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Air Magic

School of Magic Air
Domain Elemental
Polarity Chaos
Origins 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:

Air Power Passives

Applies to Air powers only NOT Storm Powers

Gathering Winds

  • After casting 4 Air powers in a row the next Air Power has the casters choice of EITHER being free-to-cast or +15% Critical Cast chance

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 critical failures and critical casts. Remaining in this state too long will cause the caster to freeze solid.

  • When 4 or more stacks of Volatile Storm energy are present on the caster, gain +15% to BOTH Critical Cast & Critical Fail
  • 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 crit cast or fail, 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 Critical Failure results). Use the filters below to refine your search.