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AirSpells

AIR

Air spells can be powerful because the element of air is rather ubiquitous. Although they are not as usually violent as fire spells, this form includes scope most weather phenomena such as storms, lightning, rain, mist, and falling snow. Air spells can also affect most air phenomena (winds, odors), as well as most gases (although the latter usually require more complex spell work).

First Circle: Initiate

View of Clear Skies (Know Air)
R: Per/Touch, D: Conc/Moon, T: Room, A: Non
Allows the caster to see clearly through all manner of airborne concealments, including smoke, fog, and dust, even if they are magical in origin.

Windborne Secrets (Unveil )
R: Sight, D: Conc, T: Group, A: Non
The spells allows voices of a group within the caster’s line of sight to be carried to them, thus allowing them to eavesdrop on the conversation. However, no intervening barrier (such as glass) can be present between the group and the caster.

Kiss of Lilith (Cantrip )
R: Close/Sight, D: Inst, T: Ind, A: Inv
The spells steals the target’s breath out of its lungs, causing panic and discomfort. An attacker is temporarily thrown off as they try to catch their breath again (as if they’ve had the wind knocked out of them). This spell will effectively break a caster’s concentration. A target cannot be affected by this cantrip more than once per 24 hours.

Second Circle: Apprentice

Njord’s Hand (Rule Air)
R: Close/Far, D: Conc, T: Ind, A: Non
The caster whips up violent, swirling winds around a selected target. The target must make an Athletics test against to the caster’s Academics to remain standing. Bracing themselves will make this easier. However, if they fail, the target is thrown wildly in a direction of the caster’s choice. The target may be damaged, depending on whether he strikes anything.

Oya’s Cloak (Ward Air)
R: Per/Reach, D: Conc/Temp, T: Room, A: Non
The spell surrounds the caster (and companions at higher levels) with biting winds that circle at great speed. Since the wind picks up dust and other small, loose objects, the caster can be obscured. Attackers must overcome the caster’s Academics or be violently thrown back. Most missile and thrown weapons are similarly affected.

Blind Scylla’s Eye (Veil )
R:Close, D: Temp, T: Ind, A: Non
On encountering a storm at sea (or on land, if need be), the caster recites the name of the creatures Scylla and Charybdis, summoning an image of them into their mind. The caster then weaves these images with their essence and casts it into a bottle or similar receptacle. In effect, this ‘tricks’ the storm into ‘ignoring’ the caster and their vessel. As long as the bottle remains intact or until three days pass, the ship the caster is on will become immune to the full fury of the storm; making it virtually unsinkable from natural causes.

Third Circle: Disciple

Breath of the Wyrm (Fray Air)
R: Far/Sight, D: Inst, T: Room, A: Non
Thick, yellow, sulfurous smoke rises up from the spot you designate, filling a circular area 9 paces across. It blocks sight and anyone unlucky enough to breathe the smoke will be overcome if their Courage is lower than or equal to the caster’s Academics. Prolonged exposure can cause blistering, blindness, unconsciousness, and possibly death. The smoke dissipates naturally; it may persist for less than a minute in the open, or it may linger in a closed room for hours. The area where the spell is cast will be damaged: small plants wilt and die, and tree growth is stunted. A faint stench of sulfur clings for days to anything exposed to the smoke.

Sylph’s Blessing (Weave Air)
R: Per, D: Conc/Sun, T: Ind, A: Non
The spell generates a massive gust of air around the caster, which supports and pushes them along through the air at speeds up to 40 miles per hour. Hovering in place is difficult, however. Also, this spell can be dangerous for extended travel, because the loss of concentration will likely result in the caster plummeting to the ground (resulting in serious injury or death).

Song of the Storm Lord/Lady (Perfect Air)
R: Per, D: Temp, T: Sight, A: Non
The caster ‘sings’ the surrounding clouds into a storm over the space of one hour. The actual size and duration of the storm depend on the amount of clouds at the caster’s disposal. The duration of the rainfall can vary from just fifteen minutes for thin, wispy clouds to several hours, if the sky is already overcast. If a storm already exists, the caster may choose to make it more severe. This spell cannot be used on a clear day.

Fourth Circle: Adept

Talons of the Storm Crow (Transform Air)
R: Close/Far, D: Conc, T: Area, A: Non
The caster transforms any wind into an abrasive medium that tears and claws at everything in its path, usually accompanied by the angry screams of crows and ravens. Soft materials like leaves and cloth are shredded, and people and animals suffer innumerable bloody cuts and abrasions. This spell cannot be cast without the presence of at least a breeze, thus making indoor use difficult. Although the caster is immune to the spell’s effect, the caster’s companions will suffer harm if they stray into the wind’s path.

Odin’s Reprieve (Unweave Air)
R: Sight, D: Temp, T: Sight, A: Non
This spell clears the sky within your sight of any naturally occurring clouds or other meteorological activity. The clouds take a few minutes to clear, during which time you must concentrate on them. This spell only affects meteorological activity in progress at the moment of casting, and is not powerful enough to dispel a weather condition caused by magic without a psychic advantage over the enemy caster.

Odin’s Whip (Unweave Air)
R: Far/Sight, D: Inst, T: Ind/Group, A: Non
By making a lashing gesture, the caster summons a crackling whip of lightning, which may be aimed as they choose. The eldritch lightning inflicts grievous damage to the main target, as well as serious damage to anyone within five yards of the main impact.

Call Elemental- Sylph (Compel Air)
R: Shadow, D: Inst, T: Ind, A: Inv
The caster finds a location where the element of air is in abundance, such as a windy mountain top. After casting the spell, a modestly powerful sylph will heed their call. Typically invisible, these creatures are naturally erratic and difficult to negotiate with.

Fifth Circle: Master

Vengeance of the Anemoi (Conjure Air)
R: Per, D: Conc, T: Sight, A: Non
The caster summons a storm capable of devastating the countryside. You must stand under the open sky to cast this spell, usually at a high point. They must spend at least an hour concentrating, shaping the storm. Eventually, a wind will pick up in the direction of the caster’s choosing, and grows in speed and breadth. After a half an hour has passed, the wind is a gale roaring over the visible countryside and beyond, strong enough to topple wooden structures and knock down trees. If the caster’s concentration is broken or they turn away from their chosen target for more than a minute, the spell will immediately end.

Call the Enenra (Summon Air)
R: Near, D: Temp, T: Room, A: Inv
Summons a living cloud of poisonous smoke around a central target; one of the dreaded Enenra. Any organic target immersed the creature’s embrace begins taking damage from acid and poison, against which armor provides on half its normal protective qualities. Soft materials like cloth, fur, paper, and leather are charred and ruined by exposure to the noxious vapor. The Enenra possesses a rudimentary intelligence and will remain for several hours, moving along the ground and pooling in low areas, waiting for prey.

Vacuum (Dismiss Air)
R: Near, D: Conc, T: Ind, A: Non
This spell destroys a 10 ft X 10 ft sphere of air, creating a perfect vaccum. Humans and animals caught in this area will lose consciousness after a few seconds and die of hypoxia within minutes. Blood and other bodily fluids will begin to boil, likely resulting in embullism. Perhaps worse yet, when the spell is released, the air rushes back in and usually injuring the victim further still. The sound can also deafen or knock down anyone close by.

Air Ship (Conjure Air)
R: Per, D: Temp, T: Per, A: Non
The caster invokes the names of the thirteen Celestials and transforms their essence into a thick vapor in the shape of a boat. By directing the cloud-boat, the caster may transport themselves, passengers and equipment through the air at up to 100 mph. The amount of weight the ship can carry is equal to the caster’s Academics rating times 500 pounds. Obviously, a floating cloud is difficult to hide from observers below. Even if the caster is injured or killed, the vessel will not dissipate; simply settling to the ground slowly. Dismissal spells, however, can still destroy the vessel; resulting in the serious injury or death of the occupants.
Page last modified on May 07, 2009, at 07:56 PM