Air Arcana in Gehane | World Anvil
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Air Arcana

Taking on power from the House of Air, the following spells are possible.   The wind obeys your commands.  

Novice:

You learn two novice spells.

Journeyman:

You learn one Journeyman Spell or one Novice Spell. You gain the focus Intelligence (Air Arcana)  

Master:

You learn one Master Spell, Journeyman Spell, or Novice spell. You can also choose one spell stunt you can perform for –1 SP when casting Air Arcana spells.  

NOVICE SPELLS

Downdraft
Requirements: Air Arcana(Novice)
Spell Type:Attack MP Cost:3
Casting Time: Major Action
Spell DC:10
Test: DEXTERITY (Acrobatics) vs. SPELLPOWER
You send a powerful gust of wind from your outstretched hands or arcane device. The windblast is 18 feet long and 12 feet wide. Anyone caught inside it must make a Strength (Might) test vs. your Spellpower or be knocked prone. The wind will also send light objects flying, blow out candles, etc. winds.
Voices on the Wind
Requirements: Air Arcana(Novice)
Spell Type:Utility MP Cost:4+
Casting Time: One Minute
Spell DC:11
Test: NONE
You can focus in on any conversation happening within 300 feet of you that you can see. The wind carries the conversation to your ears and you can hear it as clearly as if you were sitting next to the participants. You can switch to a different conversation as a major action. It lasts for 10 minutes, and you can extend it for 10 minutes for each 2 MP you spend.
Protective Winds
Requirements: Air Arcana(Novice)
Spell Type:Defense MP Cost:4
Casting Time: Major Action
Spell DC:10
Test: NONE
You summon up a whipping wind that circles about you and protects you from harm. You gain a +2 to your Defense vs. ranged attacks. Anyone adjacent to you (friend or foe) suffers a –1 penalty when making melee attacks. Protective winds last until the end of the encounter.
Weapon of Air
Requirements: Air Arcana(Novice)
Spell Type:Utility MP Cost:4
Casting Time: Major Action
Spell DC:11
Test: NONE
You conjure a magical weapon you have the weapon group for. This weapon lasts until the end of the encounter and is magically connected to your hand, making you unable to be disarmed unless you willingly let the weapon go in which case the weapon will evaporate away, ending the spell. The weapon acts as a normal weapon of the selected type, but deals weapon damage, it can also act as an arcane device; when you use it to cast spells from the Air Arcana, you gain a +1 to your Spellpower.
Air Bubble
Requirements: Air Arcana(Novice)
Spell Type:Utility MP Cost:5
Casting Time: Major Action
Spell DC:12
Test: NONE
You create a bubble of fresh, clean, breathable air within a 9 feet radius around you, which moves with you as you move. When it comes into being, the bubble pushes away any smoke, mist, dust, toxic gases, or even water (forming a bubble of air underwater) and slight positive air pressure keeps out all such things for up to an hour. You can renew an existing air bubble before it expires by recasting the spell, extending its duration for another hour.
Wind Net
Requirements: Air Arcana(Novice)
Spell Type:Utility MP Cost:4
Casting Time: Free Action
Spell DC:11
Test: NONE
You can focus in on any conversation happening within 300 feet of you that you can see. The wind carries the conversation to your ears and you can hear it as clearly as if you were sitting next to the participants. You can switch to a different conversation as a major action. It lasts for 10 minutes, and you can extend it for 10 minutes for each 2 MP you spend.

JOURNEYMAN SPELLS

Wind Blast
Requirements: Air Arcana(Journeyman)
Spell Type:Attack MP Cost:8
Casting Time: Major Action
Spell DC:14
Test: STRENGTH (Might) vs. SPELLPOWER
You send down a column of turbulent air focused rushing towards the earth, in an area of 12-feet by 12-feet within 60 feet of you.
Airborne creatures caught in the area must pass an Acrobatics test vs. your Spellpower or immediately plummet 60 feet straight downwards. Those who pass the test plummet only 10 feet. Creatures who fail are knocked prone.
Updraft
Requirements: Air Arcana(Journeyman)
Spell Type:Attack MP Cost:8
Casting Time: Major Action
Spell DC:14
Test: DEXTERITY (Acrobatics) vs. SPELLPOWER
You summon a quick burst of air just below a target within 60 feet of you. The burst forces the target upwards into the air, dealing 2d6+Willpower piercing damage and knocking the target prone as they land. The target must pass a DEXTERITY (Acrobatics) test vs. your Spellpower to land on their feet and only take 1d6+Willpower damage. The target lands in the same space it was occupying before the spell took place.
Wall of Mist
Requirements: Air Arcana(Journeyman)
Spell Type:Utility MP Cost:6
Casting Time: Free Action
Spell DC:12
Test: NONE
You summon up a wall of thick swirling mist within 90 Feet of you. The wall is up to 30 feet long, 12 feet tall, and 6 feet thick, following whatever path you wish. The mist does not impede movement but does block all sight through and within it. Those moving through the mist lose half (rounded down) of any move distance remaining to them in this action. The wall of mist lasts for up to 1 minute, you can spend the spell’s MP cost to extend its duration an additional minute.

MASTER SPELLS

Winds of Flight
Requirements: Air Arcana(Master)
Spell Type:Utility MP Cost:10+
Casting Time: Major Action
Spell DC:15
Test: NONE
You summon winds that bear you aloft. You gain a flying Speed of 8 + Willpower. You must use the rules for flying, though you retain your land speed while on the ground. Winds of flight last for 1 hour extend it for up to 5 hours for a cost of 2 MP per hour.  
FLYING RULES
When flying a character must use one of the following actions each turn: Circle, Dive, Fly, or Fly High. A character who fails to do so for any reason is subject to falling damage
MINOR ACTIONS
  • Circle - The flying character circles above the battlefield at a low altitude, moving a number of yards equal to their Flying Speed. Ranged attacks from the ground add 60 feet to the horizontal distance from the shooter to the target to represent the height of the flier. A circling character can attack other circling characters at no penalty. A character must start their turn Flying to Circle
  • Fly - The character moves a distance equal to their Flying Speed. The character is roughly 9 feet off the ground and can be attacked in melee by opponents on the ground. The character’s own melee attack rolls receive a +1 bonus vs. opponents on the ground due to the height advantage. A character can choose to land after flying, in which case the normal rules once again apply. Prone characters cannot Fly until they take a Move action to stand up first.
  • MAJOR ACTIONS
  • Dive - A character that was circling or flying high the previous round can dive this round. A character that was circling can move a number of yards equal to Flying Speed and make a Melee Attack against an opponent on the ground. A character who was flying high can move a number of yards equal to double their Flying Speed and make a Melee Attack against an opponent circling or on the ground. In either case, the attack can take place at any point in the character’s movement and receives a +1 bonus on the Melee Attack roll and damage roll. At the end of the dive, the character is roughly 3 yards off the ground, just as if they had taken the Fly action.
  • FLY HIGH - The character can move a number of yards equal to their Flying Speed while climbing far above the battlefield. While flying high, the character can neither attack nor be attacked (even by other characters flying high). A character must start their turn Circling to Fly High.
Claws of Smoke
Requirements: Air Arcana(Master)
Spell Type:Attack MP Cost:8
Casting Time: Major Action
Spell DC:14
Test: DEXTERITY(ACROBATICS) VS SPELLPOWER
You conjure a magical weapon you have the weapon group for. This weapon lasts until the end of the encounter and is magically connected to your hand, making you unable to be disarmed unless you willingly let the weapon go in which case the weapon will evaporate away, ending the spell. The weapon acts as a normal weapon of the selected type, but deals weapon damage, it can also act as an arcane device; when you use it to cast spells from the Air Arcana, you gain a +1 to your Spellpower.
Whirlwind
Requirements: Air Arcana(Master)
Spell Type:AttackMP Cost:11
Casting Time: Major Action
Spell DC:15
Test: DEXTERITY(ACROBATICS) VS SPELLPOWER
A powerful vortex of air with 12-feet radius springs into being at a point you choose within 150 feet of you. Anyone caught in the area of the whirlwind takes 3d6+Willpower damage and maybe knocked prone. Those who succeed on a Dexterity (Acrobatics) test vs. your Spellpower are able to remain standing.

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