The Kingdom of Daytar Leamay
Weather sage school
Lady Estellis LeManis is a long time teacher at the University Arcanum. She teaches those with just the right gifts how to control the weather and waves. She is the ports protector, but most of her students hire out to sailing vessels. There has been a weather sage protecting the port of T’nari for 15 generations each one has taken the reigns from the last and befriends the “Beast under the bay”, though the nature of this relationship is a mystery.
Spell Book: Lady Estellis LeManis teaches her students from the following spellbook, students are of course allowed to research other spells at the University Arcanum Library.
1st: Absorb Elements, Comprehend Languages, Detect Magic, Expeditious Retreat , Fog Cloud, Ice Knife, Identify, Shield, Sleep, Thunderwave
2nd: Gust of Wind, Invisibility, Levitate, Misty Step, Rope Trick, Shatter, Skywrite, Spider Climb, Suggestion
3rd Bestow Curse, Fly, Gaseous Form, Glyph of Warding, Lightning Bolt, Protection from Energy, Sending, Sleet Storm, Tidal Wave, Tongues, Wall of Water, Water Breathing
4th Banishment, Black Tentacles, Control Water, Ice Storm, Locate Creature, Storm Sphere , Watery Sphere
5th Cloudkill, Cone of Cold, Conjure Elemental, Control Winds, Geas, Hold Monster, Scrying, Telepathic Bond
6th Chain Lightning, Contingency, Freezing Sphere, Guards and Wards, Investiture of Wind, True Seeing, Wall of Ice
7th Etherealness , Forcecage, Reverse Gravity, Symbol, Whirlwind
8th Abi-Dalzim’s Horrid Wilting, Antipathy/Sympathy, Control Weather, Dominate Monster
9th Foresight, Imprisonment, Time Stop
Born of the wind and wave: At 2nd level Weather sages can concentrate for 1 minute and predict the weather for the next 24 hours, this is 100% accurate but cannot account for magical manipulation. They never feel “sea sick” nor need to make saves based on rolling or turbulent waves. They also have a sense of roughly how deep the water the boat is in, this is not accurate enough to make out details but can give basic geographical information of the sea floor, you can also give an accurate guess to your height above sea level when climbing mountains.
Wind push: At 2nd level, at will, weather sages can create a solid gust of wind powerful enough to push opponents back or fill the sails with a burst of speed. The weather sage can use this as an attack action to push targets back 10’. On a ship this is used to a fill the sails increasing the speed of the ship by 10 knots for 1 round, 5 knots for the second round and 2 knots for the 3rd round.
Friction-less travel: 1/day At 6th level weather sages learn an intense meditation that allows the vessels they travel in to move without feeling the forces of friction. The weather sage must spend a full round action entering the trance and once there they cannot do anything else. A weather sage can maintain this trance for up to an hour a level, a failed DC: 15 Concentration check means they loose the trance an cannot try again until tomorrow. While in the trance whatever vehicle the weather sage is riding in be it boat, wagon or something else is freed from friction and moves along at 6 times normal speed. (Note: while it is funny to watch, freeing a horse or riding animal of any sort from friction gets you no where fast) When used on a horse or animal drawn wagon, the wagon becomes weightless for the animal, but does not speed them up. This is exhausting magical work and afterword’s the weather sage had 1 level of exhausted until they eat and rest normally. This only refreshes after a long rest.
Tornado: At 10th level 1/day you can summon a tornado, dust devil or waterspout (if over water) this is a 10-foot-radius, 60-foot-high cylinder of rapidly spinning air (and water) anything caught in its area takes 5d8 bludgeoning damage, victims may make a dexterity save against your spell DC for half damage. You decide upon its starting locations and where it moves each round, it can move up to 50’ each round. This ability lasts for a number of rounds equal to your intelligence modifier. Once you have used this ability you must finish a long rest to use it again.
Weather witching: At 14th level 1/day You take control of the weather within 1 mile of you for the duration. You must be outdoors to use this ability. This takes 10 minutes of concentration and the effect lasts for 4 hours. Any failed concentration checks before the end of the 10 minutes ends the spell. If you are in motion (like on a ship) the effect moves with you for the duration. This ability only refreshes with a long rest.