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Air Magic

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


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.