COLLEGE OF AIR MAGIC

Modifiers: Gestures, Incantations, no range, Doesn't work in rain, underwater, or greater than 10kph winds.

Basic Spells

CALM AIR

Within the area where this spell is cast, the air around the Wizard becomes calmed and disturbance by outside winds is all but eliminated. The calm air remains centered on the caster even when he is moving. A good quality silver pin is required to cast this spell. This spell has almost no effect on power-based winds. Casting time: 1 Minute.

CHAIN LIGHTNING

A bolt of lightning flashes out in a line from the caster until it strikes the target, then bounces toward the nearest untouched target, bouncing in this fashion within the same area. If the lightning misses a target, it continues on in a straight line until it runs out of range or strikes a new target. The lightning is grounded if it strikes a stone or earth wall, or a piece of metal attached to the ground.

GLASS AIR

In the area where this spell is cast, the air around the Wizard begins to change density and distort visibility, making the area appear glassy. The distortion increases the difficulty of making ranged attacks at targets inside or beyond the radius of the Glass Air. When calculating the range to a target for purposes of aiming, the Glass Air effectively doubles the width of each area. Casting Time: 1 turn.

HORRIBLE STENCH

With this spell, the caster can create a powerful odor around the target hex. The odor can be anything emitted by the caster or his possessions, and the scent will be strong enough to overwhelm the sense of smell. The odor remains at the site where it was cast until the Wizard is either asleep or unconscious. Anyone warned before hand, can hold their nose and avoid the effects of the gas. However, those who take damage from an attack must make a Psyche Feat roll to avoid inhaling. An airtight head cover, a Fresh Air spell, or lack of ability to smell will render immunity to the effects of the gas. If the spell is miscast, the wizard is overcome by a powerful odor, causing painful nausea, but no permanent damage. Casting Time: 1 round.

JET OF AIR

This spell creates a thin, powerful jet of air that is strong enough to cause physical STUN damage and hurl back the target. The jet thins and becomes less effective with increasing range. If the Wizard miscasts this spell, the jet of air strikes the caster from a random direction. Casting Time: 1 Round.

ODOR EATER

This spell removes any odor from the body of the caster and makes him all but undetectable by smell. A faint trace of the Wizard's scent can still be picked up within a 1" radius, however. Casting Time: 1 Minute.

College Spells

BLOODHOUND

This spell allows the caster to track odors as efficiently as a Bloodhound. However, he will still be unable to identify any odors unless they have been smelled previously. Due to the enhance olfactory sense, powerful odors cause STUN damage.

BREATH OF SLEEPINESS

While casting this spell, the caster inhales a deep breath of a specially prepared powder, then exhales a cone-shaped cloud of sparkling gas. The gas gradually creates a lethargic state in victims caught in the cone, clouding their thoughts and causing them to lose coordination. The gas remains in place as long as the Wizard concentrates, and victims becoming increasingly sleepy if they remain in the cone.

Anyone warned before hand, or entering the gas-filled cone after the spell is cast, can hold their breath and avoid the effects of the gas. However, those who take damage from an attack must make a Psyche Feat roll to avoid inhaling. An airtight head cover, a Fresh Air spell, or lack of need to breathe will render immunity to the effects of the gas.

Once the caster exhales the powder, he can not avoid the effects if he then inhales the gas. If he miscasts the spell, then he coughs down the powder, draining him of 2d10 Points in Agility and Reason.

GAS BARRIER

This spell creates a 2" x 2" sparkling, transparent wall which blocks the passage of all types of gas in both directions. However, denser objects, including fluids and dust, can cross, as can containers and non-gaseous beings. This spell is useful, for example, to seal a passage from a harmful gas, or to prevent air from leaking off into a vacuum.

KNOW AIR

When this spell is cast, the Wizard gains information about the composition of air nearby, including the presence of unusual or poisonous gases, the amount of humidity, dust and pollen, and so on. This spell will not allow the caster to detect the use of invisibility, but he can sense gaseous beings. Casting Time: 1 Round.

LIGHTNING ROD

This spell turns the Wizard into a walking lightning rod. Any lightning or electricical charge that strikes the caster is immediately grounded, as long as he is connected in some manner to the earth. Casting Time: 1 Round.

SHOCKING TOUCH

When this spell is cast, the Wizard becomes a reservoir for an electrical potential which is discharged when the caster touches a grounded target with his bare hand. After casting, a white aura covers the Air Wizard's palm, and small sparks of electricity leak off into the air. The discharge will pass through conducting materials, such as an iron rod or metal gauntlets, and can be combined with an attack by such a weapon. If the Wizard fails his cast roll, he is shocked by a blast of Electricity. Casting Time: 1 round.

THUNDERCLAP

This spell instantly removes the air from the target area. The surrounding air rushes in with a deafening clap to fill the void. Obviously this will have no effect on a vacuum or solid target area. If the target area is a sealed chamber, then an ordinary vacuum is created with no flash effect. Since removing air is going against the grain in this college, this spell requires additional endurance. (Note that this spell differs in some fundamental ways from the spell of the same name in the College of Sonimasters.) Casting Time: 1 round.

Unique Spells

SUMMON AIR ELEMENTAL

This powerful incantation allows the air wizard to summon a Air Elemental. The Elemental will attempt to slay the summoner, and the caster will need some means to control it. To use the spell, the caster must have drawn a circle of summoning, and must be in a large room or outdoors. If the caster fails his roll, the creature will still be summoned but will have an immense hatred of the caster and will be difficult to control. Casting Time: 1 hour.

Greater Air Elemental
(Realms of Magic)
F- IN
A- PR
S- EX
E- GD
R- PR
I- FB
P- FB
H- 74
K- 8

Specials:
Natural Armor: Since a Greater Elemental is made up of any one of the four basic Earth elements, air, earth, fire, or water, it is extremely difficult to hurt them physically. A weapon composed of the same element as the elemental has no effect on the monster. If the weapon used to strike is magical no body armor is considered. Otherwise their body armor is RM.

Elemental Movement: A living manisfestation of one of the four elements, it is quite simple for Greater Elementals to speed along in its own element. For example, an earth elemental that wishes to move along the ground can leave its form and simply recreate itself farther along in the direction it wants to travel. All of the Greater Elementals move a 1 area per round outside of their element. Within their element their movement rate is as follows:
Air - 7 areas per round
Earth - 4 areas per round
Water - 6 areas per round

Powers: Nature Control IN
A greater elemental can create shields or make attacks of or in whatever element it is composed.

Background: Greater Elementals are strong magical creatures that can be conjured forth from the basic substance of a planet, either air, earth, fire or water. Those that exist on Earth respond most readily to druidic spells and other forms of Nature Magic. Though not actually demons and not usually chaotic, they can be employed in such a fashion by master magic wielders.

Generally a Conjure spell combined with a Nature Control spell is necessary to call forth a Greater Elemental. When they appear, they usually take the form of a humanoid composed of their element. Once vanquished, a Greater Elemental will simply revert back to its inanimate substance.

No Greater Elemental can take form in substances that are mixtures of elements, such as concrete and plastics. A Greater Elemental can pass through substances of which its element composes the primary part. It must reform from its pure element.

SUMMON TWIN SPIRITS

This very powerful incantation allows the air wizard to summon a Twin Spirit. To use the spell, the caster must have drawn a circle of summoning, and must be outdoors. Casting Time: 1 hour.

Twin Spirits (from Realms of Magic): This pair of "smoky ghosts" has no known statistics and none are needed. Twin Spirits cannot attack and need not defend as no known attack affects them and they can pass through any obstacle. Their sole purpose is to fetch an item or character that their summoner has specified. They travel at light speeds but can go slower if transporting a character. Umar once had Doctor Strange brought to her in this manner and there was nothing he could do to stop his abduction. These creatures can even grasp astral forms. Twin Spirits are created by mystic smoke produced by a magic wielder's brazier, but their infrequent appearances have led many to conclude that an extremely expensive and rare incense must be burned in a brazier to create their form (Judge's discretion).

WIND MESSENGER

This spell summons a Sylph messenger to deliver a light object to a distant location. (See Sylph stats below.) The Sylph will initially be favorable to the Wizard's request if the need is great, but will require some form of inducement or coersion if the task is hazardous or lengthy. The caster will also need to provide the means for the Sylph to find the delivery site or person. Casting Time: 1 minute. SYLPH - WIND SPIRIT
F- FB
A- GD
S- PR
E- GD
R- GD
I- TY
P-TY
H- 25
K- 22
R- N/A
P- 19

Powers: Flight GD - wings
Invisibility to Sight w/ fringe (Intuition feat in same area)
Detect Harmful Intent: only when toward Sylph

Air Magic EX
Glass Air
Jet of Air
Horrible Stench

Talents: Mountain Tops, Weather Forecast, Air Magic (+2CS), Concealment, Conversation, Stealth, Survival, Language: Local Common (fluent w/ accent), Sylph (fluent).

Disadvantages: Distinctive Features (Concealable with Major Effort)
Psych. Limitation: Will not go indoors
Psych. Limitation: Avoids Physical Combat
Physical Limitation: Mate with human (Infrequent, Slightly)

By Dark Matter


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