Air

Create (Air)

As detailed to some degree above, the creation of elemental air is probably the simplest of the elements. Air can easily be created around things, and can be easily displaced so as to avoid two matters existing in the one place. Elemental Air will be defined by Wind Force (WF), Opacity and Toxicity, all of which can be added by allocation of succsses. If you want stronger wind then you get less of it, if you want stronger toxicity then again you get less of it.

Special Effect of Air.

Air spells are different to the other elements in that new air is constantly being created into the volume chosen for creation. This is represented by the Wind Factor in many ways, the stronger the WF to more air is being pushed into the volume. As the air leaves the chosen volume of effect it vanishes/dissipates, so the wind is only a factor within the volume. Strong winds have visual, tactile and sonic indicators that may be obvious to anyone approaching them.

Wind Factor (and Cohesion)

A basic creation of air will appear with the same density as normal air (ground level). Wind, in the form of a Wind Factor (WF), can be added by allocating a success. The first success added (after the casting success) will imbue the air with a force of 1d. If extra successes are added then the Wind Factor will grow. This essentially means that instead of allocating successes to the amount of air created, you add it to the Wind Factor. Each success will increase the WF by +1d. WF implies that a constant stream of air is appearing into the volume chosen.

A WF of 1 will have a physical strength of 1d, such that it uses 1d in comparison to whatever it pushes against. A Size 0 object or creature will resist this with 4d, and Size can be used as a modifier.

The effect of a WF roll comparison will be either forced movement or knockdown, or both. The net number of successes can be treated as equivalent to movement dice and the possibilities available with that. A forced move out of contact will trigger opportunity actions. The victim can elect to fall prone and negate 2d worth of net successes.

WF can be used to move air in the form of toxic clouds, the WF is compared to the clouds strength and a net success will move the cloud an appropriate amount. A net success of 4 or more will utterly disperse a cloud.

Cohesion is a form of WF that keeps a cloud of air together, prevents it drifting or being dispersed. The caster must assign successes to Cohesion exactly as if they were adding to WF. Without cohesion a cloud will naturally drift and disperse based on the prevailing conditions. Normally 1 success of Cohesion will be sufficient to keep a cloud intact, when external forces act against it however then they conflict in the usual manner.

Natural WF should also be considered when dealing with clouds and WFs. Natural WF should be determined as an encounter property. As a guide, 1-8mph=1dWF, 8-12=2dWF, 13-16=3dWF etc.

Remember that wind, by its very nature, will gust, waxing and waning, and that a victory by a weak WF may merely represent a moment of strong gust vs a waning wind.

WF will also impact missiles, every point of WF over 1 will make a fired missile attack 1d harder, and every point of WF over 2 will make a thrown missile attack 1d harder (this is a generalisation, ignoring wind behind or shooting into the wind).

Toxicity/Corrosion

Normal air is neutral with regard to its toxicity, but this can be increased by allocating successes. The first success added will imbue the air with a toxicity of 1d, each extra success adding +1d of toxicity in the form of poison or corrosion. Animals resists toxicity with their Body (4d+bonus), but other factors may be taken into account (thick hide etc). Material objects with resist corrosion depending on their nature.

Material Resistance.

Sheet of Paper 2d

Papyrus/animal skins 3d

Plants/Cloth/Book 4d

Wood/Soft leather 5d

Hard Wood 6d

Earth 6d

Hard leather 7d

Rock/Pottery 8d

Metal (Bronze) 8d Iron 9d Steel 10d

Ceramic 12d

Corrosion can be targeted against a specific material, this requires knowledge of the material to target it (can see it). If this is done then the resistance of the target is reduced by -2d, but all other materials are increased by +2d.

A corrosive cloud will potentially attack everything in its area of effect, which can be a lot of stuff. Even on a single person it is silly to make rolls for every item they carry, or that the corrosion will have any effect in the time frame of an encounter. Corrosion is only meaningful where it might act as a poison, ie vs living flesh, or against specific materials that might be destroyed swiftly by exposure, such as a scroll. In most circumstances you can safely assume that any material with 3d or more resistance OVER the corrosive strength will be able to resist for the duration of the event (although it may suffer long term damage).

In the opposite direction, if sufficient corrosive strength can be brought (4d or more OVER resistance) to bear then you can assume that all items are rendered destroyed. See equipment rules for more details.

If you have someone who likes to use corrosive clouds then I strongly suggest you start using prevailing winds, random wind gusts, and making sure that the corrosive cloud moves around a bit.

Opacity

Air has another value - opacity. This is a visibility modifier that uses colour to make visibility difficult, but such a device is very notable. The first success allocated to opacity will create 1d of visibility impairment. Each extra success allocated to the opacity will create +1d of impairment to visibility through or into such a cloud.

Common Spells

Dismiss (Air)

Dismissal works only against Created Air, it is the opposite and allows for a volume of created air to be removed. Dismissal successes can be used to reduce casting successes (which would imply remembering them!). WF, Toxicity and Opacity values can be cancelled out with Dismissal successes.

Remove Air

Removes real air, but the amount removed is much less due to the greater effort required. Divide the values by 4.

Deflect vs Air&Earth

Protects against Air and Earth, the opposing force to Air, increases Deflection. Each success will generate 1d of extra Deflection for a one time use against attacks by Air or Earth.

Defend vs Air&Earth

Defends against Air and Earth, increases Dodge

Resist vs Air&Earth

Improves Resists vs Air and Earth, increases Resist

Negate Air

Negates Air, cancels out casting successes of Air spells that target the caster (directly or as part of a group) who has Negate up, one for one.

Modify Air

Modifies the current values of created air, even opposed. Move the volume around?

Summon Air elemental

Summons an Air Elemental

Example Spells

Some examples of the way air spells might be used.

Repulsing Wind

Creates an area around the target where fresh air is constantly being created around them in all directions, and preventing other forms of air from getting to them.

Base successes required = 1 to cast, 1 per WF (may vary due to Size).

Minimum WF = 1 = 1dWF.

Breath Without Air

Creates a small volume of air around the head (breathing organs) of the target and feeds air into them whilst keeping everything else out. Each WF is good for 5 meters of water depth.

Base successes required = 1 to cast, 1 extra success to provide arriving air.

Minimum cohesion = 1 = 1dWF.

Breeze

Creates a cloud of moving air, clashing with any other clouds or free standing bodies in the area of effect.

Base successes required = 1 to cast, 1 per WF, extra for volume.

Clap of Thunder

Using wind flowing outward to create a vacuum and a thunder clap to stun and deafen opponents. Each 2d of WF will create a sonic attack of 1d strength.

Cloud of Gas

Disperse Cloud

Float

Freeze

Implosion

Lightning

Silence

Stench Cloud

Stop Air

Thin Air

Blast of Air

Lightning

By setting up to conflicting toxic clouds you are able to generate lightning strikes.

Protection from Weather

Shield of Air

Armour of Air

Fresh Air

II - ONE WITH THE WIND

This spell increases the Turning value of any flyer by one.

Material Component:

II - WIND BRAKES

This spell increases the Braking value of any flyer by one.

Material Component:

II - WILD WIND

This spell increases the TAC movement rate of a flyer by one.

Material Component:

II - STRENGTH OF THE STORM

This spell increases the Acceleration rating of the flyer by one.

Material Component: