Air Element

copyright 2001 by Dan Ashlock

Contents

(Cover)

   Introduction
      Rules for Lightning
   Spells
      Air Gem
      Animate Air
      Armor of Lightning(F)
      Autoimmunity
      Ball Lightning
      Bind Air Elemental(F)
      Bind Lightning
      Blow(F)
      Brimstone(F)
      Calm
      Clear Air
      Clear Vapor
      Cloud Island
      Comet
      Command Air Elementals
      Contain Air Elemental(F)
      Control Cloud(F)
      Control Air Elemental(F)
      Control Temperature
      Cyclone Shield
      Direct Lightning
      Dismiss Cloud
      Dismiss Earth Elemental
      Electrical Manashield
      Elemental Air Gate
      Euaria
      Fly(F)
      Fog
      Fog See
      Forked Lightning(F)
      Harden Air
      Harden Fog
      Hold Earth Elemental
      Humorous Vapors(F)
      Illusion Lightning
      Infuse Lightning
      Lethal Vapors(F)
      Lightning Bolt(F)
      Lightning Capture
      Lightning Form
      Lightning Storm
      Mage's Eyes : Air
      Mass Suffocation
      Mistwalk(F)
      Paint Air
      Program Cloud(F)
      Protection from Air Elementals
      Protection from Lightning
      Recharge
      Rune of Lightning
      Saint Elmo's Fire
      Shock
      Soft Lightning
      Soporific Vapors(F)
      Sparks
      Spear of Lightning
      Sphere of Air
      Stabilize
      Suffocate
      Summon Air Elemental
      Thunder(F)
      Vapor Form
      Vortex
      Vortex of Cleansing
      Vortex of Interposition
      Vortex of Prisoning
      Wall of Wind
      Wind
      Zephyr

Introduction

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Air elementalists control air and summon up air related forces such as lightning. They do not have any great control over the weather, but they are masters at bending the air to their will, creating gusts and vortices. Their greatest powers are the ability to raise and control air elementals and to generate various forms of lightning. The most powerful air mages can create castles on cloud islands.

Rules for Lightning

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Lightning or electricity is not one of the standard types of damage. The rules for lightning are as follows. Lightning is treated as magical damage except that the magic armor one garners from wearing metal armor does not count against it and a person wearing armor with a higher metal content than studded leather gets no armor against lightning at all; the armor negates their own personal base value for magic armor. Concussive damage from vortices or thunder is impact damage and is treated as such, save that it may also damage your hearing. Naturally occurring lightning is described in Weather Lore, in the school of natural lore.

Spells

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Air Gem.
Rank: 5.
Csp: -lots.
Mana: 9.
Range: touch.
Duration: see below.
Area of Effect: see below.
Description:

This spell allows the caster to condense air into an object that look like a gem. The gem has one apparent karat per DP spent. The air may be released later in any of several fashions. Anyone may release the air explosively by breaking the gem. People within a radius of 1 meter per karat must save vs agility or fall over and there may be other effects if the gem contains more than simple air. All other methods require an air mage, who may release the air at will or someone with magic skill that makes their magic skill roll. Any such person may breathe the air (the gem shrinks) if it is touching their skin, 1 hour per karat. An air mage may use it as a source of air for summoning an elemental (20 design points in the elemental per karat). This spell may also be used to condense fog, brimstone, lethal vapors, or any other primarily airy substance. This spell, once started, will causes such substances to last until they are released from the gem. In particular, an air mage may cast a spell that generates a particular type of gas at the end of the air gem spell, causing the air gem to be formed of that substance without releasing any of it. The thermal and humidity properties of the air or airy substance in question are also preserved. The appearance of the gem is highly dependent on the gases used to create the gem. Special failure mode one causes the gem to slowly evaporate. Special mode two makes the gem more or less unbreakable, massive force is required. Such a gem will often shatter rather than burst, leaving shards of air gem that slowly evaporate. Special mode three causes the gem to be weightless when it forms; this may be somewhat inconvenient - it will be mildly buoyant even in air.

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Animate Air.
Rank: 6.
Csp: -60.
Mana: 13 or more.
Range: short.
Duration: 1 hour.
Area of Effect: see below.
Description:

This spell creates a barely visible, man sized servant. It has a strength of 12 and is made of air. This means it is totally invulnerable to (well, transparent to) weapons. Weapons that are +3 or better may hit the creature (+15 or more to hit or +3 or more extra damage from magic). Each time it takes damage the caster must save vs magic at -1 per point of damage taken or the servant will vanish. The servant has a flying movement of 8. The servant must stay within 100 meters of the caster or it will vanish. For +5 mana the servant will become as transparent as air. For +1 mana the caster may cause each of the following effects. 2x duration, +1 strength, +2 movement, 2x maximum range from caster, or +5 to the caster's save to sustain the servant. For +3 mana the caster may get 2x as many separate servants. The servant is only modestly intelligent but will follow the casters instructions implicitly. The servant borrows it's caster's speeds and combat bonuses. It can pick up physical objects. One karat of air gem suffices for 5 mana worth of animated air (See : Air Gem). Needless to say air is necessary to summon one of these creatures. Completely imprisoning an animated air servant in earth or stone will dismiss it. Special failure mode one causes the servant to obey the caster's orders literally rather than implicitly. Special failure mode two causes the servant to play jokes on the caster in it's spare time. Special failure mode three divides the duration by 3d6.

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Armor of Lightning(F).
Rank: 4.
Csp: -30.
Mana: 7 or more.
Range: none.
Duration: 10 minutes.
Area of Effect: caster.
Description:

This spell surrounds the caster with a glowing blue or purple garment of lightning. It adds +3 to his magic armor, and does 3d6 of electrical damage to anyone touching the mage or establishing a conductive path to him, say with a metal weapon. The mage may add +d6 damage and +1 armor for +2 mana, or +10 minutes duration for +1 mana. Special failure mode one makes the aura patchy, luck save for attacker to avoid it. Special failure mode two causes the caster to take the damage from the spell until he turns it off (the caster may end the spell at any time). Special failure mode three gives the damage aura a radius of 2d3 inches.

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Autoimmunity.
Rank: 3.
Csp: -12.
Mana: 3.
Range: see below.
Duration: see below.
Area of Effect: see below.
Description:

This spell may only be cast with other spells in the same area of magic. The effect is to give the caster (or in the case of a magic item the triggerer or wielder) immunity to damage caused directly by the spell. Cast with an air spell, adding mana cost and casting time and taking the higher rank, it causes bounceback, blastback, or ground zero results to not harm the caster. A mage might make, for example, the wand of defensive ball lightning by adding this spell to a normal ball lightning spell. The caster gets no immunity to secondary effects. Special failure modes one and two are inherited but retain caster immunity, mode three permits the parent spell to fail with the protection from this spell deleted.

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Ball Lightning.
Rank: 4.
Csp: -20.
Mana: 9 or more.
Range: short.
Duration: 6 rounds.
Area of Effect: see below.
Description:

This spell allows the mage to summon up a ball of lightning. The ball does 3d6 of damage to anyone within 1" of it while it hovers. Each round it moves 1-10 inches in a random direction, rebounding off obstacles, doing d6 to anyone it passes within 1" of and 3d6 to obstacles, after which it hovers. The mage may add +d6 to the 3d6 for 1 mana. For each such +d6 he gets +1 point to the flyby damage, with +4 being treated as +d6 instead. The mage may also add up to +6 rounds duration for +1 mana or get +1 balls of lightning. There is a 1 in ten chance each round that a ball of lightning that does more than 3d6 of hover damage will split into two balls that do d6 less each. Their first movement must be in opposite directions. This spell is mostly useful as a distraction or to cover a getaway. This chance may be increase by +1 chance in 10 for +1 mana to a maximum of five chances in ten. Special failure mode one causes the initial damage of the ball lightning to be three no matter what. Special failure mode two causes the chance of splitting to be ten out of ten and adds +3d6 damage. Special failure mode three gives each ball a one in ten chance of detonating (for 6d6+dice>3d6) in a three inch radius at the end of each round.

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Bind Air Elemental(F).
Rank: 7.
Csp: -1800.
Mana: 15.
Range: short.
Duration: until dispelled or reversed.
Area of Effect: see below.
Description:

This spell is cast on an air elemental, usually imprisoned nearby, and also on the special focus of the spell - which may be any physical object the mage chooses. At the completion of the spell the elemental is drawn into the item. This spell can draw an elemental from one item and into another. Any of the elemental's innate, continuously functioning powers that the referee judges could reasonably function through the item as a magic item do. Examples of such powers are damage reduction or immunity to a given type of damage, night sight, or movement powers like sand swimmer. These must be innate abilities that do not require the elementals's volition to exercise. Abilities that require volition to exercise are not transfered though the item unless extra mana is spent as described below. If the item imprisoning the elemental is a weapon then it gains +5 to hit for each +20 to hit, (or missile or bow as appropriate) that the elemental had and +1 damage for each +4 damage bonus the elemental had. This damage bonus is also added to the weapon's break. In the case the item is broken the elemental is released. Likewise, the caster of the spell may release the elemental at short range by expending one mana per 50 design points the elemental has at a delay of -6. Unless some bizarre bargain has been made, the elemental will emerge utterly hostile when such an item is broken.

For an additional +3 mana the magic item can bestow volitional powers (that the imprisoned elemental has) upon the possessor of the magic item when it is on their person. This requires that the elemental specifically allow this use of its powers. This can be done in a number of ways, sacrifice, magic that compels the elemental, magic that renders the elemental a compliant fool, bargains in advance, or offers to release the elemental. Someone with spiritual awareness can conduct spiritual combat with the improsoned elemental and compel it to lend its powers to them until the elemental heals up. In this mode the possessor of the item can talk, mentally, to the elemental and it can talk to them. This power to talk can give an intelligent elemental a lot of leverage. For +2 more mana the owner of the item can compel the elemental to let the owner use one of its powers if he wins a competitive stress save.

Special failure mode one for this spell releases the elemental if he is imprisoned but fails to imprison it in the magic item. Special failure mode two causes the spell to appear to work properly but there is a small chance (2d6 in 100, referee secret roll) that the item will release the elemental with each use of the elemental's powers, including striking with the weapon if the elemental gives a hit/damage bonus. Special failure mode three imprisons the caster of the spell in the magic item. This may or may not release the elemental depending on how he is imprisoned.

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Bind Lightning.
Rank: 4.
Csp: -120.
Mana: 7.
Range: touch.
Duration: until triggered.
Area of Effect: one metal object.
Description:

This spell is cast with any lightning spell the mage has. It allows the mage to bind that spell into the metal object. The next time a living creature touches the object the spell will start as if it had been cast by the metal object. The mana for this spell and the one embedded are added together for figuring the spell roll, and the rank is the maximum of the ranks of the two spells involved. For +3 mana the caster may specify trigger conditions other than "touch". The caster could, for example, bind a lightning bolt into a metal arrowhead and make firing the arrow the trigger. This would allow the person firing the arrow to use his bow bonus to target the lightning bolt. This spell requires that the mage paint or scratch a simple rune on the object to which the lightning is bound. This rune may be concealed by another layer of paint or by placement. Cast with a Direct Lightning spell this spell creates a metal object that attracts lightning as it the direct lightning spell has the metal object as its target. Special failure mode one causes the spell to come out of the metal object at a random time. Mode two causes the spell to work d3 extra times after the first. Mode three causes the spell to hiss and spit from 2d6 rounds before going off.

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Blow(F).
Rank: 6.
Csp: -6.
Mana: 11 or more.
Range: none.
Duration: until repealed.
Area of Effect: caster.
Description:

This spell turns the caster into a wind. He is invisible and insubstantial. He may move at any speed the wind can reasonably move at in the area he is in, forming a gust from a few meters to a few tens of meters wide. The mage may revert to normal at any time and this ends the spell. It costs 2x as much mana to cast spells from windy state. Magic items not designed (3 DP of additional crafting time) with this in mind will probably not function from this state. For +3 mana the mage may take 2x as much mass into wind form with him, where the base mass is 100 kg; the caster and a modest amount of equipment. While in this state the mage is effectively possessed of the ability +4 or better weapons to hit. Special failure mode one renders the mage faintly visible. Special failure mode two makes the duration 2d100 rounds instead of until repealed. Mode three makes the caster blow with the prevailing wind.

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Brimstone(F).
Rank: 3.
Csp: -12.
Mana: 7 or more.
Range: targeting roll for center.
Duration: 6 rounds.
Area of Effect: 1" radius.
Description:

This spell summons a cloud of brimstone. Brimstone does d6 per round of poison damage to breathing creatures, save vs poison to no damage. It also effectively blinds any creature not used to brimstone, e.g. some dragons or all demons, and forces any creature not used to it that manages to inhale some to save vs stress or bend all efforts toward leaving the cloud (if, for some stupid reason, they want to stay in the cloud). The caster may add +6 rounds of duration or +1" of radius per +1 mana. The brimstone cloud will move with the wind (See : control cloud) but remain cohesive for the duration of the spell, unless an extraordinary wind is used. Special failure mode one multiplies the radius by d6. Special failure mode two multiplies the duration by d6. Special failure mode three causes the brimstone cloud to move as ball lightning.

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Calm.
Rank: 3.
Csp: -60.
Mana: 7.
Range: none.
Duration: 10 minutes.
Area of Effect: 50" radius.
Description:

This spell reduces wind velocity by 20 kph within the area of effect. 1 added mana buys +10 kph better, 2x radius, or 2x duration. This spell is mostly of nautical import, but is useful for storm control. Special failure mode one halves the effect. Mode two makes the wind in the area of effect form vortices instead of slowing. Mode three causes the wind to speed up and slow down in strips.

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Clear Air.
Rank: 3.
Csp: -6.
Mana: 5 or more.
Range: none.
Duration: 6 rounds.
Area of Effect: 5" radius.
Description:

This spell forms a sphere of breathable, sweet air. The spell acts only to purify air, e.g. counteract a brimstone spell, not create air where there was none. For +2 mana the zone of clear air will move with the caster. For +1 mana the caster may buy 2x radius or 2x duration. When the spell ends the noxious fumes don't reappear but they may refill the area from outside. Special failure mode one halves the radius. Mode two causes the bubble to fluctuate in size irregularly. Mode three gives the bubble a modest velocity vector, d10"/round.

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Clear Vapor.
Rank: 2.
Csp: -16.
Mana: 3 or more.
Range: targeting roll or inherited, see below.
Duration: 6 rounds or inherited, see below.
Area of Effect: 3" or inherited.
Description:

This spell can be cast on a cloud of a water derived or related substance and will render it transparent to sight. In this mode the area may be increased by +2" or the duration doubled for +1 mana. This spell may also be cast with an air elemental spell that summons an airy substance, e.g. Brimstone, Humorous Vapors, Lethal Vapors, adding casting times and mana and taking the highest rank involved. This will cause the summoned substance to be transparent to sight throughout its normal duration. Special failure mode one causes this spell to modify colors rather than rendering a substance transparent. Special failure mode two has about half effect - it increases translucency. Special failure mode three either halves the duration or causes the airy substance summoned to become visible half way through its natural duration.

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Cloud Island.
Rank: 7.
Csp: -600.
Mana: 13 or more.
Range: touch.
Duration: until caster repeals spell or dies.
Area of Effect: one contiguous cloud, not more than 20 m.
Description:

This spell solidifies a cloud so that it can be used as if it were land. The caster must leave the mana for this spell embedded in the cloud or it reverts to normal. For each +1 mana the caster may give the cloud +1" of movement (which adds to the wind vector), from a base of no movement. Soil will tend to form in the depressions on the top of the cloud from wind blown dust in a matter of a few years. The mage may transplant life etc. if he wishes. There are some life forms that live in the sky anyway that may settle on the island. Special failure modes are at referee inspiration.

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Comet.
Rank: 8.
Csp: -120.
Mana: 13.
Range: none.
Duration: see below.
Area of Effect: see below.
Description:

This spell calls a comet down out of the sky. It will hit in 2d10 hours right on the spot where the spell was cast. It will demolish a radius of 2d6-1 kilometers and cause huge windstorms and fires in the surrounding areas. The caster had best be careful to leave quickly unless he's committing suicide. This spell is powerful enough to attract the attention of a god if his followers are hit with it. This spell tends to create a spectacular crater. The comet will be visible for 10d10 minutes before it hits. If a comet is actually visible in the sky it may be called down, in which case it hits in 10d10 minutes and does "more" damage.

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Command Air Elementals.
Rank: 7.
Csp: -lots.
Mana: 15 or more.
Range: none.
Duration: 1 day.
Area of Effect: caster.
Description:

This spell draws elemental air into the caster and causes the caster to change in a number of ways. The caster gains small rills of lightning on their body and features like eyes or hands become surrounded by blue fire. The caster becomes immune to lighting damage and becomes susceptible to control air elemental spells, cannot be protected against edge, point, or impact damage, becomes able to fly at WP/2" per round, and gains great power over air elementals. Air elementals will react with deep respect or fear (depending on their personality) and will tend to obey the caster when in the caster's presence. They must save versus stress at -10 per rank the caster has with air element to attack the caster. By concentrating the caster may bind an air elemental to his orders, forcing them to do his bidding; this requires a competitive stress save. This control lasts as long as the spell does. Non-sentient elementals can be forced to do things by continuous concentration after they lose a competitive stress save. Those of at least animal intelligence will follow orders they can comprehend. This spell permits the caster to make his will known to elementals by gazing at them and thinking at them. The caster may subtract 10 from elemental stress saves associated with this spell for +1 mana or may double the duration for +1 mana. Special failure mode one divides the duration by 3d6. Special failure mode one adds +30 to saves associated with the spell. Special failure mode three does the caster 6d6 hitpoints with no defense and presents the spell from functioning properly.

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Contain Air Elemental(F).
Rank: 6.
Csp: -lots.
Mana: 13 or more.
Range: touch, see below.
Duration: permanent.
Area of Effect: one container, see below.
Description:

This spell is normally cast on a bottle with a stopper. It can be cast on any sort of container with a lid, stopper, valve, or other such object. It requires 20 DP to finish the container. Once the spell is cast the container gains the ability to imprison an air elemental. If an empty, open container created with a contain air elemental spell touches an air elemental, outside of the plane of air, the elemental must save versus magic at -30 or be sucked into the container. The caster may reduce the save by -10 per +1 mana. The wielder of the container then has a round to close the container or the elemental gains the right to save versus stress to come out. At any time when the elemental is in the container it gets +5 per round to its next set of stress saves to come out. It may only come out when the container is open. The caster may cast control spells on the container and they affect the imprisoned elemental. While the container is closed the elemental perceives the passage of time at a very low rate, returning to normal when the container is opened. Breaking the container releases the elemental and destroys the spell, including the special focus. Special failure mode one gives the elemental the right to save versus stress once every 3d6 days to force the container open and escape. Special failure mode two creates a container that put the elemental into a suspended state so that it does not come out unless the container is broken. Special failure mode three creates a container that explodes for d6 of lightning per 15 design points in the elemental.

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Control Cloud(F).
Rank: 2.
Csp: -12.
Mana: 3 or more.
Range: targeting roll.
Duration: 10 minutes.
Area of Effect: 1" radius.
Description:

This spell allows the caster to keep a cloud of gas cohesive and move it at a rate of 3". The radius is +1" per +1 mana and the duration is +10 minutes per +1 mana. If two control cloud spells collide then the casters use competitive stress saves to determine who controls. The caster may add +5 to this save, or add +2" to the velocity for +1 mana. This spell may be cast with a spell that creates a cloud adding the mana costs and taking the higher of the two ranks to determine the spellcasting roll. Special failure mode one requires that the caster concentrate to maintain control of the cloud. Special failure mode two causes the cloud to try to surround the caster. Mode three is like two but the cloud moves 2d10" per round instead of the normal rate.

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Control Air Elemental(F).
Rank: 4.
Csp: -8.
Mana: 7 or more.
Range: targeting roll.
Duration: 1 day.
Area of Effect: one elemental.
Description:

This spell allows the caster to force an an air elemental to save vs magic or become subject to his will. The elemental may save vs stress to disobey specific orders that endanger its life. The caster may get +1 day or -5 to the elemental's magic save for +1 mana. If the spell fails, the elemental will know something was thrown at it. Special failure mode one divides duration by 3d6. Special failure mode two gives the elemental +30 to its magic save against the spell. Special failure mode three lets the elemental save versus magic to disobey each specific order it is given.

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Control Temperature.
Rank: 2.
Csp: -60.
Mana: 3 or more.
Range: none.
Duration: 10 minutes.
Area of Effect: 1" radius.
Description:

This spell allows the mage to change the temperature within the area of effect by +/- 10 degrees (Centigrade, about 18F). The area of modified temperature moves with the mage for +2 mana. For +1 mana the mage may but +5 degrees of temperature variation, 2x duration, or 2x area of effect. The temperature changes at a rate of 5 degrees per round at the caster's whim throughout the spell duration. The effects of exceptional temperatures are the province of the referee. Special failure mode one divides the temperature change by d10. Mode two causes the effect to be patchy. Mode three inverts the direction of temperature change.

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Cyclone Shield.
Rank: 4.
Csp: -8.
Mana: 7 or more.
Range: none.
Duration: 6 rounds.
Area of Effect: 1" radius, see below.
Description:

This spell creates a pocket tornado around the caster. Said tornado adds 100 to the casters physical elusiveness against hurled missiles like arrows and spears. The referee should prorate this for heavier missiles, down to a minimum of 20 due to the fact the tornado obscures the caster's position. The shield adds 50 to the caster's physical elusiveness against swords, etc, prorated down to 10 for things like a giant's club. These penalties are symmetric; the caster has trouble getting stuff out of the shield. The shield makes it quite difficult to hand anything through it and totally screws up the caster's arrow fire or whatever. The caster may spend +5 mana to be able to accurately target air spells through the vortex. For +10 mana the caster may accurately target any sort of spell through the vortex. Other details are left to the referee. For +1 mana the duration is +6 rounds or the shield may be enlarged to include another person. The vortex has a "strength" of 18, +2 per +1 mana, and people must make a strength roll to force their way through the vortex to grab the mage. Special failure mode one makes the vortex weaker halving the elusiveness benefits. Mode two renders the barrier opaque. Mode three makes the vortex move d6" round (taking the caster with it and throwing him around.

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Direct Lightning.
Rank: 2.
Csp: -180.
Mana: 3 or more.
Range: none. .
Duration: 1 hour.
Area of Effect: 100" radius.
Description:

This spell allows the caster to make a stress save to re-target lightning generated by natural or other sources. The mage could thus direct the lightning from a storm into the target of his choosing. The lightning must be within the mage's line of sight and some part of the bolt must be in the area of effect of the spell. The caster concentrates on the desired target and lightning that occurs is redirected to the target if the mage makes a stress save. This stress save is -3 per die of damage in the lightning bolt redirected and -10 per additional redirection in the same combat round. A targeting roll with spell bonus is needed to target a specific creature. The caster may add +10 to his stress save, +6 hours duration, or +100" radius for +1 mana. This spell allows the redirection of lightning from magical sources that are not under the control of some mind. For +5 mana the caster may relax this constraint and redirect lightning from enemy spell casters or magic items. The size of naturally occurring lightning bolts is the province of the referee but the are large compared to those generated by nominal lightning bolt spells. Special failure mode one causes the casters stress save to redirect be at -30. Special failure mode two causes the lightning bolts to fork if the caster fails his save and hit random targets. Special failure mode three causes the bolts to target the caster when he tries to control them.

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Dismiss Cloud.
Rank: 4.
Csp: -60.
Mana: 9 or more.
Range: line of sight. .
Duration: instantaneous.
Area of Effect: one cloud up to 10" radius.
Description:

This spell allows the caster to dismiss a cloud of an air elemental substance, poison gas, brimstone, fog, etc. but not dust, acid, etc. consult with your referee as per the exact elemental alignment of a substance. Brimstone, for example, is both fire and air aligned. The caster must make a stress save at -5 per mana involved in the cloud (if any) to dismiss. The caster may add +10 to this save, add +10" to the maximum radius, or subtract ten from the casting speed for +1 mana. The caster gets +50 to dismiss substances he summoned or created. Special failure mode one reduces the stress save by 30. Special failure mode two causes only the half of the cloud nearest the caster to be dismissed if the roll to dismiss is successful. Special failure mode three summons the cloud to the caster.

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Dismiss Earth Elemental.
Rank: 4.
Csp: -12.
Mana: 9 or more.
Range: targeting roll.
Duration: instantaneous.
Area of Effect: one earth elemental.
Description:

This spell permits to target a blast of essential air on an earth elemental. If the target takes extra damage from lightning then it takes that much damage from this attack and, if it is an earth elemental, it will definitely feel pain enough to make it angry. The essential air will surround the earth elemental sufficiently to invoke, with some probability, the rule that states being surrounded by the counter element will dismiss an elemental. The elemental must save versus stress to avoid being dismissed (the save is involuntary). The caster can subtract five from this save for +1 mana and may cast another dismissal with a delay of -6 for +2 mana. If cast on a non-earth elemental then the target will see a momentary blue blur and will feel a passing tingle as of static electricity (unless it takes extra damage from lightning). For +2 mana this spell may be stacked onto a lightning spell that does damage and will affect anyone within the area of effect of that spell. Rank is the higher of the stacked spells and mana costs and casting times add. Special failure mode one causes the caster to take d3 d6's of lightning damage. Special failure mode two teleports the elemental toward the caster 2-20", stopping in front of the caster rather than overshooting. Special failure mode three causes the caster to be sucked along with the elemental to the elemental plane if it blows its save.

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Electrical Manashield.
Rank: 1.
Csp: -5.
Mana: 1 or more.
Range: touch.
Duration: instantaneous.
Area of Effect: one person or creature.
Description:

This spell transforms the recipient's mana into ablative armor against electrical damage. This is visible as a pale blue aura in dim light. The number of points of protection is twice the recipient's mana. This protection is outside any other electrical armor and each point of electrical damage stopped removes a point of protection. This spell uses up the recipient's mana; unwilling recipients get a magic save to avoid the effect. The caster may add +3 points of protection for +1 mana. Special failure mode one causes there to be one point of shielding per mana. Special failure mode two uses up half the recipient's mana. Special failure mode three causes the spell to affect the caster.

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Elemental Air Gate.
Rank: 6.
Csp: -600.
Mana: 13.
Range: short.
Duration: see below.
Area of Effect: 2" radius.
Description:

This spell can only be cast on a place where wind can easily blow and where wind is blowing. The spell lasts as long as the wind it is cast upon or with. It opens a mystical gate to the elemental plane of air that allows transport. The radius is +1" per +1 mana. From both sides, the gate appears as a a zone of fog and is used by walking through the fog. Normally the gate shows nothing of its far side until after transport. For +3 mana the far side is visible to those near the fog. If the caster is familiar with the plane of air he may locate the exit of the gate as he wishes, otherwise it will appear at random. The gate freely passes creatures with a design point cost of no more than 35 points per 5kph of wind speed. Points in excess of this limit require a stress save, at -1 per 5 points over the limit, to use the gate. This roll may be made once per round but leaves one standing in the wind. Special failure mode one causes the limit to be 20 points per 5kph instead of 35. Special failure mode two causes the transport effect to include a random teleportation of 3d100" upon arrival. Special failure mode two causes the wind holding the gate to do d100 points of lightning damage at the moment of transport.

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Euaria.
Rank: 3.
Csp: -24.
Mana: 7 or more.
Range: none.
Duration: 1 Day.
Area of Effect: caster.
Description:

This spell renders the caster effectively an air elemental for the duration. He is susceptible to the various control and summoning spells, gains a flying movement appropriate to his body type or 6", and need not eat or breathe while in contact with air. If hit with a dismiss air elemental spell the caster will not be banished to the plane of air, rather the Euaria spell will end. The caster has any lightning damage he takes halved but takes +2d6 impact or +d6 edge or point damage. Being surrounded by earthen materials ends this spell. The caster may add a day to the duration for +1 mana. He may cast it on another for +5 mana (by touch) and unwilling victims get a save versus magic. For each +3 mana the caster may get a level of +1 or better weapons to hit, but not more than one third his rank with air element. Special failure mode one deletes the lightning protection. Special failure mode two makes the caster hiss and whistle as gusts of air rush off his skin. Mode three makes the spell last 2d100 times as long.

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Fly(F).
Rank: 5.
Csp: -60.
Mana: 11 or more.
Range: none. .
Duration: 10 minutes.
Area of Effect: Caster.
Description:

This spell causes a small vortex to form about the casters lower half giving him a flying movement of 6" and raising a lot of local wind and noise. The caster can use a strength equal to his flying movement to carry objects. The caster gets +10 minutes duration or +2" movement for +1 mana. Special failure mode one adds a random move of d3" each round to the nominal movement. Special failure mode two lets the caster fly but only while skimming the ground. Mode three makes the vortex encase the caster making him -30 to fight, cast spells, target anything, etc.

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Fog.
Rank: 2.
Csp: -75.
Mana: 3 or more.
Range: targeting roll to center.
Duration: 10 minutes.
Area of Effect: 5" radius.
Description:

This spell causes a slow, cold swirling in the air. If cast over a body of water it will cause a dense bank of fog in about a minute. The caster gets +10 minutes duration or +5" radius for +1 mana. The fog spreads out from the area of effect and then behaves as normal for the conditions. For +3 mana the caster may summon up the water vapor needed to make the fog. Special failure mode one causes the fog to be patchy. Mode two causes the fog to move d3" per round. Mode three causes the fog to center itself on the caster.

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Fog See.
Rank: 2.
Csp: -12.
Mana: 3 or more.
Range: none.
Duration: 30 minutes.
Area of Effect: Caster.
Description:

This spell allows the caster to see through fog, mist, or any other air derived vapors as if it were clear air. It does not allow the caster to see through non-air-element-based, opaque gases. The duration is +30 minutes per +1 mana, and for +3 mana this spell may be cast on another character. Special failure mode causes the spells recipient to see only things inside clouds of water-aligned vapors. Mode two renders the recipient blind. Mode three divides the duration by 3d6.

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Forked Lightning(F).
Rank: 4.
Csp: -4.
Mana: 3 or more.
Range: targeting roll.
Duration: instantaneous, see below.
Area of Effect: see below.
Description:

This spell, cast with a lighting bolt spell, allows the caster to cause a lightning bolt to fork once and have +1 additional primary target. A Bolt may fork only once every 3". For +1 mana the caster may have +1 fork. The caster is -5 on his targeting roll per additional target that he tries to hit; he may want the forks to entitle people to take the fringe damage in which case the terminals of the bolts are selected randomly. Large metal or metal coated objects get priority. Special failure modes are inherited from the base spell except that mode three will cause additional forks.

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Harden Air.
Rank: 5.
Csp: -36.
Mana: 9 or more.
Range: targeting roll.
Duration: 6 rounds.
Area of Effect: 100 cubic meters of air.
Description:

This spell turns air into a substance with the strength of sandstone. The air still looks like air. The caster may add +100 cu meters of air or may double the duration of the spell for +1 mana. The shape hardened must be relatively simple unless the caster takes a long time visualizing said shape first. For +3 mana the air will become as hard a stone, for +7 as hard as steel. The air will not become more massive as a result of this spell. Objects encased in this "hard" air may still breathe. Special failure mode one causes the effect to leave a web work of tunnels like Swiss cheese through the hardened area. Mode two makes the hardened air visibly different. It may darken, glow, or otherwise announce it's presence. Mode three combines mode one and two.

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Harden Fog.
Rank: 3.
Csp: -18.
Mana: 5 or more.
Range: targeting roll.
Duration: 10 minutes.
Area of Effect: 1" radius.
Description:

This spell causes fog or other watery gases (e.g. gasified potions or steam) within the area of effect to take on the consistency of quicksand. The air in between the fog may still be safely breathed (this spell cannot suffocate people). The caster may add +2" radius or +10 minutes duration for +1 mana. The fog affected will flow like weightless quicksand - the same patterns but slower. Hardened fog may be controlled with a control cloud spell. Hardened fog slows missiles a great deal and may or may not scatter spells at referee discretion. Special failure mode one causes the fog to have some weight and settle. Mode two makes the hardened fog visibly different. Mode three makes the hardened fog repel air spells and attract earth spells.

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Hold Earth Elemental.
Rank: 2.
Csp: -3.
Mana: 5 or more.
Range: targeting roll.
Duration: see below.
Area of Effect: one elemental.
Description:

This spell permits the caster to focus their power of air on an earth elemental so as to paralyze it. If the caster hits the elemental then the elemental and the caster make competitive stress saves each round until the elemental wins one at which point the spell ends. The caster may also end the spell by ceasing to concentrate. For +1 mana the caster gets +10 to his stress save against the elemental. While using this spell the caster is normally concentrating on it and gets the combat penalties for concentration. For +3 mana the caster can use their full elusiveness - additional spell casting is not possible while holding an elemental in this fashion. This spell fails if cast on a non-earth elemental. Special failure mode one causes the caster to also be paralyzed while holding the elemental. Special failure mode two causes the elemental to merely lose 30 off of its elusiveness. Special failure mode three reverses the effects of the spell.

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Humorous Vapors(F).
Rank: 3.
Csp: -20.
Mana: 7 or more.
Range: targeting roll to center.
Duration: 6 rounds.
Area of Effect: 3" radius.
Description:

This spell summons up a cloud of translucent, brownish vapors. Anyone who breathes these vapors must save versus stress or laugh, losing 20 off of any skill or hit rolls. The stress save is at -5 per round in the cloud and +10 if the person takes hitpoint or worse damage. The caster may get -5 to the stress save, +2" radius, or +6 rounds duration for +1 mana. Special failure mode one reduces the duration to one round. Special failure mode two makes the vapors inflamible - they work normally unless exposed to open flame in which case they do 2d6 fire damage, for one round (foosh!) and then the spell ends. Special failure mode three causes the cloud to center on the caster when it forms.

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Illusion Lightning.
Rank: 2.
Csp: -12.
Mana: 3.
Range: targeting roll.
Duration: concentration.
Area of Effect: see below.
Description:

This spell is an illusion component that can only be learned by an air mage. Thus, use of the spell requires the caster have both illusion and Air. Cast as part of an illusion it permits the Pain component of an illusion to do electrical damage. Special failure mode one changes the damage type to a non-opposed element. Special failure mode two causes the illusion to disappear in a giant arc as it forms. Mode three treats the illusion as a ground zero blast of lightning with twice the dice delivered to the caster as the base damage done by the pain spell in the illusion.

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Infuse Lightning.
Rank: 3.
Csp: -lots.
Mana: 1 or more.
Range: touch.
Duration: until triggered.
Area of Effect: one object, no more than one cubic scale inch.
Description:

This spell allows the mage to meditate over an object and infuse it with lightning. The lightning is bound within the object and quiescent until the object is broken or until a simple trigger condition is met. The mana for the spell is equal to the number of dice of lightning infused. The time required to infuse the lightning damage is one DP per die up to the caster's rank and three DP per die thereafter. When the damage is released only characters and objects touching the infused object or connected to it by a conducting path take the lightning damage. The damage functions as an instantaneous attack. The caster may choose to have the infused lightning destroy the infused object, if there are enough dice of infused damage. One die of lightning can finish off a flower, two could deface a small coin, seven could bend and melt a sword. The caster may also choose not to have the object shred even if it could be destroyed. The caster may double the maximum volume of the object infused with lightning for +1 mana. If the number of dice times twenty exceeds the design point cost of an elemental then the infused lightning is a big enough ``source'' of air from which to summon an elemental. Special failure mode one causes the damage to leak away at a rate of d6 per hour. Special failure mode two causes the object to change its trigger condition or gain a random trigger condition if it has none. Special failure mode three adds +2d3 dice of damage and also acts as mode two.

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Lethal Vapors(F).
Rank: 5.
Csp: -24.
Mana: 11 or more.
Range: targeting roll to center.
Duration: 6 rounds.
Area of Effect: 3" radius.
Description:

This spell summons up a cloud of awful, poisonous vapors. They do 3d6 per round of poison damage, save vs poison to half. The mage may get +d6 of damage, +6 rounds of duration, -5 poison save, or +2" of radius for each +1 mana. This spell forces any that want to stay in it to save vs stress to do so. Anyone who takes hitpoint damage from the gas must save vs shock or be blind until cured, with the onset of blindness taking d6 rounds. This save must be made each round a character takes hitpoint damage. Special failure mode one reduces the duration to one round. Special failure mode two makes the vapors inflamible - they work normally unless exposed to open flame in which case they do fire damage, equal to the poison damage they would have done, for one round (foosh!) and then the spell ends. Special failure mode three causes the cloud to center on the caster when it forms.

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Lightning Bolt(F).
Rank: 3.
Csp: -8.
Mana: 7 or more.
Range: targeting roll at -1/1".
Duration: instantaneous.
Area of Effect: see below.
Description:

This spell allows the caster to throw a bolt of lightning. It will do 5d6 of damage to it's target, 4d6 less to anything within the hexes of it's line of flight. The bolt does +d6 of damage, of both sorts, per +1 mana. The bolt goes in a straight line from the mage's finger tips to whatever the mage aims it at - though this can be modified with other air spells. The mage may throw a second bolt with a delay of -6 for +2 added mana, (and a third, fourth, etc. -6 after the second for +1 more mana). Special failure mode one causes the bolt to be wide and flat doing 3d6 less damage (to a minimum of one) but doing it in hexes adjacent to and in its line of flight. Special failure mode two causes the lightning to follow a crooked path, randomizing the target. Special failure mode three causes the lightning to damage the caster as well as the target and subtracts the damage the caster takes, past defense, as a minus to his targeting roll.

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Lightning Capture.
Rank: 5.
Csp: -4.
Mana: 5 or more.
Range: targeting roll at -1/1".
Duration: instantaneous.
Area of Effect: see below.
Description:

This spell is cast with a lightning bolt using the higher rank and adding the mana costs. Casting times are added. It allows the bolt to transport the primary target of the bolt to a position next to the caster. The target takes full damage from the lightning bolt. The victim of this spell gets a magic save at minus the amount of lightning damage that got past his defenses to avoid being transported. If the caster has a multiple bolt or forked spell the lightning capture will work with each of those bolts. This spell inherits its special failure modes from the base spell except mode three which reverses the effect sending the caster to the terminus of the bolt.

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Lightning Form.
Rank: 4.
Csp: -4.
Mana: 5.
Range: targeting roll.
Duration: see below.
Area of Effect: caster.
Description:

This spell is cast with a Lightning Bolt. It allows the caster to travel with a lightning bolt, vanishing into it as it forms and reappearing at its end as it hits. He takes no damage from the lightning bolt. It a lightning spell has additional bolts the caster may make additional moves as lightning. This allows the caster to travel remarkably fast. The caster may take 100kg of stuff through, including his body, 2x mass (including other people) for +1 mana. As always when spells are cast together one uses the largest rank involved and the total mana. Casting times are added. Special failure modes are inherited.

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Lightning Storm.
Rank: 7.
Csp: -60.
Mana: 13 or more.
Range: none.
Duration: concentration.
Area of Effect: see below.
Description:

This spell summons up a field of swirling electrical force in a 3" radius around the caster. This material covers the area with walking sparks swirls and emits small bolts of lightning. Those within 3" takes 8d6 per round of lightning damage, those within 6" take the same damage but may save versus magic to avoid it, unless they are wearing a lot of metal. The caster gets +20 elusiveness versus missiles and targeted spells and an metalic missles up to 5kg are thrown away. The caster may focus his attention throwing a blast of lightning (filling a line of hexes) that does (2d6+2) dice of lightning damage. Moving objects require a targeting roll to hit with these attacks, static objects permit the caster to target the hex. The bolt is up to 12" long. The caster may add +d6 lightning damage to all attacks and 2" to the length of bolts for +1 mana. The caster may throw an additional bolt with a delay of -6. The caster is immune to the damage of the lightning storm. The storm is not very mobile, restricting the caster to 3" per round of movement, with a stress save needed at 4" of movement and -5 to this save for each +1" of movement. Special failure mode one causes the caster to take damage from the spell. Special failure mode two causes the caster to be -30 to hit with bolts. Special failure mode three forces the caster to make a stress save after each round to keep the storm going.

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Mage's Eyes : Air.
Rank: 1.
Csp: -24.
Mana: 1 or more.
Range: none.
Duration: 1 day.
Area of Effect: caster.
Description:

This spell permits the caster to make his eyes take on the appearance of the open sky. The caster may choose a clear day, clouds, storms, or a glow like the sun or moon. The effect covers the entire eye and switch on and off at will. Duration is 2x per +1 mana. Special failure mode one causes only the pupils to have the effect. Special failure mode two gives the caster's eyes small sparkles of sun or moonlight during the entire spell duration. Special failure mode three divides the duration by 3d6.

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Mass Suffocation.
Rank: 6.
Csp: -30.
Mana: 13.
Range: targeting roll.
Duration: concentration.
Area of Effect: 3" radius.
Description:

This spell removes most of the air from the area of effect. This does d6+1 of damage, stamina first with no defense, per round to breathing creatures and forces them to save vs unconsciousness each round with a cumulative penalty of -3 each round. The caster must maintain concentration each round the spell continues or it will end. For +3 mana the spell requires no concentration but rather acquires a duration of 6 rounds, +12 rounds per +1 mana. The radius is +2" per +1 mana. Special failure mode one allows small amounts of air to leak through, reducing the damage to d3 and starting the unconsciousness saves at +20. Special failure mode two forces the caster to use stress saves to maintain the spell each round. Mode three causes the suffocation to center on the caster.

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Mistwalk(F).
Rank: 3.
Csp: -60.
Mana: 5 or more.
Range: none.
Duration: 10 minutes.
Area of Effect: caster.
Description:

This spell permits the caster to walk on mist, fog, or other air-aligned vapors as if they were a solid surface. The caster can also walk up the side of fairly sheer walls of fog, etc. with relative ease. The caster uses his normal walking movement on the level and half his normal walking movement while climbing. The caster may double duration for +1 mana. This spell may be cast upon another for +3 mana. Special failure mode one deprives the caster of half his movement and causes him to sink knee-to-waist deep in the fog. Special failure mode two causes the spell to suddenly fail on a roll of 01-05 on d100, rolled each round. Special failure mode three causes the caster to need to make an agility save any round he fights or moves at above half speed of flip upside-down with his feet still on the surface of the fog.

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Paint Air.
Rank: 1.
Csp: -12.
Mana: 1 or more.
Range: targeting roll.
Duration: 10 minutes.
Area of Effect: 1" radius.
Description:

This spell allows the caster to color the air in the area of effect according to his whim. He may also choose to color the air in such a fashion as to show traces of anyone or thing that passed through the air colored recently (last few minutes). The spell is 2x duration or +1" radius per +1 mana. For +2 mana the air will color itself according to the nature of what has passed or happened recently. The colored air is transparent. For +1 mana it may be made translucent. For +2 mana it may be made opaque. Special failure modes cause the colors to be inappropriate, garish, or absurd.

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Program Cloud(F).
Rank: 3.
Csp: -60.
Mana: 5 or more.
Range: see below.
Duration: see below.
Area of Effect: see below.
Description:

This spell is cast with any other cloud spell, e.g. Control Cloud, Stabilize, etc. and allows the caster to give the cloud simple instructions, i.e. envelop any ships that sail through this strait or stay behind me. The mana and casting time for this spell are added into the other spells it is cast with and the rank of the combined spell is simply the largest rank of any of the spells involved. Special failure modes are inherited except for mode three wherein the referee rescripts the cloud's instructions.

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Protection from Air Elementals.
Rank: 3.
Csp: -45.
Mana: 7 or more.
Range: none.
Duration: 10 minutes.
Area of Effect: 2" radius.
Description:

This spell creates an invisible barrier that prevents the entry of magical winds (vortices, thunder, etc.), magical gases associated with the air element (e.g. Brimstone), or air elementals. An elemental may enter the radius of protection if it saves versus magic. Magic winds after they are initiated , brimstone once it is summoned , etc. react to the barrier as if it was a solid wall. The barrier does not stop spells that have not gone off yet - targeting the caster successfully sets off the spell inside the radius of protection. Spells cast from inside the radius of protection also ignore the protection. The barrier does not prevent effects from leaving the radius. For +1 mana each the caster may get +1" radius, 2x duration, or -5 to the elemental's save. For +2 mana the radius of protection will move with the caster. If the caster crosses the circle of protection, it is dispelled. Special failure mode one gives elementals +30 to their magic save to cross the barrier. Special failure mode two forces the caster to make a stress save each round the protection is challenged to maintain the protection against magical winds of gases. Special failure mode three divides the spells's duration by 3d6.

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Protection from Lightning.
Rank: 3.
Csp: -45.
Mana: 5 or more.
Range: none.
Duration: 10 minutes.
Area of Effect: caster.
Description:

This spell adds +6 to the casters "lightning" armor, +3 per +1 mana. The duration may be increased by +10 minutes for +1 mana. For +3 mana the caster may cast this spell on another person. Special failure mode one divides the duration by d6. Mode two makes the recipient a lightning rod. Mode three makes the protection fail after the first time it is used.

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Recharge.
Rank: 2.
Csp: -60.
Mana: 3.
Range: none.
Duration: short.
Area of Effect: caster, see below.
Description:

This spell can only be successfully cast in conditions where natural lightning might occur; lightning from a magically summoned storm is considered "natural": super dry desert during a moderate wind is also a possibility. At the end of the duration lightning strikes the caster. The caster is free to take an measures he likes to protect himself from the lightning. Every point of lightning damage that hits the caster may, if he is still conscious, be used to restore hitpoints (1:3), stamina (1:1), mana (1:1), or health (1:10). These points of damage are computed before subtracting defenses. The danger of this spell is that the size of a natural lightning bolt is quite variable. Special failure mode one forces the caster to save versus unconsciousness when he is hit. Mode two causes the recharge of stamina and mana to fade one per round unless used. Mode three causes the bolt that hits the caster to be remitted in a random direction and no recharging takes place.

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Rune of Lightning.
Rank: 5.
Csp: -lots.
Mana: 9 or more.
Range: touch.
Duration: 6 rounds.
Area of Effect: one weapon.
Description:

This rune is engraved in a weapon, a process that requires 16 DPs. Once the rune is engraved then it may be activated by anyone that knows the rune of lightning spell by dumping in the required mana with a delay of -3. While a rune of lightning is active it causes the weapon it is engraved upon to become solid lightning. The weapon hits and does damage as it always has but the damage done is lightning damage. The weapon also hits as if it is a +3 weapon. The caster may get 2x duration for +1 mana dumped into the rune. Special failure mode one causes the weapon to do half the lightning damage that it would normally have done. Special failure mode two cause the weapon to do half lightning damage and half the edge/point/impact damage it would normally have done. These damages are applied separately. Special failure mode three divides the duration of the spell by 2d3.

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Saint Elmo's Fire.
Rank: 2.
Csp: -12.
Mana: 3 or more.
Range: none.
Duration: 10 minutes.
Area of Effect: caster, see below.
Description:

This spell causes the caster's hands to glow with St. Elmo's fire. The caster's hands or any metal weapon the caster is using will deliver 2d6 of lightning damage if they hit, +1 point per +1 mana, with +4 treated as an added +d6. The duration is +10 minutes per +1 mana. The St. Elmo's fire is the equal of a torch for light cast. Special failure mode one adds +2d6 of damage and divides duration by 3d6. Special failure mode two causes the damage to leak back and affect the caster each round as well. Special failure mode three makes the spell flicker to there is a 1 in 3 chance it will not do damage in a given round.

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Shock.
Rank: 1.
Csp: -3.
Mana: 2 or more.
Range: none.
Duration: 6 rounds or until used.
Area of Effect: touch.
Description:

This spell allows the mage's hand to deliver a substantial shock. The shock will do 2d6 of electrical damage, +d6 per +1 mana, but the shock must be delivered with a bare hand or metal weapon with a conducting path all the way to the mage. The hand stays charged for 6 rounds, +6 round per +1 mana. Additional shocks, that must be used before the time runs out, cost +1 mana each. This spell does not modify the appearance of the mages hand. Delivering the last shock ends the spell. Casting another spell while this spell is active causes a penalty of -5 to the caster roll to cast the second spell. Special failure mode one allows the caster to enjoy the shock he has just delivered. Special failure mode two causes all in the hexes adjacent to the caster and his victim to also enjoy the shock. Special failure mode three cuts the rounds available to deliver the shock by d3+1, rounding normally.

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Soft Lightning.
Rank: 3.
Csp: -6.
Mana: 5.
Range: see below.
Duration: see below.
Area of Effect: see below.
Description:

This spell is cast with another spell that concerns lightning and modifies the lightning the other spell generates or calls. The lightning is "softened". Soft lightning does only stamina damage, not hitpoint or health damage, but forces an unconsciousness save at minus (damage not taken) to targets that are out of stamina. This spell allows the caster to use lightning as a capturing tool rather than a destructive force. This spell adds its mana and casting time to other spells it is cast with and one selects the maximum rank of a cluster of spells to determine the rank of the combined spell for figuring the casters roll to get the spell off. Duration, etc. are inherited from the lightning spell softened as are special failure modes.

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Soporific Vapors(F).
Rank: 4.
Csp: -18.
Mana: 9 or more.
Range: targeting roll to center.
Duration: 6 rounds.
Area of Effect: 3" radius.
Description:

This spell summons up a cloud of silvery-gray vapors. Anyone who breathes these vapors must save versus stress or fall asleep. If in combat, this save is at +30, likewise it is +30 more in any round when the person takes damage. The stress save is at -5 per round in the cloud. The caster may get -5 to the stress save, +2" radius, or +6 rounds duration for +1 mana. Special failure mode one reduces the duration to one round. Special failure mode two makes the vapors inflamible - they work normally unless exposed to open flame in which case they do 3d6 fire damage, for one round (foosh!) and then the spell ends. Special failure mode three causes the cloud to center on the caster when it forms.

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Sparks.
Rank: 2.
Csp: -6.
Mana: 3 or more.
Range: none.
Duration: 6 rounds.
Area of Effect: 60-180 degree fan, 2" long.
Description:

This spell causes a fan shaped spray of sparks, 60-120 degrees, to fly from the casters extended palms. The spell requires concentration and prevents additional spell casting while the caster is maintaining the fan. The sparks are painful doing 2d6 of lightning damage and requiring a stress save to attack through if a creature takes damage from the lightning at all. The caster may add 2x duration, +2" radius, or +2 points of damage for +1 mana. Recall that +4 points of damage become +d6 points of damage. This spell ignites flammables about as well as a burning stick would. Special failure mode one causes the fan to be minimal, 60 degrees. Special failure mode two multiplies the radius by 3d3. Mode three causes the sparks to go in all directions from the caster.

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Spear of Lightning.
Rank: 3.
Csp: -28.
Mana: 5 or more.
Range: none.
Duration: 10 minutes.
Area of Effect: caster.
Description:

This spell causes a spear or pike made of lighting to form in the caster's hand. While the caster's hands a clenched the spear is present, when the hand is open the spear vanishes. The spear uses spell to hit but it gets extra damage for good hits. The spear does 3d6 of lighting damage and has a delay of -6. The caster may reduce the weapon delay by one, double the duration, or add +2 points of damage for +1 mana, with +4 becoming +d6. The spear may strike at a distance 1" per rank the caster has with air element. Special failure mode one creates a half-damage spear. Special failure mode two divides the duration by 3d6. Special failure mode three causes the spear to strike as a lighting bolt, doing double damage but ending the spell, one a one in six.

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Sphere of Air.
Rank: 4.
Csp: -40.
Mana: 7 or more.
Range: none.
Duration: 1 hour.
Area of Effect: 1" radius.
Description:

This spell creates a sphere of magically fresh, breathable air about the caster. For +2 mana the air will move with the caster. This spell maintains the air underwater, in vacuum, etc. Anything made of air (e.g. animate air) that leaves the radius after being created within it will vanish. Each +1 mana buys the caster 2x duration or +1" radius. This spell will not stop air elemental substances, e.g. poison gas, from mixing with the air formed but it will keep out substances, e.g. water, aligned with other elements. Special failure mode one causes the sphere to be unable to screen odors. Mode two causes the sphere to be translucent causing sight problems. Mode three divides the duration by 2d10.

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Stabilize.
Rank: 3.
Csp: -120.
Mana: 7.
Range: short.
Duration: until repealed or broken or inherited.
Area of Effect: 1" radius.
Description:

This spell allows the caster to nail a cloud, fog bank, etc. in place and make it cohesive. A very strong wind will break the stability and the caster may repeal the stability when at short range. A cloud so stabilized can be made less susceptible to Control Cloud at a rate of 15 out of 100 less likely to move per +1 mana (a cloud normally has a 100 in 100 chance of moving). This added mana also makes the cloud harder to break with wind. A cloud that cannot be moved is immune to wind as well. The radius of this spell is 2x per +1 mana, but may only affect one contiguous cloud at short range from its edge. A stabilized cloud may be moved around with a control cloud and will stay where it is moved. If this spell is cast on a magical cloud it will last only as long as the magical cloud does; the duration is inherited. Special failure mode one causes on point in the cloud to be immobile as the whole cloud is supposed to be but the rest of the cloud blows around like a flag. Mode two causes the cloud to move back and forth at a rate of 3" in a random walk centered on it's intended position. Some part of the cloud will remain in the area of effect. Mode three causes the cloud to follow the caster around like a puppy.

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Suffocate.
Rank: 4.
Csp: -24.
Mana: 9.
Range: targeting roll.
Duration: concentration.
Area of Effect: one creature.
Description:

This spell removes most of the air from around the target. This does d6 of damage, stamina first with no defense, per round to breathing creatures and forces them to save vs unconsciousness each round with a cumulative penalty of -3 each round. The caster must maintain concentration each round the spell continues or it will end. For +3 mana the spell requires no concentration but rather acquires a duration of 6 rounds, +12 rounds per +1 mana. Special failure mode one allows small amounts of air to leak through, reducing the damage to d3 and starting the unconsciousness saves at +20. Special failure mode two forces the caster to use stress saves to maintain the spell each round. Mode three causes the suffocation to affect the caster.

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Summon Air Elemental.
Rank: 5.
Csp: -600.
Mana: 1 or more.
Range: short yet incredible.
Duration: 1 day.
Area of Effect: see below.
Description:

This spell permits the caster to summon an air elemental from tin air. It will appear close by. The elemental will have little or no warning and may be quite grouchy. The caster has no control over the elemental (see : Control Air Elemental). At the end of the spell's duration the elemental may vanish or may elect to stay on earth, no matter what kind of control the caster has on it (the caster can order it to leave before the spell is up, assuming he has controlled the elemental). The elemental has up to 20 design/experience points per mana spent. If the caster knows an elemental he may summon it in particular, otherwise he will get a random elemental of about the point value he tried for. Very small (<100 point) elementals are rare. The referee should prepare a list of elementals for the elementalist that represents those he is aware of as a result of his training. The caster may double the duration of the elemental's stay for +1 mana. should provide a list of well known types (see the monster rules). Special failure mode one does the elemental d100 points of magic damage as he comes through. Special failure mode two causes the elemental to teleport 3d100" as he appears in a random direction. Special failure mode three causes the elemental to come with d3 added elementals, possibly of different types.

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Thunder(F).
Rank: 4.
Csp: -10.
Mana: 7 or more.
Range: none.
Duration: instantaneous.
Area of Effect: see below.
Description:

This spell finishes with the caster clapping his hands. Everyone within 1" of the caster takes 7d6 of impact damage, people 2" away take 6d6, and so on, rolled separately for each person. The caster gets +d6 damage per +1 mana which increases the effective radius. The caster himself takes no damage. Those who take hitpoint damage must save vs shock at minus hitpoints taken or be deafened. Anyone who takes 5d6 or more must save vs agility (at -5 per die over five) or fall. Special failure mode one halves the base damage, rounding to the nearest die. Special failure mode two permits the caster to enjoy the effects of the spell. Special failure mode three adds +2d3 of damage and causes the damage to go down by one die per two hexes instead of one die per hex.

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Vapor Form.
Rank: 5.
Csp: -40.
Mana: 11 or more.
Range: none.
Duration: 10 minutes.
Area of Effect: caster.
Description:

This spell turns the caster into a cloud of mist. He has a movement of 4" plus any wind vector. He may ooze through cracks, etc. This is not possible with the spell Blow, which requires space to blow through and in. The mage must pay +1 1/2x mana to cast spells while in this form. It requires +3 or better weapons, fire, necromancy, or magical damage to harm the mage while in this form. The first immunity is the equivalent of +3 or better weapons to hit from the section on powers. If the mage's vapor form is caught by a breeze it won't hurt him but it may blow him all over the place. Special failure mode one renders the mage faintly visible in the fog. Special failure mode two causes the caster to be unable to control its movement. Mode three makes the caster take d6 points of stamina first damage with no defense each time the wind moves him.

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Vortex.
Rank: 3.
Csp: -15.
Mana: 5.
Range: targeting roll.
Duration: instantaneous.
Area of Effect: one person or creature.
Description:

This spell allows the caster to throw a long thin vortex of air at a person. They must make an agility save to hold on to anything in their hands, will have anything not strapped down or fastened on firmly blown loose (say, an open pouch of coins). Victims of this spell will be blown 3d3 (-1 per extra size) scale inches and will take 3d6 of impact damage. The caster may subtract 5 from the agility saves to hold on and add a die of damage for +2 mana. Special failure mode one causes the vortex to write about its target affecting 2d6 contiguous hexes including the target hex determined capriciously. The saves for those affected are at +30 but the damage is the same. Special failure mode two causes the vortex to affect the mage as if he were the target as soon as he hit the target; the target is unaffected. Special failure mode two causes the vortex to be as half damage and distance knocked and to be +30 to saves to hold on.

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Vortex of Cleansing.
Rank: 2.
Csp: -60.
Mana: 3.
Range: targeting roll.
Duration: 6 rounds.
Area of Effect: 3" radius.
Description:

This spell summons up a vortex of sufficient strength to lift dust and scraps of paper or cloth. Its typical use is to dust a room. At the end of the spell's duration the dust and scraps will be deposited in a neat pile in the center of the area of effect. Cast in a naturally dusty or sandy area, e.g. a desert or dorm room, this vortex will block sight and cause mild discomfort from the swirling particles. The caster may add +6 rounds duration or +2" radius for +1 mana. Special failure mode one causes the spell to spread the dust, sand, and/or scraps evenly across the area of effect. Special failure mode two centers the effect on the caster. Special failure mode three causes the spell to last 3d6 times as long.

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Vortex of Interposition.
Rank: 4.
Csp: -8.
Mana: 9 or more.
Range: targeting roll.
Duration: 1 hour.
Area of Effect: 1" radius, 3" high (fills 7 hexes).
Description:

This spell creates a stationary pocket tornado. Passing through it requires an agility save at -30, with the usual bonuses for size and density. Blowing the save flings the person in question out of the vortex in a random direction and entitles them to a CET. Blowing this agility save also interrupts any delicate skill rolls in progress, e.g. spellcasting. The caster may increase radius and height by +1" for +2 mana and may double duration or subtract 10 more from the agility save for +1 mana. A control cloud spell can move such a vortex about. Special failure mode one negates the initial -30 to the agility save and halves added penalties paid for with added mana. Special failure mode two divides the duration by 3d6. Special failure mode three causes the vortex of interposition to wander about at random.

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Vortex of Prisoning.
Rank: 6.
Csp: -15.
Mana: 13 or more.
Range: targeting roll.
Duration: 1 day.
Area of Effect: 5" radius by 3" tall.
Description:

This spell creates an incredible vortex of air at the edge of the area of effect. The caster may walk in and out of the vortex as if it were clear air. Otherwise, the vortex will not permit anything to exit it and will suck in anything that touches it that fails to save vs magic. Use strength versus strength roll with the vortex having a strength of 20+2x casters rank. Exiting the vortex does 16d6 less d6 per point the person trying made or blew the strength versus strength roll by of impact damage; if you blow the roll you are stuck inside. The caster may add +5" radius, +3" height or 2x duration for +1 mana. Attempts to tunnel under the vortex will cause it to bore into the ground to block the escape at a rate of 1/2" per round. It is possible to fly over the top but this requires an agility save at minus the strength of the vortex with recapture and 8d6 of impact damage if you fail. The vortex appears to be smoked glass with dust and fog writhing around in it and is remarkably quiet. This spell will not work in an area enclosed in dirt or rock (e.g. underground or in a roofed stone castle). For +3 mana the vortex can move at a rate of 3" (+2" per +1 mana), taking its contents with it. Special failure mode one causes a 5% per round per object in the vortex that the object will be ejected and take d100 points of impact damage. Special failure mode two halves the strength of the vortex. Special failure mode three leaves the top open so as to render flying in and out safe.

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Wall of Wind.
Rank: 5.
Csp: -12.
Mana: 11 or more.
Range: none.
Duration: 1 round.
Area of Effect: 2" wide path 50" long.
Description:

This spell causes a mighty wind to blow away from the caster along a path in front of him. It blows humans back d3 inches per round, -1 inch per level of extra size. Each 8 points of strength can be used to substitute for a level of extra size if there is something to hold onto. Creatures not blown back may save vs agility to move forward at a rate of 1 per 10 they made the save by, up to their full movement. The caster may get +1 inch of blow back (with +2 treated as +d3), +1 round duration, +1" of width, or +25" of length on the path for +1 mana. Special failure mode one starts the effect just behind the caster with predictable effect. Special failure mode two causes the wind to blow away from the caster both ahead and behind. Special failure mode three causes the wind to be a pleasant breeze.

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Wind.
Rank: 2.
Csp: -60.
Mana: 3.
Range: short.
Duration: 1 hour.
Area of Effect: 5" radius.
Description:

This spell summons a 5 kph breeze, added to the current wind vector, in the area of the caster. The caster gets +20" radius, 2x duration, or +10 kph per +1 mana. This spell is of great utility for nautical types. Special failure mode one reverses the direction of the added wind. Mode two randomizes the direction. Mode three makes the velocity change double and randomizes the direction.

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Zephyr.
Rank: 1.
Csp: -20.
Mana: 1.
Range: short.
Duration: 10 minutes.
Area of Effect: see below.
Description:

This spell is the equal of an inexpensive electric fan. Duration is 2x per +1 mana. This spell can be used for a number of things, distracting a guard with a sudden puff of air, blowing papers off a desk, cooling the caster on an August afternoon. For +1 mana the effect moves with the caster. Special failure mode one causes a swirling zephyr. Mode two accompanies the moving air with giggles. Mode three causes the zephyr to be mischivious.