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Air Magic

School of MagicAir
DomainElemental
PolarityChaos
Realm of OriginThe Realm of Storms
Associated ColorsWhite, Grey Tones
Associated MaterialsQuartz
Crafting/Enchant MaterialAether
School of PowersWind
Academic NameAeromancy
Traditional NameLore of Sky
School of Powers, VolatileStorm
Academic NameElectromancy
Traditional NameLore of Thunder

Air Magic is the spiritual manifestation of the Realm of Storms, where the winds of creation never rest. It is the breath of the world—the unseen elemental force that moves all things, from the whisper of a breeze to the fury of a cyclone. Those who wield Wind Powers learn to dance with chaos itself, channeling unseen forces that shift and surge in constant motion. Agile and elusive, Air Magic favors freedom over form, striking swiftly and vanishing before retribution can take hold. To master it is to ride the edge of control, gathering momentum until the power itself seems to move the caster as much as they command it.

Yet within the ever-turning skies lies the heart of the storm—a volatile union of wind and lightning known as Electromancy, or in more ancient times, the Lore of Thunder. When chaos grows charged with energy, when motion becomes fury, the air itself turns violent. Storm powers calls upon this volatile force, crackling with destructive potential and unstable resonance. Each invocation draws the caster closer to an Overcharged state, which both empowers the caster but also puts them at great risk if losing control of that power. Then, lightning arcs without aim, energy surges in every direction, and the caster becomes both conductor and conduit of the Realm of Storms’ raw, unbridled will. To harness such power is to risk becoming its storm.

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.