School of Magic | Air |
Domain | Elemental |
Polarity | Chaos |
Realm of Origin | The Realm of Storms |
Associated Colors | White, Grey Tones |
Associated Materials | Quartz |
Crafting/Enchant Material | Aether |
School of Powers | Wind |
Academic Name | Aeromancy |
Traditional Name | Lore of Sky |
School of Powers, Volatile | Storm |
Academic Name | Electromancy |
Traditional Name | Lore of Thunder |
Lore coming soon…
Passive Effects
Passive Effects for Air Magic are unique to each School of Powers:
Wind Power Passives
Gathering Winds
- After casting 4 air powers in a row, the next air power cast has the casters choice of EITHER reducing the spirit cost by 20 (effectively making any power that costs 20 or less free) OR gaining +15% Critical Cast chance. The Gathering Winds effect is then consumed.
Storm Power Passives
Volatile Powers
- All Storm Powers are considered Volatile Powers
Overcharged
The continued use of volatile storm powers puts the caster into an Overcharged state, increasing the chances of both miscasts and critical casts. Remaining in this state too long will cause the caster to lose control of their powers, causing random outbursts of electrical energy.
- When 4 or more stacks of Volatile Storm energy are present on the caster, gain +15% to BOTH Critical Cast & Miscast
- Upon reaching 8 stacks, the caster loses control of their turns until dropping back down to 4 or less stacks, during which time they hover several meters off the ground and fire off 1d4 lightning bolts, each in a random direction and striking friend of foe
- The Overcharged random Lightning Bolts do not cost any spirit, cannot critically cast or miscast, and reduce Volatile Storm stacks by one each
Air & Storm Power List
See Spirit Disciplines & Archetypes for detailed descriptions of each Discipline and Archetype (including its Critical Cast and Miscast results). Use the filters below to refine your search.
Spell Name | Publish | ID | Domain | School of Magic | School of Power | Discipline | Tier | Spirit Cost | Archetype | Use | Range | Description | Archetype Details | Class Restriction |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Lightning Rod | yes | 45 | Elemental | Air | Storm | Conjuration | 1 | 4 | Totem | instant | 10 | radius 3" • Interrupts any target inside the totems radius (except caster) that fails an unmodified Elemental resist • while active any Storm based damage inflicted within 10" of the totem also inflicts 10% per Tier of its damage to a single target (except caster) within the totem's 3" radius, giving preference to the closest target OR the target with the most metal/conductive equipment |
Totem Conjures/summons a stationary object or entity that has an effect in an area around it • can be cast an unlimited number of times, provided any Totems from previous castings are no longer present • lasts for 1 +1/Tier of caster rounds (minutes if out of combat) or until destroyed or dispelled • totems are typically 10-20 inches tall ("tiny", size mod -4) and have 10 HP and 0 AC/Resist unless otherwise stated • not worth any XP if destroyed |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Thunderclap | yes | 321 | Elemental | Air | Storm | Destruction | 1 | 4 | Burst | action or reaction | 16 | A burst of thunder rages around a single target dealing 1d10 damage and Deafening the target for 1 round. If not otherwise used that round, can be used as a reaction to also interrupt enemy spell casting, however the target adds +5/Tier of the power being interupted to their resistance. | Burst no direct projectile therefore no LOS required and no dodge allowed, however caster must still have some reason to know that a target exists |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Stormfury Armor | yes | 445 | Elemental | Air | Storm | Fortification | 1 | 4 per Tier | Armor | instant | self | while active gain +2 Armor and +2 Elemental Resist per Tier • after a successful armor save or Elemental resist the attacker is struck by a bolt of lightning, inflicting 1d6 damage up to a range of 10' • after a number of charges equal to the Tier of the power the Stormfury armor is destroyed • fury classes gain 25% of their fury max upon destruction of the Stormfury armor |
Armor Self cast only. Armor remains in play for up to one hour, or until dispelled or consumed by certain conditions being met |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Winds of Change | yes | 78 | Elemental | Air | Wind | Alteration | 1 | 3 | Hex | instant | 16 | while active, prior to the hexxed target selecting its own target with a chosen attack, skill or ability, the caster may force the hexxed target to instead randomly determine another valid target (i.e. if the attack is melee, it must randomly select another target in melee range) • consuming the hex causes the target to become Winded for 1 round or 1 minute |
Hex A spell that imposes negative effects on a single target and remains in play for up to one hour unless dispelled or consumed. Does not require LOS however, the caster must be able to picture the target in their mind • Consuming a hex can be triggered at will as an instant for the affected target on their own turn • The caster may force the Hex to be consumed as an reaction in subsequent rounds, however this requires a successful casting roll against the target • Consuming a Hex immediately ends its effects, but causes additional consequences • If a Hex is consumed it cannot be recast on that target for 1 hour |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Sense Wind | yes | 532 | Elemental | Air | Wind | Alteration | 1 | 2 | Reveal | instant | 20 | for 1 hour per Tier of the Caster, a single target gains the ability to physically see wind and air currents, as well as a limited ability to detect movements of otherwise invisible or unseen beings by virtue of their effect on the air around them • effects an area in a 20" radius around the target • gain +1 Perception per Tier when attempting to spot hidden or invisible targets when they move • if self cast, Sense Wind also allows the caster to accurately predict future wind directions and events up to 1 day per Tier in advance |
Reveal reveals hidden mysteries of the spirit world, allowing the caster and/or allies to exploit this knowledge |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Floating Disc | yes | 41 | Elemental | Air | Wind | Conjuration | 1 | 1 | Utility | instant | 40 | creates a small floating disc or vessel that can be used to transport S or M items a short distance | Utility non-combat oriented conjuration (not worth any XP), typically used as a survival/adventuring tool |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Conjure Air Elemental | yes | 339 | Elemental | Air | Wind | Conjuration | 1 | (3x Creatures Threat Rating) +1 | Minion | action (uninterrupted) or 1 minute | 8 | Summons an Air Elemental (see CoC) based on the Tier of the Power •Tier1 = Elemental Mote •Tier2 = Elemental Spawn •Tier3 = Lesser Elemental •Tier4 = Middling Elemental •Tier5 = Greater Elemental •Tier6 = Elder Elemental |
Minion Conjures/summons an active combat Minion(s) under the casters control • requires 1 minute of uninterrupted casting time outside of combat • if cast as an action during combat the Minion appears at the start of the casters next turn, provided they were not interrupted • can only be cast once per hour, even if Minion was dismissed or destroyed • conjured Minion appears within range of the caster and moves as they dictate • the Minion uses the casters Initiative Score and will always attempt to protect the caster while control is maintained • conjured Minions disappear after 1 hour, if dismissed by the caster (which counts as an instant), or if the Minion's HP drop below 0 • control is lost if the caster is knocked unconscious, sleeps or otherwise loses control of their mental faculties and the Minion either disappears or becomes hostile • if the caster unwillingly loses control the Minion acts on is own Initiative Score and is worth XP if destroyed |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Windshear | yes | 77 | Elemental | Air | Wind | Destruction | 1 | 2/tier | Shock | action | melee | Melee with Reach 1" • 1d4 dam per Tier • if failing a Stamina test (@ -1 Stamina per Tier), target is Knocked Down |
Shock Requires an empty hand and must touch the target. Counts as either a main hand or off-hand Non-Physical attack, but if used as an off hand attack the main hand can only be a regular weapon attack. If using a weapon in two hands Shocks can still be cast with the off hand if no attack was made with the weapon that round • targets can add dodge to resistance roll • ward-offs apply • can be combined with a main hand Focus skill but doing so prevents using any kind of off hand attack or kick, and follows the Combat rules for Combined attacks. |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Dust Shot | yes | 261 | Elemental | Air | Wind | Destruction | 1 | 2 per Tier | Shot | action | 32 | A swirling ball of dust is launched at the target, inflicting 1d4 damage per Tier and blinding the target for 1 round • can have additional or alternate effects depending on the environmental debris available |
Shot Magical projectile based power that does not have solid/physical form and can only be blocked by shields that are rune crafted and/or enchanted. • requires LOS and cannot cast on targets in base contact with the caster • Counts as a 'Shot' • Target can add dodge to resistance |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Whirlwind | yes | 75 | Elemental | Air | Wind | Devastation | 1 | 4 +1/Tier | Cone | action | Cone Template | targets take 1d4 damage (+2 for every Tier above 1) and are knocked back 6", if failing a Stamina test at -1 Disadvantage per Tier they are also knocked down • if targets collide with something before reaching the full 6" collision damage applies and knock down is automatic |
Cone Effects a three dimensional area in a cone originating from the casters location that is 8" long and 3" wide at the end (or using wargaming Cone Template). Unless otherwise stated, uses a single casting roll and allows partially covered targets to add dodge to their resistance. |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Second Wind | yes | 60 | Elemental | Air | Wind | Fortification | 1 | 3/Tier | Synergy | instant | 6 | no effect until consumed • upon running out of Fury, Vigor, Spirit, or Stealth consume to immediately regain 10% of that resource per Casters Tier • for Fury, target must have had more than 50% of max Fury at some point during the battle in order to benefit form Second Wind • for Stealth, this prevents canceling hiding |
Synergy single target • typically remains in play until consumed or dispelled • carries benefits based on the class mechanics of the target • mixed classes must choose a single mechanic to benefit |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Electric Pulse | yes | 34 | Elemental | Air | Storm | Alteration | 2 | 4 | Hex | instant | 16 | Electricity crawls about the target, with no direct immediate effects. However, while active, the cast caster can use a reaction to Interrupt the target at will. Each Interrupt attempt costs 2 additional spirit and requires a seucessful casting roll; Consuming the hex causes the target to take 1d6 damage and become Vulnerable & Silenced for 1 full round or 1 minute | Hex A spell that imposes negative effects on a single target and remains in play for up to one hour unless dispelled or consumed. Does not require LOS however, the caster must be able to picture the target in their mind • Consuming a hex can be triggered at will as an instant for the affected target on their own turn • The caster may force the Hex to be consumed as an reaction in subsequent rounds, however this requires a successful casting roll against the target • Consuming a Hex immediately ends its effects, but causes additional consequences • If a Hex is consumed it cannot be recast on that target for 1 hour |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Conjure Couatl Hatchling | yes | 102 | Elemental | Air | Storm | Conjuration | 2 | 3x Creatures Threat Rating | Familiar | 10 minutes | 4 | Summons a Couatl Hatchling from the Realm of Storms to act as the caster's familiar (see CoC: Couatl Hatchling). The Couatl despawns before maturing into larger forms. | Familiar Conjures/summons an active Familiar under the casters control • requires 2 minutes of uninterrupted casting time outside of combat • can only be cast once per day and can never have more than one Familiar at a time • critical casts allow for the Familiars HP to be rolled twice, selecting the highest results • conjured Familiar appears within range of the caster and prefer to stay close to their master • Familiar acts independently of the caster on its own Initiative Score but will obey the casters commands unless they would be against its nature • Familiar disappears if the caster dismisses it (which counts as an instant), caster is knocked unconscious or sleeps, or if Familiar's HP drop below 0 • if the caster unwillingly loses control the Familiar typicaly dissapears but is worth XP if destroyed |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Conjure Storm Elemental | yes | 339 | Elemental | Air | Storm | Conjuration | 2 | (3x Creatures Threat Rating) +1 | Minion | action (uninterrupted) or 1 minute | 8 | Summons a Storm Elemental (see CoC) based on the Tier of the Power •Tier1 = Elemental Mote •Tier2 = Elemental Spawn •Tier3 = Lesser Elemental •Tier4 = Middling Elemental •Tier5 = Greater Elemental •Tier6 = Elder Elemental |
Minion Conjures/summons an active combat Minion(s) under the casters control • requires 1 minute of uninterrupted casting time outside of combat • if cast as an action during combat the Minion appears at the start of the casters next turn, provided they were not interrupted • can only be cast once per hour, even if Minion was dismissed or destroyed • conjured Minion appears within range of the caster and moves as they dictate • the Minion uses the casters Initiative Score and will always attempt to protect the caster while control is maintained • conjured Minions disappear after 1 hour, if dismissed by the caster (which counts as an instant), or if the Minion's HP drop below 0 • control is lost if the caster is knocked unconscious, sleeps or otherwise loses control of their mental faculties and the Minion either disappears or becomes hostile • if the caster unwillingly loses control the Minion acts on is own Initiative Score and is worth XP if destroyed |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Shock Pulse | yes | 231 | Elemental | Air | Storm | Destruction | 2 | 4 + 2/Tier | Shot | action | 32 | A pulse of storm energy is hurled at the target for 2d6 dam. The pulse persists at the point at which it struck its target for 1 full round. During that time any target that moves within 1" of the initial target location takes 1d6dam/tier and consumes the pulse • at the end of the duration, if no target took the additional damage, the original target takes that damage and the pulse is consumed |
Shot Magical projectile based power that does not have solid/physical form and can only be blocked by shields that are rune crafted and/or enchanted. • requires LOS and cannot cast on targets in base contact with the caster • Counts as a 'Shot' • Target can add dodge to resistance |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Storm Capacitor | yes | 137 | Elemental | Air | Storm | Devastation | 2 | 9 | Bomb | instant | 16 | remains on target, absorbing all Storm damage from up to three separate sources/occurrences and instead storing the damage up • after the third occurance of storm damage the bomb is automatically triggered, inflicting the total stored damage divided evenly between all targets within 2.5" • caster can trigger the bomb early to Interrupt the initial target (provided at least some damage has been stored) doing so counts as an out-of-turn instant |
Bomb Applied to a single target within LOS and remains in play with no immediate or direct effects and no casting roll required. While it remains in play it can be dispelled. • Once a certain condition or duration is reached, the caster can use a reaction to trigger the spell Bomb. • Once triggered, a casting roll is made, where the initial target cannot dodge but those in the area of effect can add dodge to their Resistance. |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Lightning Bolt | yes | 202 | Elemental | Air | Storm | Devastation | 2 | 16 or (8/Tier) | Beam | action | 10 | A bolt of lightning shoots out from the caster, inflicting 2d8+2 damage to all targets in a 1" wide line with no dodge allowed on a single casting roll. For each Tier beyond 2, add either 1d8 damage or 2" range. | Beam fires in straight line from caster to target, LOS not required, dodge is allowed unless otherwise stated • casting rolls and spell power distribution is spell specific |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Scatter Magic | yes | 142 | Elemental | Air | Wind | Alteration | 2 | 1/Tier against | Dispel | instant or action | 20 | can dispel one known magic effect, use resistance equal to 12x the Tier of the caster of the effect • if the effect is earth or water magic, use resistance equal to 7x the Tier of the caster of the effect • can also be used to create blast of air in a 1" per Tier radius around the target that is strong enough to scatter loose objects and materials but not creatures that are tiny or larger • can also be used to dispel/shatter one earth or water magic based enchant/crafting |
Dispel Removes, negates, or otherwise alters a persistent or ongoing effect that the caster is aware of. If the Tier of the caster of the effect is unknown, use the Tier of the effect instead. Typically, this is an action OR can be used as an instant for double the Spirit cost. |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Feather Fall | yes | 333 | Elemental | Air | Wind | Alteration | 2 | 4 per target | Modify | instant | 20 | For up to 1 hour (or until cancelled or dispelled), any time the affected target(s) would fall it is a gentle and controlled descent. When needed assume a downward movement rate of 10" per round. If the target hits the ground while the effect is active it takes no fall damage and lands on its feet (if it has feet). • spirit cost is modified by the targets size modifier (down to a minimum cost of 1 spirit) • cannot be used to reduce the speed of a flying target moving downwards |
Modify modifies the basic properties of something for useful purposes |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Zephyr Totem | yes | 79 | Elemental | Air | Wind | Conjuration | 2 | 6 | Totem | instant | 10 | radius 2" • the first time any friendly target enters the Totem's radius they gain their choice of: 1d8 HP, 1d6 Vigor, 1d6 Spirit, +1d3 Focus, +1 Faith, +1 Stealth, +1 Honor Code Stack, or an extra Instant • any foe inside the radius that fails an unmodified Elemental Resistance roll is Winded until leaving the radius |
Totem Conjures/summons a stationary object or entity that has an effect in an area around it • can be cast an unlimited number of times, provided any Totems from previous castings are no longer present • lasts for 1 +1/Tier of caster rounds (minutes if out of combat) or until destroyed or dispelled • totems are typically 10-20 inches tall ("tiny", size mod -4) and have 10 HP and 0 AC/Resist unless otherwise stated • not worth any XP if destroyed |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Conjure Dust Devil | yes | 167 | Elemental | Air | Wind | Conjuration | 2 | 3x Creatures Threat Rating | Familiar | 10 minutes | 4 | Summons a Dust Devil from the Realm of Storms to act as the caster's familiar (see CoC: Dust Devil) | Familiar Conjures/summons an active Familiar under the casters control • requires 2 minutes of uninterrupted casting time outside of combat • can only be cast once per day and can never have more than one Familiar at a time • critical casts allow for the Familiars HP to be rolled twice, selecting the highest results • conjured Familiar appears within range of the caster and prefer to stay close to their master • Familiar acts independently of the caster on its own Initiative Score but will obey the casters commands unless they would be against its nature • Familiar disappears if the caster dismisses it (which counts as an instant), caster is knocked unconscious or sleeps, or if Familiar's HP drop below 0 • if the caster unwillingly loses control the Familiar typicaly dissapears but is worth XP if destroyed |
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Binding of Air | yes | 259 | Elemental | Air | Wind | Conjuration | 2 | 1 +2/tier | Binding | action | 14 | The bindings of air can restrain a target much like conventional ropes or chains, however they are invisible to natural senses • targets are immobilized and/or silenced and/or snared • wind powers used against the target have both their damage and any movement related effects increased by 50%, but any damage breaks the bindings |
Binding conjures a physical restraint of some kind that applies crowd control effects to a target(s) in LoS • one target/Tier or one round/Tier or mix of both (i.e. a Tier 4 Binding power could affect one target for four rounds, or two targets for two rounds, or four targets for one round) • outside of combat treat duration as hours not rounds • typically damage will break the effect • casters may elect to only bind certain parts of the target, such as leaving the legs unbound so that a prisoner can be forced to walk on their own |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Imbue Quicken | yes | 169 | Elemental | Air | Wind | Destruction | 2 | 5 | Imbue | instant | 6 | +1 dam/Tier • the imbued weapon or attack occurs so quickly that the target cannot possibly react to it, therefore does not receive dodge contribution to AC and cannot be blocked, parried, or negated by out-of-turn instants |
Imbue Imbues powers/effects onto a weapon (including natural weapons such as animal claws/bites, or fists) • cannot stack imbues on a weapon but stays on the weapon until successfully hitting • does not stack or chain with skills/powers other than 'strikes', 'shots', or unarmed Focus skills • roll to cast immediately, where a crit cast doubles the dispel resistance • some imbues may require additional resist rolls upon hitting • unless otherwise stated, in order for imbue effects to be applied the physical attack must hit |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Aerobolt | yes | 170 | Elemental | Air | Wind | Destruction | 2 | 4 | Missile | action | 40 | Fires a magical bolt of elemental energy at extremely high velocity, preventing any dodge contribution to resistance and any chance to block • inflicts 1d12 damage |
Missile Magical projectile based power that has solid/physical form and therefore can be blocked with a conventional shield • requires LOS and cannot cast on targets in base contact with the caster • Target can add dodge to resistance roll |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Banshee Scream | yes | 447 | Elemental | Air | Wind | Destruction | 2 | 6 | DOT | instant | 30 | wind howls like a banshee in the targets ears alone, Deafening them for the duration and inflicting 1d6 damage • each subsequent round that effect persists increases the damage by +1 (i.e. first round 1d6, 2nd 1d6+1, 3rd 1d6+2, etc...) |
DOT no direct projectile therefore no LOS required and no dodge allowed, however caster must still have some reason to know that a target exists • remains active for one additional round per Tier or until dispelled/canceled, resist against initial cast only (unlike poison effects), damage bonus applies on first round only |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Winding Boom | yes | 168 | Elemental | Air | Wind | Devastation | 2 | 7 | Bomb | instant | 16 | remains on target and stacks Elemental energy everytime the target moves, both voluntary and involuntary movements • every 1" moved results in 1 stack of Elemental energy • upon reaching 12 stacks the energy is released, inflicting 3d4 damage in a 2" radius and Winding any damaged target |
Bomb Applied to a single target within LOS and remains in play with no immediate or direct effects and no casting roll required. While it remains in play it can be dispelled. • Once a certain condition or duration is reached, the caster can use a reaction to trigger the spell Bomb. • Once triggered, a casting roll is made, where the initial target cannot dodge but those in the area of effect can add dodge to their Resistance. |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Nimble Breeze | yes | 135 | Elemental | Air | Wind | Fortification | 2 | 4 | Boon | instant | 6 | Grants +4 Dodge and +3 Movement • may consume to grant Haste for 1 round |
Boon single target buff • no LOS required, but caster must be able to picture the target in their mind • positive effects that remain in play for up to one hour unless dispelled • some Boons may be consumed at will as an instant for the affected target on their own turn • consuming a Boon immediately ends its effects, but causes an immediate additional effect • if a Boon is consumed it cannot be recast on that target for 1 hour |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Tranquil Breeze | yes | 159 | Elemental | Air | Wind | Fortification | 2 | 1 +2/Tier | Healing | action | 20 | Generates 1d6+1 healing per Tier that once rolled can then be allocated among any targets the caster sees fit within range • targets may choose to assign up to 50% (round down) of the healing received as Spirit or Vigor instead of HP |
Healing typically single target powers with direct healing capabilities • LoS required • cannot be cast from HP • add spell power modifiers as increased healing • critical cast results in double the healing value • if cast more than once per day out of combat double the spirit cost |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Wind Ward | yes | 257 | Elemental | Air | Wind | Fortification | 2 | 5 | Ward | instant | 12 | while ward is active target is immune to any wind based effect that would move them against their will (i.e. Knock back/down/up) and all Winded effects • when consumed the ward grants +50 Elemental Resistance, increases to +60 if resisting Wind powers |
Ward places a ward on the caster or on individual party members that lasts for up to one day (unless dispelled) • Ward spells may be consumed at will as an instant or as a reaction, even after an enemy spell caster has rolled to cast • consuming a Ward adds additional specific resistances, and when sued as a reaction can potentially turn a hit/success into a miss/failure • there is no limit to the number of wards that may be present on the battlefield but only one of each School of powers can be stacked on any single target • once consumed Wards may be re-cast |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Storm Chains | yes | 237 | Elemental | Air | Storm | Conjuration | 3 | 3/tier | Binding | action | 14 | targets Immobilized and/or snared • any damage that is NOT Storm based breaks the chains • any storm damage done to one target under the effects of Storm Chains is divided evenly between all targets under the effect of Storm Chains |
Binding conjures a physical restraint of some kind that applies crowd control effects to a target(s) in LoS • one target/Tier or one round/Tier or mix of both (i.e. a Tier 4 Binding power could affect one target for four rounds, or two targets for two rounds, or four targets for one round) • outside of combat treat duration as hours not rounds • typically damage will break the effect • casters may elect to only bind certain parts of the target, such as leaving the legs unbound so that a prisoner can be forced to walk on their own |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Charged Bolt | yes | 97 | Elemental | Air | Storm | Destruction | 3 | 10 | Missile | action | 40 | A charged projectile is fired at the target and has a 10% per Tier chance to make target drop metal weapons (treat as Disarmed). • Deals 2d8+8 storm damage |
Missile Magical projectile based power that has solid/physical form and therefore can be blocked with a conventional shield • requires LOS and cannot cast on targets in base contact with the caster • Target can add dodge to resistance roll |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Imbue Static | yes | 152 | Elemental | Air | Storm | Destruction | 3 | 4 | Imbue | instant | 6 | Imbues an electrical charge onto a weapon, granting +4 damage. When wounding a target, a static charge is transferred from the weapon to the target which inflicts 1d6 damage per inch the next time the target is knocked back by any means. | Imbue Imbues powers/effects onto a weapon (including natural weapons such as animal claws/bites, or fists) • cannot stack imbues on a weapon but stays on the weapon until successfully hitting • does not stack or chain with skills/powers other than 'strikes', 'shots', or unarmed Focus skills • roll to cast immediately, where a crit cast doubles the dispel resistance • some imbues may require additional resist rolls upon hitting • unless otherwise stated, in order for imbue effects to be applied the physical attack must hit |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Forked Lightning | yes | 75 | Elemental | Air | Storm | Devastation | 3 | 13 | Cone | action | Cone Template | Lightning forks out in a cone in front of the caster inflicting 2d8 damage. • add +3 damage per Volatile (Overcharged) stack on the caster prior to casting Forked Lightning • No dodge allowed. |
Cone Effects a three dimensional area in a cone originating from the casters location that is 8" long and 3" wide at the end (or using wargaming Cone Template). Unless otherwise stated, uses a single casting roll and allows partially covered targets to add dodge to their resistance. |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Storm Ward | yes | 238 | Elemental | Air | Storm | Fortification | 3 | 6 | Ward | instant | 12 | while ward is active target can repel lightning-based damage and effects, gaining +20 resistance to them and if resisting, instead redirecting the damage and/or effects onto a more valid target is within 3" if it exists (i.e holding or wearing metal) • also immune to deafening and other such thunder-based effects • when consumed the ward grants +50 Elemental Resistance, increases to +60 if resisting Storm powers |
Ward places a ward on the caster or on individual party members that lasts for up to one day (unless dispelled) • Ward spells may be consumed at will as an instant or as a reaction, even after an enemy spell caster has rolled to cast • consuming a Ward adds additional specific resistances, and when sued as a reaction can potentially turn a hit/success into a miss/failure • there is no limit to the number of wards that may be present on the battlefield but only one of each School of powers can be stacked on any single target • once consumed Wards may be re-cast |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Fog Bank | yes | 201 | Elemental | Air | Wind | Alteration | 3 | 8 | Environment | action | 20 | 8" radius, all in area have line of sight reduced to 2" (except caster), counts as being in shadows for stealth purposes | Environment powers with a variety of environmental effects that typically impact a large area |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Updraft | yes | 248 | Elemental | Air | Wind | Alteration | 3 | 9 | Control | action | 20 | target is knocked up into the air 2+1d4" • at the start of the targets turn they fall back to the ground taking fall damage and becoming knocked down |
Control single target, LoS required with a variety of crowd control effects • hard CC typically an action • soft CC typically an instant |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Windwall | yes | 258 | Elemental | Air | Wind | Conjuration | 3 | 8 | Obstacle | action | 16 | creates a wall of wind 2" high and 1" wide in a straight line oriented in any direction • the length of the wall can be up to 1" per level (max level 10) • may add additional height by increasing the spirit cost by 50% per additional 1" of height • the wall itself is invisible however it effects the area around i.e. swirling dust) it and is therefore usually detectable by normal senses • any projectile based attack or flying creature that attempts to pass through but fails an Elemental resist, is deflected back 1/4 of the distance it travelled before hitting the wind wall |
Obstacle creates physical obstacles on the battlefield where they did not exist before • last for the duration of battle or 1 hour out of combat, unless otherwise dispelled or destroyed |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Gale Force | yes | 336 | Elemental | Air | Wind | Destruction | 3 | 9 | Amplify | instant | self | may cast any two destruction Wind powers during your next action phase, up to a maximum of Tier 6 powers • the second power automatically counts as being cast with maxed out Gathering Winds, but then resets Gathering Winds |
Amplify Amplifies the damage of the casters destruction powers through a variety of means. No direct projectile therefore no LOS required and no dodge allowed, however caster must still have some reason to know that a target exists. Cannot be stacked. |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Downdraft | yes | 251 | Elemental | Air | Wind | Devastation | 3 | 8 | Trap | action | 28 | 4" radius • 2d4 damage • triggers an intense downdraft of air that pushes targets to the ground (knocked down) if failing a Stamina test |
Trap sets a two dimensional area of effect trap on the ground (or in a single plane of space) that is triggered when something enters or moves through the given radius surrounding a target point • upon being triggered the area of effect moves up from the base, a distance equal to the radius, to form a cylinder area of effect • use a single casting roll where only targets that are partially covered by the area of effect can add dodge to their Resistance |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Aerobeam | yes | 260 | Elemental | Air | Wind | Devastation | 3 | 12 | Beam | action | 10 | a dense column of concentrated wind travels in a straight line away from the caster, inflicting 2d4 damage to the first target it hits and Knocking that target down • the Knocked Down target is then pushed along the ground to the end of the beam, potentially taking an additional per inch damage if the ground is sufficiently rough (i.e. rocky ground +1 dam/inch) • if the target hits another target along that line both take collision damage and are pushed |
Beam fires in straight line from caster to target, LOS not required, dodge is allowed unless otherwise stated • casting rolls and spell power distribution is spell specific |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Calming Breeze | yes | 235 | Elemental | Air | Wind | Fortification | 3 | 6 | Empower | instant | self | target is enveloped in a calming breeze that generally reduces agitation, temper, or fear, granting +2 Resolve • while active all Spirit costs & Psionic difficulties are reduced by 1 (2 if Mage), cannot reduce below 1, Runeweavers can re-roll any 'Poor" result • consume to gain 2 extra Instants in the same round it was consumed |
Empower self cast buff with positive effects that remain in play for up to one hour unless dispelled • some Empower spells may be consumed at will as an instant for the affected target on their own turn • consuming a Empower immediately ends its effects, but causes an immediate additional effect • if an Empower is consumed it cannot be recast on that target for 1 hour |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Wind Shield | yes | 331 | Elemental | Air | Wind | Fortification | 3 | 7 | Shield | instant | 14 | creates a 1d12+10 elemental damage shield that negates all wind effects while active • the attack which destroys the shield causes a 6" knockback Wind effect to attacker |
Shield places a magical shield around a single target's body that blocks out damage and negates certain related effects, but only from external sources (i.e. no effect against self inflicted damage/effects). • When critically cast, doubles the value of the shield • Remains until end of battle or until shield gives out • attacks with extra effects (i.e. silence or stun) do not inflict their effects if the damage does not penetrate the shield • the attack which destroys the shield inflicts an effect back on the attacker that can be resisted without modifiers |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Thunderheads | yes | 201 | Elemental | Air | Storm | Alteration | 4 | 16 | Environment | action | self | Allows the caster to turn ordinary clouds into Thunderheads, causing loud thunder every time a spirit or faith power is cast and boosting effectiveness of Storm powers • this effect persists for 1 hour in a 15" radius column between the ground and the clouds, centered on the point where the spell was originally cast • while inside this area any spirit or faith power cast (except Air/Storm powers) has +10% miscast chance and the added effect that the Miscast also Deafens the caster for 1 round • any storm power cast against a target inside this area that is also holding or wearing metal gains +15 to Cast/Hit or +25% damage |
Environment powers with a variety of environmental effects that typically impact a large area |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Electromagnetic Field | yes | 283 | Elemental | Air | Storm | Alteration | 4 | 10 | Modify | instant | 20 | creates an electromagnetic field around a single target item (weapons, armor, etc) • if that item contains conductive metals and is not strapped on or attached in some way it can be pulled free and thrown anywhere within 20" • if it is a weapon treat it as having been thrown, otherwise use damage equivalent to 1d2 for S, 1d4 for M, 1d6 for L, 1d8 for XL • can also be used to throw your own items up to 20" |
Modify modifies the basic properties of something for useful purposes |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Storm Surge | yes | 315 | Elemental | Air | Storm | Destruction | 4 | 9 | Amplify | instant | self | if not already at 4 or more Volatile Storm stacks, immediately increase to 4 stacks • may cast any two destruction Storm powers during your next action phase, up to a maximum of Tier 6 powers |
Amplify Amplifies the damage of the casters destruction powers through a variety of means. No direct projectile therefore no LOS required and no dodge allowed, however caster must still have some reason to know that a target exists. Cannot be stacked. |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Ball Lightning | yes | 267 | Elemental | Air | Storm | Devastation | 4 | 14 | Blast | action | 32 | The caster using a swirling motion to collect a dense ball of lightning which is then hurled directly at a target point, inflicting 2d10+2 Storm damage in a 2" radius with no Dodge added to resistance for anyone touched by the radius | Blast Has an area of effect in a spherical radius around the target point • LoS is required for the target point, however the area of effect can hit targets out of LoS • use a single casting roll where the initial target cannot dodge but those in the area of effect can add dodge to their Resistance • Blast powers are projectile based, and unless otherwise stated move in a straight line from the caster to the target point |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Lightning Shield | yes | 299 | Elemental | Air | Storm | Fortification | 4 | 9 | Shield | instant | 14 | creates a 1d12+8 elemental damage shield that negates all Storm effects while active. Any non-magical physical projectile aimed at the shielded target is struck with lightning just prior to making contact with the shield, effectively incinerating or otherwise damaging it and causing no damage to the shield. Each time the shield does this it loses 5 points of shielding • the attack which destroys the shield also inflicts an equal amount of damage is back on the attacker as Storm damage |
Shield places a magical shield around a single target's body that blocks out damage and negates certain related effects, but only from external sources (i.e. no effect against self inflicted damage/effects). • When critically cast, doubles the value of the shield • Remains until end of battle or until shield gives out • attacks with extra effects (i.e. silence or stun) do not inflict their effects if the damage does not penetrate the shield • the attack which destroys the shield inflicts an effect back on the attacker that can be resisted without modifiers |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Gale Winds | yes | 291 | Elemental | Air | Wind | Alteration | 4 | 6 | Channel | action (uninterrupted) | 16 | caster chooses a direction for the wind to blow in a 16" cube around a target point that the caster can see • all targets must pass a strength test to move into wind (except caster) or gain x1.5 move if moving with the wind • moving directly perpendicular to the wind direction has no effect • treat as natural wind in terms of interactions with objects within the are a (i.e. can blow the sails on a ship) • channel in 1 hour increments outside of combat |
Channel Effects persist for 1 full round, typically inflicted at the beginning of the turn of any effected targets. May continue casting in consecutive rounds if paying 10% of the full spirit cost with no casting roll required, provided the caster is not interupted and did not move. • while channeling the caster counts as being Vulnerable • if the channeled power causes CC effects of some kind, it is assumed that they are one continuous CC effect • if used outside of combat the duration of the effect varies depending on the power but is immediately cancelled if the caster is interrupted or moves |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Gusting Apparition | yes | 334 | Elemental | Air | Wind | Conjuration | 4 | 4 per Tier | Illusion | instant | 16 | manipulates the wind to create a vaguely humanoid or animal shape from local debris (leaves, dust, etc...) or even clouds/fog • often mistaken for a ghostly apparition, which can potentially cause Fear • the Gusting Apparition can be controlled by the caster to make gestures and/or move up to 6" per round • Caster may transmit his voice on the wind to make the Gusting Apparition appear as though it is speaking • if at any point it touches a target, they are Winded if failing an Elemental Resistance roll • the maximum creature size of a Gusting Apparition is dictated by Tier, where Tier 1 = Tiny or Smaller, with one size increase per Tier after that (i.e. Tier 7 = Colossal) |
Illusion Conjures a visible illusion that lacks true physical characteristics. Upon successfully casting, any creature that relies on conventional sight as its primary source of perception will believe the illusion to be real if the casting value is greater than their mental resistance. • illusions can't directly influence physical matter, nor can they inflict any kind of damage or effects • last for the duration of battle or 1 hour out of combat unless otherwise dispelled or destroyed • dispel resistance is equal to the original casting value of the illusion • if there is evidence to suggest that the illusion might not be real, creatures may pass a Wisdom or Perception test to see through the illusion and therefore not be affected by it in anyway • GMs may choose to add advantage or disadvantage modifiers to these rolls depending on the situation. |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Downburst | yes | 337 | Elemental | Air | Wind | Destruction | 4 | 6 | Burst | action | 16 | an isolated downdraft of intense wind hits the target, inflicting 4d4 initial wind damage • if target is on the ground they are Knocked Down • if target is flying or otherwise in the air, they are pushed downwards up to 10" minus their size modifier and if hitting the ground, taking equivalent collision damage and also becoming Knocked Down • in either case Large and Huge targets must fail a Stamina test in order to be Knocked Down, while Massive or larger targets can ignore the Knockdown all together |
Burst no direct projectile therefore no LOS required and no dodge allowed, however caster must still have some reason to know that a target exists |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Wind Slash | yes | 394 | Elemental | Air | Wind | Destruction | 4 | 8 | Strike | action | melee | +3d4+4 damage • if striking with a weapon that would cause piercing or cutting injuries add +10% critical hit chance for both physical and spirit portion of the attack |
Strike Adds spirit based damage/effects onto a regular main hand melee attack or Focus skill, and counts as a 'strike'. See Combat rules for Combined Attacks. Strike powers do allow for a regular off-hand attack if dual wielding, but the off-hand attack cannot be a Spirit/Faith power or Focus skill • if a Strike is used while unarmed (non-Focus) it is assumed that a basic fist attack is made (i.e. a 1 damage physical attack) |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Howling Vortex | yes | 335 | Elemental | Air | Wind | Devastation | 4 | 8 | Blast | action | 28 | 3" radius • 3d4 damage • pushes all targets within the radius to the outside edge • if failing an Stamina test targets are knocked down |
Blast Has an area of effect in a spherical radius around the target point • LoS is required for the target point, however the area of effect can hit targets out of LoS • use a single casting roll where the initial target cannot dodge but those in the area of effect can add dodge to their Resistance • Blast powers are projectile based, and unless otherwise stated move in a straight line from the caster to the target point |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Gale of Arrows | yes | 392 | Elemental | Air | Wind | Devastation | 4 | 14 | Multi | action | 32 | fire four magical arrows in a 90 degree firing arc • no more than two arrows can be assigned to a given target • arrows are fired at extremely high velocity, preventing any dodge contribution to resistance & preventing any chance to block • each arrow inflicts 1d12 damage |
Multi Fires multiple projectiles where LoS is required on each target • can't cast on targets in base contact • targets can add Dodge to Resistance • use a seperate casting roll for each target, however any Miscast(s) does not prevent the other rolls from succeeding (effectively done simultaneously) |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Energy Twister | yes | 284 | Elemental | Air | Wind | Fortification | 4 | 16 | Defense | instant | self | 3 twisters @ 2" radius around caster, intercept any enemy that crosses radius and inflicting a 3" 'Updraft' • gain +1 storm dam (+2 if mage) & +1 dam to any non-spirit ability per active twister |
Defense Self cast only. Effects remain in play for up to one hour, or until dispelled or consumed. • active magical defenses typically aimed at preventing or discouraging opponents from targeting or moving into base contact with the caster |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Eye of the Storm | yes | 393 | Elemental | Air | Wind | Fortification | 4 | 4/Tier | Shell | action | self | Summons forth storming winds all around the caster, while maintaining an area of calm within the eye of the storm • This shell of wind will deflect the next 1 per Tier projectiles, ranged attacks, powers, or skills made against any target within the Eye of the Storm if it originates from outside the eye of the storm |
Shell defensive powers that erect a stationary shell or field of influence around the caster and typically reduce incoming damage • unless otherwise stated as "self-cast only", the shell is a 1" per Tier radius, centered on the caster, and thus may envelop other targets (friend, foe, or inanimate objects) • the effects of the shell are typically only considered at the boundary, while all targets inside the shell are unaffected • remains in play for duration of battle, or until dispelled or expended • attacks with additional effects (i.e. silence or stun) do not generally inflict their effects if the damage does penetrate the shell • while within the shell the caster may on subsequent turns, refresh the shell back to its original state (effectively recasting at the same Tier of power) for 1/2 the spirit cost |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
False Storm | yes | 286 | Elemental | Air | Storm | Conjuration | 5 | 16 | Illusion | instant | battlefield | Creates a raging illusionary storm that remains ever on the horizon. Anyone that can see or hear it must pass a Resolve test or they will immediately flee or seek to find cover from the storm. Once a target passes a resolve test it is no longer affected by the False Storm in an appreciable way. | Illusion Conjures a visible illusion that lacks true physical characteristics. Upon successfully casting, any creature that relies on conventional sight as its primary source of perception will believe the illusion to be real if the casting value is greater than their mental resistance. • illusions can't directly influence physical matter, nor can they inflict any kind of damage or effects • last for the duration of battle or 1 hour out of combat unless otherwise dispelled or destroyed • dispel resistance is equal to the original casting value of the illusion • if there is evidence to suggest that the illusion might not be real, creatures may pass a Wisdom or Perception test to see through the illusion and therefore not be affected by it in anyway • GMs may choose to add advantage or disadvantage modifiers to these rolls depending on the situation. |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Storm Strike | yes | 386 | Elemental | Air | Storm | Destruction | 5 | 7 | Strike | action | melee | +1d4+1d6+1d8+6 damage • can elect to use the spirit portion on an separate target within 1" of physical target • if wielding a weapon that has the "Melee-Range" effect mya extent the range of the spirit effect by adding in the melee range of the weapon |
Strike Adds spirit based damage/effects onto a regular main hand melee attack or Focus skill, and counts as a 'strike'. See Combat rules for Combined Attacks. Strike powers do allow for a regular off-hand attack if dual wielding, but the off-hand attack cannot be a Spirit/Faith power or Focus skill • if a Strike is used while unarmed (non-Focus) it is assumed that a basic fist attack is made (i.e. a 1 damage physical attack) |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Chain Lightning | yes | 349 | Elemental | Air | Storm | Devastation | 5 | 22 | Multi | action | 32 | LOS required on first target only, no dodge allowed, causes 6d6 dam then jumps to the next closet target w/in 3" (up to 4 times), losing 1d6 dam each jump, separate hit roll each jump, but bonuses only apply to first target | Multi Fires multiple projectiles where LoS is required on each target • can't cast on targets in base contact • targets can add Dodge to Resistance • use a seperate casting roll for each target, however any Miscast(s) does not prevent the other rolls from succeeding (effectively done simultaneously) |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Chrysalis of Storms | yes | 350 | Elemental | Air | Storm | Fortification | 5 | 24 | Shell | action | self | Self-cast only • Places the caster into a hard shelled chrysalis charged with storm energy • the caster is completely immobilized while inside the chrysalis but may still use non-LoS powers and/or elect to use Chain Lightning as an action for no spirit cost, however, the Chain Lightning chooses targets based purely on proximity to the Chrysalis • the Chrysalis is destroyed if it suffers more than 30 damage, with none of that damage carrying over to the caster • upon being destroyed the caster gains 6 Focus and +2% Critical Cast chance with Storm/Air powers for the remainder or the battle, for every round spen within the Chrysalis |
Shell defensive powers that erect a stationary shell or field of influence around the caster and typically reduce incoming damage • unless otherwise stated as "self-cast only", the shell is a 1" per Tier radius, centered on the caster, and thus may envelop other targets (friend, foe, or inanimate objects) • the effects of the shell are typically only considered at the boundary, while all targets inside the shell are unaffected • remains in play for duration of battle, or until dispelled or expended • attacks with additional effects (i.e. silence or stun) do not generally inflict their effects if the damage does penetrate the shell • while within the shell the caster may on subsequent turns, refresh the shell back to its original state (effectively recasting at the same Tier of power) for 1/2 the spirit cost |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Levitate | yes | 371 | Elemental | Air | Wind | Alteration | 5 | 12 | Movement | instant | 20 | allows the target to levitate, moving through the air at move x2 for up to 1 hour (or until cancelled or dispelled) • if used on targets other than the caster, Levitate is only maintained while within 20" of the caster • caster may choose to control the movement of the target, however doing so counts as an action in addition to casting Levitate as an instant, and requires a hit roll as though it was an offensive power |
Movement alters the way things move • self cast only, unless spending 1.5x the spirit cost • cannot be cast on unwilling targets • unless otherwise specified, using a Movement power to leave base contact with an enemy does NOT count as Disengaging from Combat |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Conjure Wind Hydra | yes | 446 | Elemental | Air | Wind | Conjuration | 5 | 2+4/Tier | Sentinel | action (uninterrupted) or 1 minute | 10 | 1 head/Tier, each head spits 2 Aerobolts per round, targeted as the caster desires • each time the hydra takes 10 or more damage it loses 1 head (no AC or resists), and can only lose multiple heads from a single attack if it is AoE or multi-target • hydra despawns when there are no heads left |
Sentinel Conjures/summons an active stationary combat oriented-entity under the casters control • requires 1 minute of uninterrupted casting time outside of combat • if cast as an action during combat the Sentinel appears at the start of the casters next turn, provided they were not interrupted • can be cast an unlimited number of times, provided any Sentinels of the same type from previous castings no longer exist • conjured Sentinels appear within range of the caster and cannot move except to rotate on the spot • the Sentinel uses the casters Initiative Score and will attack any target the caster deems hostile • Sentinels disappear after 24 hours if they are not fed Spirit equal to 10% of their original cost or 1 enchanting component of the appropriate type • also disappear if dismissed by the caster (which counts as an instant), if the Sentinels HP drop below 0, or if dispelled • if the caster is slain the Sentinel either disappears or becomes hostile to all, gaining its own Initiative Score of 1d12+1 • not worth any XP if destroyed |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Rapier of Winds | yes | 515 | Elemental | Air | Wind | Conjuration | 5 | 13 | Weapon | instant or action | self | Conjures the Rapier of Winds, an elegant and delicate looking sword whose blade seems to move with a mind of its own • the Rapier of Winds is large sword that inflicts 1d10 damage with its own innate 'Graceful' +15 to hit • it also imposes Overpowering (-5) and possesses its own Parry (+6) which can be used up to three times as a single reaction • when cast as quasi-sentient it may still parry for the caster if it remains within 1" of the caster |
Weapon can be cast an unlimited number of times, provided any Weapons from previous castings are no longer present • conjures a magical weapon that can be wielded (by caster only) like any weapon for its duration (must adhere to weapon proficiency rules) • conjuration lasts for 1 round +1/Tier of Caster (minutes if out of combat) or until dispelled/canceled/sheathed • critical casts do not conjure an additional weapon but instead extend the duration by +1 round • if used as an action, the weapon becomes quasi-sentient and can magically move (up to 4") and attack on its own (with no modifiers) • quasi-sentient weapons do not benefit from weapon or combat pecialiazations of the caster • quasi-sentient weapon conjurations automatically disappear if they move more than 8" away from the caster • weapon conjurations can be dispelled at any time |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Cyclone | yes | 353 | Elemental | Air | Wind | Devastation | 5 | 21 | Nova | action | 3 | 3d12+4 damage, knicks targets back 1d6 inches | Nova radiates outwards from the caster on all sides, up to a radius defined by Range • use a single casting roll with no Dodge allowed • does not affect that caster themselves |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Violent Squall | yes | 411 | Elemental | Air | Wind | Devastation | 5 | 35 | Storm | action | 20 | unleashes a sudden and extremely violent wind storm in a 5" radius, inflicting 4d4 damage and Winding targets • caster chooses which direction the wind blows within that radius, knocking all targets back 1d6" in that direction |
Storm Has a large cylindrical area of effect in a radius around the target point, where the height up or down from the target point is equal to the radius of the cylinder • LoS is required for the target point, however the area of effect can hit targets out of LoS • use a single casting roll where only targets that are partially covered by the area of effect can add dodge to their Resistance • Storm powers are typically not considered projectile based even if the component causing the damage is a projectile (i.e. cannot be blocked) |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Conjure Storm Hydra | yes | 437 | Elemental | Air | Storm | Conjuration | 6 | 2+14/Tier | Sentinel | action (uninterrupted) or 1 minute | 10 | Conjures a magical hydra with 1 head/Tier, where each head spits 1 'Ball Lightning'/round, ea time the hydra takes 10 or more dam it loses 1 head (no AC or resists), despawns when no heads left | Sentinel Conjures/summons an active stationary combat oriented-entity under the casters control • requires 1 minute of uninterrupted casting time outside of combat • if cast as an action during combat the Sentinel appears at the start of the casters next turn, provided they were not interrupted • can be cast an unlimited number of times, provided any Sentinels of the same type from previous castings no longer exist • conjured Sentinels appear within range of the caster and cannot move except to rotate on the spot • the Sentinel uses the casters Initiative Score and will attack any target the caster deems hostile • Sentinels disappear after 24 hours if they are not fed Spirit equal to 10% of their original cost or 1 enchanting component of the appropriate type • also disappear if dismissed by the caster (which counts as an instant), if the Sentinels HP drop below 0, or if dispelled • if the caster is slain the Sentinel either disappears or becomes hostile to all, gaining its own Initiative Score of 1d12+1 • not worth any XP if destroyed |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Jolt | yes | 417 | Elemental | Air | Storm | Destruction | 6 | 17 | DOT | instant | 30 | 2d6 dam, for the duration of the DOT any special ability is passively Interrupted if the target fails an Elemental resist • Interrupt effect cannot occur two rounds in a row |
DOT no direct projectile therefore no LOS required and no dodge allowed, however caster must still have some reason to know that a target exists • remains active for one additional round per Tier or until dispelled/canceled, resist against initial cast only (unlike poison effects), damage bonus applies on first round only |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Tempest | yes | 438 | Elemental | Air | Storm | Devastation | 6 | 37 | Storm | action | 15 | 4" radius, inflicting 3d8+2 damage and a 2" knockback in a random direction to all affected targets • also assign an additional 1d8 damage to up to three affected targets or all on one target |
Storm Has a large cylindrical area of effect in a radius around the target point, where the height up or down from the target point is equal to the radius of the cylinder • LoS is required for the target point, however the area of effect can hit targets out of LoS • use a single casting roll where only targets that are partially covered by the area of effect can add dodge to their Resistance • Storm powers are typically not considered projectile based even if the component causing the damage is a projectile (i.e. cannot be blocked) |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Vaporize | yes | 441 | Elemental | Air | Wind | Alteration | 6 | 15 | Transmute | action | 10 | converts a single target/creature (up to Huge) or item (up to XL) into a vapor • target loses solid form and becomes immune to most physical damage • cannot move on its own but will be moved by air/wind currents or can be carried in a sealed vessel/container • after 1 hour the target returns to solid form again • this can occur sooner if the caster chooses to end the effect or if the effect is dispelled |
Transmute alters the physical form and/or properties of the target, granting various effects |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Seal of Wind | yes | 524 | Elemental | Air | Wind | Destruction | 6 | 23 | Seal | 5 minutes per Tier | 4 | Anyone attempting to break or tamper with the seal will be hit by a strong gust of wind, pushing them directly away up to 1d4+4" • whoever breaks the seal will be blown 20" up into the air, where they will remain suspended indefinitely • any failed attempt made to dispel the effect or physical attempt to the effect (i.e. tossing them a rope) will cause the target to be instantly dropped, suffering fall damage and then being blown back up into the air again |
Seal places a magical seal on an object (i.e. a door, chest, book, etc...) • can be visible or invisible • typically granted a single method of being safely opened or re-sealed (i.e. a command, incantation, gesture, key, etc..) • when incorrectly attempting to open the seal (i.e lock pick, incorrect command, etc..) there are typically minor effects to warn against further tampering • if the seal is broken through force or dispelled in any way it inflicts damage and effects to whoever broke it, any permanent or long term effects can typically be dispelled, or can be ended by using the same method that would have safely opened the seal • if scoring a critical cast at the time the seal is created, it stores twice the energy and will do double damage whenever it is finally broken • if the seals effects require an additional casting roll upon breaking it is with no modifiers and cannot critically cast or miscast |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Windthrow | yes | 533 | Elemental | Air | Wind | Devastation | 6 | 25 | Plague | action | 30 | for the duration, affected targets are Knocked Back up to 4" in any direction of the casters choice, during the casters turn • this does not inflict any direct damage, however can cause collision damage • in addition to the regular means of Plague Archetype powers spreading, if Windthrow causes a target to collide with other targets they are also considered affected by Windthrow |
Plague a damage-over-time power that spreads to any target within 3" at the start of an infected targets turn • no LOS required and no dodge allowed, however caster must still have some reason to know that the initial target exists • remains active for one additional round per Tier or until dispelled/canceled, when duration expires on original target it is removed from ALL targets • resist against initial cast only (unlike poison effects) • damage bonus applies to initial target and on first round only |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Armor of the Windlord | yes | 445 | Elemental | Air | Wind | Fortification | 6 | 15 | Armor | instant | self | while active your dodge contribution to AC versus any ranged physical attack or projectile based spirit/faith powers is tripled (only double if vs Earth powers) • does not Stack with Lightning Reflexes • after dodging 2 hits Wind Armor dissipates harmlessly |
Armor Self cast only. Armor remains in play for up to one hour, or until dispelled or consumed by certain conditions being met |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Overload | yes | 464 | Elemental | Air | Storm | Devastation | 7 | 45 | Ultimate | action | battlefield | charges the casters body w/ electrical energy, explodes doing 1d6 dam to each target/ # of targets (max 10), 50% chance to effect caster | Ultimate Always Tier 7 • battlefield wide AoE damage (with an upper limit) |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Cloudgate | yes | 477 | Elemental | Air | Wind | Alteration | 7 | 20 per 1" radius | Portal | action | n/a | UNDER DEVELOPMENT | Portal Always Tier 7. Portal magic varies greatly by School but typically must be anchored to one or more fixed locations • after initially being cast/used the portals typically dissapear unless tethered to a physical location/object, in which case they instead become dormant • once dormant, portals can typically be re-activated by any spirit user (regardless of Tier) that knows the portal exists, simply by speaking a command word and paying the spirit cost for the portal power • the size of the opening is typically dictated as a 1" radius per 20 spirit used to cast the power and anything larger than this cannot pass through • portals do not typically have a suctioning effect of any kind and matter must be moved, pushed or thrown into it • some portals may also require a physical key, magical object, specific incantation, word of power, or passphrase to activate |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Prime Air Elemental | yes | 478 | Elemental | Air | Wind | Conjuration | 7 | Supreme | action | 10 | Summons a Air Earth Elemental | Supreme Always Tier 7 • summons a supremely powerful entity that the caster has no control over whatsoever • acts immediately, according to its own Initiative Score • worth XP if slain |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Suffocation | yes | 469 | Elemental | Air | Wind | Destruction | 7 | 2x Targets Threat Rating | Death | action | 4 | instantly kills a target that requires breathing or ventilation of some kind | Death Always Tier 7 • single target, short ranged LOS, cause instant death (some restrictions apply) • can only be successfully used once per day |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Hurricane | yes | 479 | Elemental | Air | Wind | Devastation | 7 | Ultimate | action | battlefield | UNDER DEVELOPMENT | Ultimate Always Tier 7 • battlefield wide AoE damage (with an upper limit) |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Windlord | yes | 480 | Elemental | Air | Wind | Fortification | 7 | Avatar | instant | self | UNDER DEVELOPMENT | Avatar always Tier 7 • self cast only • transforms the caster into a powerful avatar of the particular School of Spirit powers invoked • can only ever be one Avatar (for a particular School of Spirit powers) in existence in a given Realm at any time • if an Avatar is already active the spell will automatically fail. |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver | |
Hurricane | yes | 500 | Elemental | Air | Wind | None | 8 | unknown | Legendary | action | Unknown | Creates a massive hurricane over a given area | Legendary Legends speak of spells with the power to destroy worlds, however their existence is pure speculation and if they do exist they certainly cannot be learned through conventional means |
Mage, Battlemage, Wizard, Druid, Shaman, Assassin, Runeweaver |
Screaming Wind | yes | Arcane | Air | Wind | Alteration | 1 | 2 | Counter | reaction | 16 | As an enemy caster begins casting a spirit or faith power (but before rolling to cast), as a reaction, you open your mouth and wind screams out towards the enemy caster. If they fail to resist they are immediately Deafened for 3 rounds, making it more difficult for them to succede when they roll to cast their spell(s). | Counter When a target casts a spell, use reaction to interrupt, cancel, counter, redirect or reflect it. The enemy caster gains bonus resistance to the effect equal to 5x thier max Tier of power. |
Mage, Battlemage, Wizard, Druid, Assassin, Runeweaver |