Air Focus (Cantrip) Learn one rank 0 spell from the Air tradition and gain the Lasting Breath talent.
Lasting Breath As a minor activity, expend the casting of a rank 0 Air spell and fill your lungs with air that remains for 1 hour or until you speak, at which point the effect ends. While holding this air in your lungs, you do not need to breathe.
Command the Wind (Sense Magic) You can use an action to produce any one of the following effects:
• You clear away dust and powder from all surfaces inside a 2-yard cube
originating from a point within short range.
• You disperse all odors inside a 5-yard cube originating from a point you
can reach.
• You cause one unsecured, lightweight object, such as a piece of paper,
to fly 1d6 + 3 yards in a direction you choose.
• You snuff out one candle flame or lantern flame within short range.
• You disperse mist, vapor, fog, or smoke inside a 1-yard cube originating
from a point you can reach.
Refreshing Recovery (Spell Recovery or Improved Spell Recovery) You can use an action to heal damage equal to your healing rate and then fly up to half your Speed. You must land at the end of this movement or fall. Once you use this talent, you must complete a rest before you can use it again.
Protective Winds (Counterspell) Whenever you cast an Air spell, a powerful wind races around you for a number of rounds equal to your Power score. The wind grants you a +2 bonus to Speed and imposes 2 banes on any attack rolls made against you that use thrown or ranged weapons, other than bolts and beams of energy, as well as projectiles from gunpowder weapons.
Improved Refreshing Recovery (Spell Recovery or Improved Spell Recovery) You can use the Refreshing Recovery talent one additional time between rests.