Tier · III · Master Path · Power
Zephyr — a hidden tradition —
Your association with air magic allows you to transform yourself into a person-shaped entity of semisolid air. When you grasp the magic, your body sheds its coloration and substance and slip through the smallest cracks to get wherever you wish to go.
Level Progression
Reference during buildYour association with air magic allows you to transform yourself into a person-shaped entity of semisolid air. When you grasp the magic, your body sheds its coloration and substance and slip through the smallest cracks to get wherever you wish to go.
Level 7 Zephyr
Level 10 Zephyr
- You are invisible.
- You have the flier trait if you don’t have it already.
- You take half damage from physical sources.
- You can move freely through openings wide enough to permit the passage of air, and you can move through and occupy spaces occupied by other creatures.
- You treat liquids as if they are solid surfaces.
- When you end your movement in a space occupied by another creature, you can force them to make a Strength challenge roll with 1 bane. On a failure, you push the creature 1d6 yards away from you in a direction you choose.