Air
“Often do we take advantage of the supposed emptiness all around us. Though we cannot see it, we all know it is there and require it with every breath we take throughout our days.”
Air magic thrives in multiplicity, capable of confronting many different conflicts.
Through the channeling of the winds and storms, one is able to soar freely between hazards.
Yet within this, lies an inherent weakness in focussing to overcome a singular threat.
It often becomes difficult to oppose a singular force, especially a powerful one.
In essence, Air can overcome the threats of the many, but struggles against the few.
Initiate
Name: Aero
Branch: Elemental | Air
Level/Cost: Initiate | 1
Effect: Damage
Range: 5 Blocks
Casting Time: 1 Turn
Duration: Instant
Casting Roll: Mind + Arcana
Description: The caster attacks a target with their magic, inflicting Roll Damage and [Shocked] for 1 round upon failure.
Branch: Elemental | Air
Level/Cost: Initiate | 1
Effect: Damage
Range: 5 Blocks
Casting Time: 1 Turn
Duration: Instant
Casting Roll: Mind + Arcana
Description: The caster attacks a target with their magic, inflicting Roll Damage and [Shocked] for 1 round upon failure.
Name: Tailwinds
Branch: Elemental | Air
Level/Cost: Initiate | 1
Effect: Movement
Range: 5 Blocks
Casting Time: Bonus Action
Duration: 1 Round
Casting Roll: No Roll
Description: The Caster enhances a target with their magic, granting themselves and one ally within touch range [Hastened] and increasing their melee/touch range by 2 blocks for the duration. This range bonus applies to the initial casting of the spell too, increasing the touch range for finding an ally.
Branch: Elemental | Air
Level/Cost: Initiate | 1
Effect: Movement
Range: 5 Blocks
Casting Time: Bonus Action
Duration: 1 Round
Casting Roll: No Roll
Description: The Caster enhances a target with their magic, granting themselves and one ally within touch range [Hastened] and increasing their melee/touch range by 2 blocks for the duration. This range bonus applies to the initial casting of the spell too, increasing the touch range for finding an ally.
Name: Aero Burst
Branch: Elemental | Air
Level/Cost: Initiate | 1
Effect: Curse
Range: Self, 2 Block Radius
Casting Time: 1 Turn
Duration: Instant
Casting Roll: Mind + Arcana
Description: The Caster releases a weak burst around themselves, blowing away anything nearby. Targets in range must roll a defense save against the casters spell roll or receive a Minor Wound and a 5-Blocks Knockback away from the caster. Hitting a surface acts as fall damage.
Branch: Elemental | Air
Level/Cost: Initiate | 1
Effect: Curse
Range: Self, 2 Block Radius
Casting Time: 1 Turn
Duration: Instant
Casting Roll: Mind + Arcana
Description: The Caster releases a weak burst around themselves, blowing away anything nearby. Targets in range must roll a defense save against the casters spell roll or receive a Minor Wound and a 5-Blocks Knockback away from the caster. Hitting a surface acts as fall damage.
Apprentice
Name: Headwinds
Branch: Elemental | Air
Level/Cost: Apprentice | 2
Effect: Damage
Range: 10 Blocks
Casting Time: 1 Turn
Duration: Instant
Casting Roll: Mind + Arcana
Description: The Caster blows a target back, slowing them down and siphoning their speed in the process. This inflicts Roll Damage and upon failure to block, Knocks the target back 3-Blocks from the caster, and [Slowed] for 1 round.
Branch: Elemental | Air
Level/Cost: Apprentice | 2
Effect: Damage
Range: 10 Blocks
Casting Time: 1 Turn
Duration: Instant
Casting Roll: Mind + Arcana
Description: The Caster blows a target back, slowing them down and siphoning their speed in the process. This inflicts Roll Damage and upon failure to block, Knocks the target back 3-Blocks from the caster, and [Slowed] for 1 round.
Name: Twin Bolts
Branch: Elemental | Air
Level/Cost: Apprentice | 2
Effect: Damage
Range: 5 Blocks
Casting Time: 1 Turn
Duration: Instant
Casting Roll: Mind + Arcana
Description: The Caster attacks a target with their magic. This deals Roll Damage, and inflicts [Shocked] on the target. Afterwards the caster can choose to recast this spell again as a bonus action either on the same target, or a different one within range inflicting a Minor Wound and [Shocked] on success.
Branch: Elemental | Air
Level/Cost: Apprentice | 2
Effect: Damage
Range: 5 Blocks
Casting Time: 1 Turn
Duration: Instant
Casting Roll: Mind + Arcana
Description: The Caster attacks a target with their magic. This deals Roll Damage, and inflicts [Shocked] on the target. Afterwards the caster can choose to recast this spell again as a bonus action either on the same target, or a different one within range inflicting a Minor Wound and [Shocked] on success.
Name: Gale Ward
Branch: Elemental | Air
Level/Cost: Apprentice | 2
Effect: Defense
Range: 5 Blocks
Casting Time: 1 Turn
Duration: 2 Rounds
Casting Roll: Mind + Arcana
Description: The Caster generates a barrier around themselves or a target within range, protecting them against attacks, lasting two turns. When used to block an attack, the caster adds their successes onto the target's defense roll, or half this amount (rounded down if odd) when used to block a Melee Attack.
If the barrier is used to deflect a projectile, it additionally redirects the attack on successfully blocking, causing it to attack a target within 5 blocks using the Caster’s initial roll to determine success, inflicting a Minor Wound on failure.
If the barrier is used to deflect a melee attack, it additionally attempts to knock the attacker away from the target, using the Caster’s (unhalved) initial roll against the attack roll to determine success, inflicting 3-Blocks of Knockback away from the target should the attacker fail.
The barrier is consumed after blocking the first instance of any attack, ranged or melee.
Branch: Elemental | Air
Level/Cost: Apprentice | 2
Effect: Defense
Range: 5 Blocks
Casting Time: 1 Turn
Duration: 2 Rounds
Casting Roll: Mind + Arcana
Description: The Caster generates a barrier around themselves or a target within range, protecting them against attacks, lasting two turns. When used to block an attack, the caster adds their successes onto the target's defense roll, or half this amount (rounded down if odd) when used to block a Melee Attack.
If the barrier is used to deflect a projectile, it additionally redirects the attack on successfully blocking, causing it to attack a target within 5 blocks using the Caster’s initial roll to determine success, inflicting a Minor Wound on failure.
If the barrier is used to deflect a melee attack, it additionally attempts to knock the attacker away from the target, using the Caster’s (unhalved) initial roll against the attack roll to determine success, inflicting 3-Blocks of Knockback away from the target should the attacker fail.
The barrier is consumed after blocking the first instance of any attack, ranged or melee.
Magus
Sorcerer
Conjurer
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