The Sphere of Air includes spells that involve the primordial element of air.
Focus: A wand, a wind instrument, an arrow, or an amulet with quartz
Range: 2 Range
Rote Casting: 1 Reaction
Duration: 1 Minute
Target: 1 willing creature
A bubble of pure air appears around the target's head, allowing it to breathe normally. The effect ends as soon as the target returns to an environment where it can breathe normally.
Range: Melee
Rote Casting: 1 Action
Duration: Instantaneous
Target: all creatures in Melee with you
Defence: Endurance
A blast of wind wildly pushes everything nearby. Unattended objects of 1 Bulk or less are pushed out of Melee range from you. Make a Air spell attack check against the Endurance defence of all creatures in range.
Range: Self
Rote Casting: 3 Actions
Duration: Concentration, up to 1 Scene
Area: 2 Range burst
Defence: Endurance
You alter the movement of air in an area around you. Wind created by this spell imposes a penalty to Awareness checks equal. At the GM’s discretion, outdoor wind conditions are generally light wind, while indoor wind conditions are generally no wind; these conditions can vary by environment. This spell can’t create wind in an area that has no atmosphere.
Variable Spell: You can cast this spell at the following levels
1st: When you cast control winds as a 1st-level spell, you can lower or raise the wind speed in the area by one level (for example, from strong wind to either moderate or severe wind), to a minimum of no wind and a maximum of severe wind.
2nd: When you cast control winds as a 2nd-level spell, you can lower or raise the wind speed in the area by up to two levels, to a minimum of no wind and a maximum of severe wind.
3rd: When you cast control winds as a 3rd-level spell, you can lower or raise the wind speed in the area by up to three levels, to a minimum of no wind and a maximum of severe wind.
When you dismiss the spell or it otherwise ends, you can create a blast of severe wind in an instantaneous line-shaped burst that originates from you and extends out to 2 Range. Creatures that enter the area or start their turn there must attempt a Endurance saving throw to avoid effects based on their size: Creatures of Size 2 or smaller are knocked prone and pushed 1d4 × 10 feet along the wind’s path, up to the end of the wind’s range, and the creature takes 1d4 bludgeoning damage per 10 feet. Creatures of Size 3 or 4 are knocked prone. Size 5 or 6 creatures treat the area as difficult terrain. In addition, flying creatures in the area must attempt an Acrobatics check to fly in dangerous wind conditions. This gust can also do whatever a gust of severe wind might be expected to do, such as put out small flames, fan large flames, blow away vapors, and so on.
4th: When you cast control winds as a 4th-level spell, it functions as the 3rd-level version, but you can raise the wind speed up to a maximum of windstorm.
If you create a blast of wind when you dismiss the spell or it otherwise ends, the blast is windstorm level. Creatures are treated as 2 Sizes smaller when determining the effects of the blast on them.
Range: 2 Range
Rote Casting: 1 Reaction
Duration: 1 Minute
Target: 1 willing creature
You cause the air itself to arrest a fall. The target's fall slows to 60 feet per round, and the portion of the fall during the spell's duration doesn't count when calculating falling damage. If the target reaches the ground while the spell is in effect, it takes no damage from the fall. The spell ends as soon as the target lands.
Range: 2 Range
Rote Casting: 1 Action
Duration: Until the start of your next turn
Target: A 2 Range Line
Defence: Endurance
A violent wind issues forth from your palm, blowing from the point where you are when you cast the spell to the line's opposite end. The wind extinguishes small non-magical fires, disperses fog and mist, blows objects of light Bulk or less around, and pushes larger objects. Large or smaller creatures in the area must attempt an Endurance save. Size 7 or smaller creatures that later move into the gust must attempt the save on entering.
Range: 2 Range
Rote Casting: 1 Action
Duration: Instantaneous
Target: 1 creature
Defence: Endurance
Dry winds dehydrate a creature. Make an Air spell attack check against the target's Endurance defence, if used on a creature with the water trait or a creature made primarily of liquid (such as many oozes), the creature uses the outcome for one degree of success worse than the result. Creatures whose bodies contain no significant moisture (such as earth elementals) are immune to Parch.
Heightened: Each level you increase the spell's level by increases the number of creatures that can be targetted by this spell by 1
Range: 10 Range
Rote Casting: 1 Action
Duration: Instantaneous
Target: 1 creature
Defence: Endurance
Giving the air a push, you buffet the target with a powerful gust of wind. Make a Air spell attack check against the target's Endurance.
Range: 2 Range
Rote Casting: 1 Action
Duration: Instantaneous
Target: 1 creature
Save: basic Dodge
A powerful blast of wind erupts from the ground, launching the target into the air and sending it crashing back down. Make an Air spell attack check against the target's Dodge. The collision deals 2d6 bludgeoning damage. On failure, the target is also knocked prone.
Heightened: Each level you increase the spell's level by increases the damage by 2d6
Range: 4 Range
Rote Casting: 1 Action
Duration: 1 Minute
Area: 1 Range
You imbue the area with raw elemental wind. Spells from the Air sphere gain a +2 status bonus on spell attack rolls and damage rolls when cast against targets in the Aerial Zone.
Heightened: Each level you increase the spell's level by increases the status bonus by +1
Range: 5 Range
Rote Casting: 1 Reaction
Duration: Instantaneous
Target: 1 Creature
You can cast last gasp when a creature within range would die from suffocation. They instead begin attempting Constitution checks as though they had just run out of air (including resetting the DC of such checks to 10).
Range: 4 Range
Rote Casting: 2 Actions
Duration: 1 Minute
Area: Close Burst
You call forth a cloud of mist. All creatures within the mist become concealed, and all creatures outside the mist become concealed to creatures within it. You can spend 1 action to Dismiss the cloud.
Range: Touch
Rote Casting: 1 Action
Duration: 1 Scene
Targets: 1 unattended object or willing creature
You defy gravity and levitate the target 5 feet off the ground. For the duration of the spell, you can move the target up or down 10 feet when you use a Concentration action. A creature floating in the air from levitate takes a –2 circumstance penalty to attack rolls. A floating creature can spend a single action to stabilize itself and negate this penalty for the remainder of its turn. If the target is adjacent to a fixed object or terrain of suitable stability, it can move across the surface by climbing (if the surface is vertical, like a wall) or crawling (if the surface is horizontal, such as a ceiling). The GM determines which surfaces can be climbed or crawled across.
Range: Range 3
Rote Casting: 1 Action
Duration: Instantaneous
Target: Close-range Burst
Defence: Endurance
You create a powerful blast of air and a loud peal of thunder, dealing 2d6 bludgeoning damage and 2d6 sonic damage. Each creature in the area must attempt an Endurance check against your Spell DC.
Range: Self
Rote Casting: 1 Action
Duration: Instantaneous
Area: Close-range Burst
Defence: basic Fortitude
You rapidly draw the air from your surroundings, hoarding it for yourself. Creatures in the area when the spell is cast take 5d6 bludgeoning damage and must make a Fortitude save. A creature that fails its save can't speak above a raspy whisper for 1 round. A creature that critically fails can't speak or use abilities that require it to breathe for 1 round. This prevents it from using effects that require speech, such as casting spells with verbal components, and from using a breath weapon or similar ability.
Creatures made of air (such as air elementals) attempting a save against this spell get a degree of success one worse than they rolled.
Heightened: Each level you increase the spell's level by increases the damage by 2d6
Range: 2 Range
Rote Casting: 1 Action
Duration: Until the start of your next turn
Target: Close-range burst
Defence: Endurance
You issue a blast of sudden wind that ripples outward from the center of the burst. The wind extinguishes small non-magical fires, disperses fog and mist, scatters objects of light Bulk or less, and pushes unsecured objects of 1 Bulk or less 5 feet away from the spell’s origin point. Each Medium or smaller creature in the area when you cast the Spell or that moves into spell’s area must attempt an Endurance check.
Success The creature is unaffected.Failure The creature is knocked prone. If the creature was Flying, it gets a critical failure instead.Critical Failure The creature is pushed 1 Range away from the center of the burst, is knocked prone, and takes 2d6 bludgeoning damage.Range: 4 Range
Rote Casting: 2 Actions
Duration: 1 Minute
Defence: Endurance
You create a barrier of gusting winds that hinders anything moving through it. The wall of swirling winds is 5 feet thick, 60 feet long, and 30 feet high. The wall stands vertically, but you can shape its path. Though the wall of wind distorts the air, it does not hamper sight. The wall has the following effects.
Ammunition from physical ranged attacks—such as arrows, bolts, sling bullets, and other objects of similar size—can't pass through the wall. Attacks with bigger ranged weapons, such as javelins, take a –2 circumstance penalty to their attack rolls if their paths pass through the wall. Massive ranged weapons and spell effects that don't create physical objects pass through the wall with no penalty.
The wall is difficult terrain to creatures attempting to move overland through it. Gases, including creatures in gaseous form, can't pass through the wall.
A creature that attempts to fly through the wall using a move action must attempt an Endurance check.
Range: Touch
Rote Casting: 1 Action
Duration: 1 Scene
Target: 1 Willing Creature
The target can walk on air as if it were solid ground. It can ascend and descend in this way at a maximum of a 45-degree angle.
Range: Self
Rote Casting: 1 Reaction
Duration: until the end of your next turn
After taking the triggering damage, you transform into air. Until the end of the current turn, you can't be attacked or targeted, you don't take up space, you can't act, and any auras or emanations you have are suppressed. At the end of the turn, you re-form in any space you can occupy within Close range. Any auras or emanations you had are restored as long as their duration didn't run out while you were dispersed.
Range: Close
Rote Casting: 1 Action
Duration: 1 Minute
Target: 1 Willing Creature
An elemental force fills your target, granting the target the swiftness of air.
The target gains a +1-range status bonus to its land Speed and gains a fly Speed equal to its land Speed without the status bonus.
Range: Touch
Rote Casting: 1 Action
Duration: 1 Scene
Target: 1 Willing Creature
The target can soar through the air, gaining a fly Speed equal to its Speed or 1 Range, whichever is greater.
Range: Touch
Rote Casting: 1 Action
Duration: 1 Scene
Target: 1 Willing Creature
The target transforms into a vaporous state. In this state, the target is amorphous. It loses any item bonus to AC and all other effects and bonuses from armor. It gains resistance 8 to physical damage and is immune to precision damage. It can't cast spells, activate items, or use actions that have the attack or manipulate trait. It gains a fly Speed of 1 Range feet and can slip through tiny cracks. The target can Dismiss the spell as a single action.
Range: 4 Range
Rote Casting: 2 Actions
Duration: 1 Minute
Area: Close Burst
You conjure a bank of fog so thick it impedes movement as well as sight. This functions as obscuring mist, except that the area is also difficult terrain. You can spend 1 action to Dismiss the cloud.
Range: Self
Rote Casting: 1 Action
Duration: 1 Minute
You call upon the power of Chaos to become a being of pure elemental air. You gain the following traits:
Armor=19+your ranks in Earth
10 temporary Vitality Points
Darkvision
Your Unarmed Attack bonus becomes +18 (unless your base total is higher)
Unarmed Attack damage becomes 1d4+9
Your Acrobatics bonus becomes +20
You gain a Fly speed of 3 Range, and your movement does not trigger attacks of opportunity
Range: 4 Range
Rote Casting: 2 Actions
Duration: 1 Minute
Area: Close Burst
You call forth a swirling storm of dust. The dust storm obscures vision, with the effect of obscuring mist. The dust also makes the air unbreathable; creatures in the area must hold their breath, though wearing a scarf or similar clothing over the mouth increases the time the creature can hold its breath to 5 rounds. Creatures entering or starting their turn in the dust storm take 2d6 slashing damage. Creatures that have the water trait or that are made primarily of liquid take double damage.
Range: Range 4
Rote Casting: 1 Action
Duration: Instantaneous
Target: 1 creature
Defence: Willpower
You deny a flying creature the support of the air. Make an Air spell attack check against the target's Willpower defence.
Range: Range 2
Rote Casting: 1 Action
Duration: Instantaneous
Area: Close-range burst
Defence: Dodge
Your voice projects like cracking thunder as you summon a localized storm, creating a fearsome surge of lightning and wind that deals 6d6 electricity damage. Make an Air spell attack check against the Dodge defence of all the creatures in the area.
Critical Success The creature takes double damage, is knocked prone, and is stunned 1Success The creature takes full damage and is knocked prone.Failure The creature takes half damage.Critical Failure.The creature is unaffected.