Spells of the Air tradition harness the power of the wind, allowing casters to direct it where they will.
Many users of Air magic discover the tradition by forging a bond with wind genies encountered in high places or in areas where the air is never still. Others come to it by studying the ancient writings of accomplished elementalists and mastering the mystic phrases required to control the air.
Shimmering Wall
Area A shapeable line, 5 yards long, 2 yards tall, and 1 yard wide, that originates from a point within short range.
Duration 1 minute
You cause the air in the area to become hot so that it shimmers. The shimmering air imposes 2 banes on attack rolls made against targets behind the area. A creature within 3 yards of the wall ignores the effect.
Stir The Air
You create a light breeze in the area, which moves with you for the duration.
Area A sphere with a 2-yard radius centered on a point you can reach
Duration 1 minute
You create a light breeze in the area, which moves with you for the duration. The breeze clears away odors and dust, scatters lightweight objects such as papers, extinguishes candles, and causes larger flames to flicker and dance. Creatures in the area that attack you with thrown or ranged weapons make their attack rolls with 1 bane.
Uplifting Step
Duration 1 minute
The air swirls around your feet, supporting you as you move. For the duration, whenever you move by walking or running, you ignore the effects of moving across difficult terrain. In addition, you can move across liquid surfaces and open spaces, such as pits, as if you were moving across solid ground. You sink, however, if you end your movement on a liquid surface, or you fall if you end your movement above an open space.
Wind Blast
A powerful wind assails the target.
Target One creature or object within short range
A powerful wind assails the target. Make a Will attack roll against the target's Strength. On a success, the wind moves that target 1d6 yards away from you.
Evoke Gale
Area A cone, 3 yards long, originating from a point within short range
A howling wind disperses vapors, fog, smoke, and gas from the area. Unprotected flames gutter out, and lightweight objects are blown to the nearest edge of the area. Each creature in the area must get a success on a Strength challenge roll or be moved 1d6 yards away from the origin point. Flying creatures make the roll with 1 bane.
Flense
Target One creature or object within short range
Windborne grit scours your target. Make a Will attack roll against the target’s Strength. On a success, the target takes 2d6 + 3 damage. A living creature that becomes incapacitated by this damage dies instantly, its flesh (if any) stripped from its bones.
Attack Roll 20+ The target takes 2d6 extra damage.
Glide
Target One creature within long range
Duration 1 minute
Triggered You use a triggered action to cast this spell when you see the target fall. For the duration, the target takes no damage from landing after a fall. If it continues to fall after the effect ends, it takes damage based on where it continues falling from.
Heat Wave
Area A 3-yard-long cone originating from a point within short range
A wave of heat spreads through the area, melting all ice and instantly drying damp creatures and objects touched by it. A creature in the area must get a success on a Strength challenge roll or take a –3 penalty to Health that lasts for 1 minute. While a creature has this penalty, it is fatigued.
Wind Disk
Duration 1 minute
A thin disk of wind swirls around you, moving with you for the duration. The disk deflects attacks, granting you a +2 bonus to Defense. In addition, when a Size 1 or smaller creature attacks you with a ranged weapon, the disk imposes 1 bane on the attack roll; siege weapons and firearms ignore this effect.
Shield Disk When a creature within short range of you would be the target of a ranged attack, you can use a Triggered action to impose 1 bane on the attack roll. You lose the benefits of the effect until the end of the round.
Disk Attack You can use an action, or a triggered action on your turn, to use the disk to attack one creature you can reach. Make a Will attack roll against the target’s Agility. On a success, the wind buffets the target for 1d6 + 1 damage. You lose the benefits of the disk until the end of the round.
Buffeting Winds
Area A 5-yard-long cone originating from a point within short range
Duration 1 minute
Strong winds blast through the area for the duration. The area counts as difficult terrain. In the area, the wind automatically disperses vapors, fog, smoke, and gas, extinguishes all unprotected flames, and scatters unsecured lightweight objects, causing them to fly about and land a few yards away. The wind imposes 3 banes on ranged weapon attacks made against targets in or behind the area; siege weapons and firearms ignore this effect. In addition, flying creatures in the area when you cast the spell or that enter the area must get a success on a Strength challenge roll with 1 bane or be moved 1d6 yards away from the origin point.
Explosive Exhalation
Target One living and breathing creature within short range
Make a Will attack roll against the target’s Strength. On a success, you violently force the air from the target’s lungs, causing it to take 1d6 + 3 damage. A target that takes this damage must also get a success on a Will challenge roll or become stunned for 1 round.
Attack Roll 20+ The target makes the Will challenge roll with 1 bane.
Thunderclap
Area Area A sphere with a 10-yard radius centered on a point within medium range
A wave of thunderous noise spreads out from the center of the area, dealing 1d6 + 1 damage to everything in it. Each creature in the area must make a Strength challenge roll, taking half the damage on a success. On a failure, the creature also becomes deafened for 1 minute.
Bedeviling Winds
Area Up to 3 cubes, each 1 yard on a side, originating from points within medium range
Duration Concentration, up to 1 minute
Powerful winds whip through the areas for the duration. The winds automatically disperse vapors, fog, smoke, and gas, extinguish all unprotected flames, and scatter unsecured lightweight objects, causing them to fly about and land a few yards away. In addition, each Size 2 or smaller creature in the area when you cast the spell or that enters the area before the spell ends must make a Strength challenge roll. A creature takes 2d6 damage and falls prone on a failure, or just takes half the damage on a success.
When you use an action to concentrate on this spell, you can move each cube up to 3 yards in any direction.
Bestow Flight
Target One creature you can reach
Duration 1 hour
You touch the target. It can fly at its normal Speed for the duration.
Cloak of Air
Duration 1 hour
A continuing eddy of wind envelops you. For the duration, the wind pushes smoke, mist, gas, and vapor 1 yard away from you and snuffs out unprotected flames within 1 yard of you. While you are underwater, the wind provides you with air so you can breathe normally. When you land after a fall, the winds cushion you so that you take half damage. Finally, the wind imposes 2 banes on attack rolls against you made using ranged weapons; siege weapons and pistols and rifles ignore this effect.
Effervescence
Area A sphere with a 5-yard radius centered on a point you can reach
Duration 4 hours
For the duration, while you are underwater, bubbles of air fill the area. The area moves with you, remaining centered on a point you can reach. The bubbles partially obscure your space and allow air-breathing creatures to breathe normally while in the area.
Sacrifice You can use an action and expend a casting of this spell to cast the thunderclap Air spell.
Fling
Area A cylinder, 4 yards tall with a radius of 4 yards, centered on a point within long range
A powerful blast of wind erupts from the origin point. Each creature in the area must make a Strength challenge roll; Size 1 or smaller creatures make the roll with 1 bane. On a failure, it falls prone and is moved 5d6 yards away from the origin point. If it encounters a solid surface before moving the full distance, it and the surface it strikes each take 1d6 damage plus 1d6 extra damage per 5 yards remaining in this movement (round down).
Create Cyclone
Area A line, 20 yards long, 10 yards high, and 2 yards wide originating from a point within long range
A powerful whirlwind appears at one end of the area and moves along and through it, dealing 3d6 damage to anything whose space it enters. Each unsecured object damaged in this way is moved 1d6 yards in a direction you choose. Each creature damaged in this way must make a Strength challenge roll. On a failure, it is moved 1d6 yards in a direction you choose and falls prone. On a success, it just takes half the damage.
Soar
Duration 4 hours
You gain a +10 bonus to Speed that lasts for the duration. While you have this bonus, you can fly.
Suffocate
Target Up to three living and breathing creatures within medium range
Duration 1 minute
You pull the air away from each target, making it difficult for the creature to breathe. At the end of each round for the duration, each target must make a Strength challenge roll with 2 banes. On a failure, the target takes 1d6 + 2 damage and becomes fatigued for 1 round. When it is fatigued in this way, the target is also slowed.
Bind Wind Genie
Target A cube of air, 2 yards on a side, originating from a point within long range
Duration 1 minute
At the end of the round in which you cast this spell, the target cube becomes a Size 2 wind genie. You cannot voluntarily end this spell. When the genie appears, make a Will attack roll against its Will. The genie becomes compelled for the duration on a success, or becomes hostile to you on a failure.
Control Winds
Duration 8 hours
You seize control of the winds. For the duration, you gain a +2 bonus to Speed and you can use any of the following effects.
Gust You can use an action, or a triggered action on your turn, to cast the wind blast spell (Shadow, page 115) without expending a casting, and you make the attack roll with 3 boons. You can cast this spell even if you haven’t learned it.
Sustained Winds You can use an action to create a sustained blast of wind that lasts for as long as you concentrate, up until the spell ends. The wind spreads across a 10-yard-wide and 30-yard-long line in a direction you choose. In the area, the wind disperses all vapors, gases, smoke, and fog, extinguishes all unprotected flames, and scatters lightweight unsecured objects such as papers and pebbles. Creatures moving against the wind treat the area as difficult terrain. The wind is strong enough the fill the sails of a sailing ship.
Uplifting Wind When you would move, you can use a triggered action to call on the winds to lift you, enabling you to move by flying until the end of the round. If you do not land on a solid surface by the time this effect ends, you fall.
When you would jump, you can use a triggered action to call the winds to aid you. For 1 round, you treat your Agility score as if it were 5 higher for the purpose of determining the distance you can jump (Shadow, page 47), and you make challenge rolls to jump with 3 boons.
Vacuum
Area A 5-yard-radius sphere centered on a point within long range
You cause the air inside the area to leave with incredible force, such that it dissipates vapors, fog, smoke, and gas from the area, while also extinguishing all flames in it. In addition, each living and breathing creature in the area must get a success on a Strength challenge roll with 1 bane or take 3d6 damage and become dazed for 1 round.
At the end of the round in which you cast this spell, air within 10 yards of the area rushes in to fill the vacuum, moving vapors, fog, smoke, and gas into the area. In addition, the sudden wind extinguishes all flames within 10 yards of the area and pulls all Size 2 and smaller unsecured objects into the area of vacuum.
Each creature within 10 yards of the area makes Strength challenge rolls with 2 banes. Flying creatures make the roll with 4 banes. For each point of Size above 2, a creature makes the roll with 1 boon. On a failure, the creature takes 2d6 damage, moves 1d6 + 1 yards toward the origin point, and then falls prone. On a success, a creature just takes half the damage.