Air

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Air magic is Magic that deals with air and the things in it, such as clouds and weather. The Air pool includes the weather pool which used to be a subpool. Air magic is multipurpose and its uses include retrieving normally out of reach objects, increasing one's speed, sending messages and a multitude of other things.

Contents

Air

Call the Wind

[AIR- Force: Potency I, Defensive]

Duration: Sustained Concentration Required

Cooldown: 1 Turn

Range: 10 Foot Sphere

Target: The air around the caster

Effect: By drawing outspread arms inward, pausing the wrists mere inches before the chest, the mage may call purest elemental air to manifest about him in a slowly rotating, ten foot sphere centered on the mage. This air reflects the current temperature and is fully breathable. Further, the sphere remains so long as he focuses on maintaining it. This spell serves as the introductory action to most other simple manifestations.


Rank II: The diameter increases to 20 feet.


Zephyr's Touch

[AIR- Force: Potency II, Offensive]

Duration: N/A

Cooldown: 1 Turn

Range: 20 Feet

Target: A foe or other target

Effect: The gestures required to manifest this spell are much the same as Call the Wind, as in both the mage begins by drawing elemental air between his hands; however, instead of allowing it to rapidly grow and encompass him, the mage hurls it at a foe or other target. Upon doing so, a great gust of wind follows the ball's would be trajectory. The force is such that objects weighing less than 100 pounds are blown back rapidly.


Dust Devil

[AIR- Force: Potency I, Defensive]

Duration: 2 Turns

Cooldown: 2 Turns

Range: 30 Feet

Target: The area surrounding the caster

Effect: The gestures required to manifest this spell are much the same as Call the Wind, as in both the mage begins by drawing elemental air between his hands; however, instead of allowing it to rapidly grow and encompass him, the mage hurls it at the floor. Provided the mage is standing on something relatively loose (sand, dirt, water, etc.) a cyclone forms around him, gathering the loose material about him in its winds. At the end of the turn, the cyclone rapidly expands outward, throwing up a cloud of the loose matter. This serves as a veil for his actions.


Featherfall

[AIR- Force: Potency II, Defensive, Offensive]

Duration: Until the target reaches the ground or for the second spell effect, instantly

Cooldown: 1 Turn

Range: 30 Feet

Target: The caster or a surrounding person

Effect: The gestures required to manifest this spell are much the same as Call the Wind, as in both the mage begins by drawing elemental air between his hands; however, instead of allowing it to rapidly grow and encompass him, the mage hurls it at towards the ground. A cyclone springs to life Rapidly growing in height until it meets the mage (or whomever it is targeted beneath). From there, it slows the fall to such a point (at a proportional to the remaining distance) that the landing is soft and undamaging.

A mage may opt to target the spell at a person already on the ground. If he does so, a cyclone again springs to life, however, in stead of slowing a non-existent fall it hurls the target upwards a distance of five feet. This secondary effect requires two turns of cooldown rather than the normal cooldown.


Catch the Wind

[AIR- Force: Potency II]

Duration: 30 minutes or until the mage stops running

Cooldown: 2 Turns

Range: N/A

Target: The caster

Effect: A practitioner of Wind must learn to bend the resistant and wayward nature of his element to his will and aid. Over the course of two turns (which must be spent running), the mage shifts the rush of oncoming air up and around him, adding to his overland speed and horizontal jumping distance. Under normal circumstances this manifests as a doubling; however, in extremely windy conditions this may manifest with an increased effect. In airless conditions, the spell has no effect unless accompanied by a Call the Wind effect, raising its casting time to 3 turns. It needs to be noted that, beyond appearing to run extremely fast, there are no outwardly supernatural effects.


Rank II: The Mage further learns to bend air to his will, and may now cause additional gusts to force him along, tripling his overland speed and horizontal jump. (Or adding and additional x1 in above average situations)


Wind Sung Messenger

[AIR- Force: Potency I]

Duration: N/A

Cooldown: 1 Turn

Range: Hearing Distance

Target: Any being within hearing distance of the caster

Effect: The mage may cast Wind Sung Messenger to encode her words into the air itself. To begin the spell, she must first go through the very same motions as Call the Wind. In lieu of allowing it to engulf her, however, the mage inhales the growing sphere. She then speaks the words (whether in a whisper or dramatically appropriate shout) and the message flies to its intended audience, whatever the distance. However, only the intended audience hears it.

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