingering tensions, and opportunities for heroism and change.
Author's Note: ATLA W FRANZ (Heavy WIP)
Played | 4 times |
Cloned | 1 times |
Created | 16 days ago |
Last Updated | 12 days ago |
Visibility | Public |

Description
You channel the breath within you into motion, extending your chi through graceful, circular movements to stir and shape the air. You can create controlled gusts of wind in a 5 ft. radius anywhere within 30 ft., powerful enough to move light objects, slam doors, extinguish candles, or fan flames. In combat, you can push or knock off-balance targets within 10 ft. (DC 13 STR save or pushed 5 ft.). You can briefly suspend yourself or others during a fall (reduce fall damage by 1d6/round). Wind can be focused to clean surfaces, blow away gases, carry whispers, or activate pressure plates. You may hover briefly (1–2 ft.) for creative movement, but not fly. Cannot create wind in a vacuum or underground.
Spell Details
Level | 0 |
Range | 30 |