Whirlwind Vial
Activate ◆◆ (manipulate)
Opening this vial releases a mighty gust, forming into a fearsome Huge elemental hurricane. The elemental breathes a 30-foot cone of air. Each creature in the cone must succeed at a DC 28 fortitude save or be knocked away from the elemental. A creature knocked into a solid object stops moving and takes 4d6 bludgeoning.
Critical Success The creature is unaffected.
Success The creature is pushed 10 feet.
Failure The creature is pushed 20 feet.
Critical Failure The creature is pushed 20 feet and knocked Prone.
Craft Requirements Supply magical residue from a slain elemental hurricane.
Traits
Effects with the air trait either manipulate or conjure air. Those that manipulate air have no effect in a vacuum or an area without air. Creatures with this trait consist primarily of air or have a connection to magical air.
Alchemical items are powered by reactions of alchemical reagents. Unless otherwise noted, alchemical items aren't magical and don't radiate a magical aura. Alchemical creatures are partially powered by alchemical reactions.
An item with this trait can be used only once. Unless stated otherwise, it's destroyed after activation. Consumable items include alchemical items and magical consumables such as scrolls and talismans. When a character creates consumable items, they can make them in batches of four.
An item with the expandable trait increases to a specific size when activated. Unless otherwise noted, this space must be adjacent to you and on the ground, and the item needs to have enough open space to expand into or else the activation has no effect. When the effect ends, the expanded item disintegrates if it's a consumable or shrinks back to its normal size if it's not a consumable.