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 7 Zephyr
Attributes. Increase two by 1
Characteristics. Health +2, Power +1, Speed +2
Languages and Profession. You speak, read, and write Sylphen.
Magic You discover the Aeromancy tradition or you learn one Aeromancy spell.
Sheltering Wind For as long as you are conscious, a stiff breeze blows around you, imposing 1 bane on attack rolls made against you using ranged weapons.
Ride the Wind When you move, you can use this talent to gain a +10 bonus to your Speed and ignore difficult terrain for this move. You must wait 1 minute before you can use this talent again.
Level 10 Zephyr
Characteristics. Health +2, Speed +2
Magic You learn one Aeromancy spell
Living Wind If you are not submerged in liquid, you can use an action to assume the form of living wind and remain in this form for 6 rounds. You can use this talent three times and regain expended uses when you complete a rest.
While in this form you, you have the following benefits:
- 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.