The Sphere of Air includes spells that involve tricking the senses of others or forcing them to act against their better judgement.
Focus: A mask, a string instrument, a pocket watch
Range: Close
Rote Casting: 1 Action
Duration: until the end of the target's next turn
Target: 1 creature
Defence: Resolve
You sow seeds of confusion in your target’s mind, causing their actions and thoughts to become clumsy. Make a Trickery spell attack roll against the target's Resolve defence.
Range: Close
Rote Casting: 1 Action
Duration: until the end of the target's next turn
Target: 1 creature
Defence: Resolve
You shout a command that's hard to ignore. Make a Trickery attack roll against the target's Resolve defence. If you succeed, you can command the target to approach you, run away (as if it had the fleeing condition), release what it's holding, drop prone, or stand in place. It can't Delay or take any reactions until it has obeyed your command.
Heightened: For every level you heighten this spell by, you increase the number of creatures you can target by 1.
Range: Self
Rote Casting: 1 Action
Duration: 1 hour
Target: Self
You protect your thoughts from analysis. While the duration lasts, you gain a +10 bonus to your Composure defense against those attempting to discern your true intentions with Sense Motive actions. You also gain a +4 bonus to your Composure and Willpower defences against any spells that attempt to read your mind (such as detect thoughts or mind probe).
Range: 4 Range
Rote Casting: 1 Action
Duration: 1 Minute
Target: 1 creature
Defence: Composure
You cause mental distress to a creature, goading it to strike back at you. Make a Trickery spell attack check against the target's Composure defence. You deal 1d10 psychic damage to the creature and cause it to take a –1 status penalty to attack rolls against creatures other than you.
Critical Success The target takes double damage, and the status penalty is –2.Success The target takes full damage and the penalty.Failure The target takes half damage and ignores the penalty. Critical Failure The target is unaffected.Heightened: For every level you heighten this spell by, you increase the damage by 1d10.
Range: Close
Rote Casting: 1 Action
Duration: 1 Round
Target: Close-range burst
Defence: Composure
You sprinkle magical dust in the spell's area, making those within easier to trick. Make a Trickery spell attack check against the targets' Composure defence.
Critical Success As success, and the creature also takes a –1 status penalty to Awareness and Composure defence for 1 minute. Success The creature can't use reactions and takes a –2 status penalty to Awareness and Composure defence.Failure The creature is unaffected.Range: Close
Rote Casting: 1 Reaction
Duration: Instantaneous
Target: Triggering foe
Defence: Composure
When you critically fail a Saving Throw against a foe's attack or effect, or your foe lands a critical hit on you, you can trigger Schadenfreude. You distract your foe with smug arrogance at seeing you fail so spectacularly.
You make a Trickery attack against the target's Composure defence.
Range: Self
Rote Casting: 1 Reaction
Duration: until the end of your next turn
Target: Self
If a foe misses you with an attack, you can vanish momentarily. You become invisible until the end of your next turn.
Range: 1 Range
Rote Casting: 1 Action
Duration: 1 Minute
Target: 1 creature
Defence: Composure
Make a Trickery spell attack check against the target's Composure defence. If you succeed, the target is wracked with uncontrollable laughter.
Range: 1 Range
Rote Casting: 1 Action
Duration: Concentration, up to 1 Minute
Target: 1 creature
Defence: Resolve
You lock minds with the target, trying to mentally subdue them. Make a Trickery check against the target's Willpower defence. Each time you Concentrate to maintain this Spell, make another Trickery check.
Range: Touch
Rote Casting: 1 Action
Duration: 1 Minute
Target: 1 creature
The target makes no sound, preventing creatures from noticing it using hearing or other senses alone. The target can't use sonic attacks, nor can it use actions that require it to make a sound. This prevents it from casting spells.
Heightened: You can heighten this spell to 4th level. If you do so, it becomes an emanation that effects all creatures in Melee range of the creature, and preventing any auditory and sonic effects in the affected area. While within the radius, creatures are subject to the same effects as the target. Depending upon the position of the effect, a creature might notice the lack of sound reaching it (blocking off the noise coming from a busy city street, for example).
Range: Touch
Rote Casting: 1 Action
Duration: 1 Scene
Targets: 1 unattended object or willing creature
Range: 5 Range
Rote Casting: 1 Reaction
Duration: Instantaneous
Target: 1 spellcaster in range
Defence: Willpower
You override the will of another spellcaster, taking control of their spell. As a reaction when you observe a spell being cast within range, you can cast this spell to make a Trickery spell attack against the other caster. The DC of this check is equal to 11+the other caster's ranks in the sphere of magic+1 per the level of the spell.
If you succeed, you determine the spell's targets as if you had cast it.
Range: Self
Rote Casting: 1 Action
Duration: 1 Minute