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Air

Bringer of Life, Bringer of Storms


Air is one of the most Primordial of domains, along with Fire. Many see Air as the stuff of the spirit itself, viewing the wind as the breath of the world or even the lifegiving whispers of the gods themselves. Those who live at ocean's edge or in the sand seas have a more tempered view of air, seeing it as a mistress which brings rough seas and scathing sandstorms.

The Air domain has fewer direct damage spells than its cousins Cold and Storm, but spells like Control Mass, Dematerialize and Animate can be used creatively for both utility and attack purposes. These spells represent the Air Domain caster's ability to use the essence of the air itself to lift and propel objects, potentially turning battlefield fixtures into deadly projectiles. Control Weather allows the Air user to suppress most enemy ranged weapon or breath weapon users and make sure that the wind is always at the party's backs. While spells like Augury for the purpose of weather may not seem all that exciting, they can save the party from peril while navigating mountains, seas and other places where dangerous weather can be potentially fatal.  

Marks

Drifting Form
The character's body begins to dissolve, granting the character the Incorporeal status:   For every Spellpower point in Incorporeal, the character receives a 1 point malus whenever attempting to interact physically with objects, but the character also gets the same bonus to defeating damage reduction. The character also gains damage reduction 1 per Spellpower point against all physical damage.   The character also receives a malus when attempting to disbelieve Air or Translocation spells.  
Windborne
The character's body begins to elementally align with air as though the character had the Air Aligned.   Air becomes of wind is constantly trying to separate the character from the ground, sending their bodies drifting in the slightest breeze. Each point in Windwalker decreases the character's total heft by 1 as though the character were permanently using the novice rules for Mystery of Wind. Each point in Wind Walker also reduces the strength of the character by 1.  
Drifting Mind
Self is an illusion. Feel beyond, feel what the wind feels.

Traits: Drifting Perception,   The creature gains perception equal to the any wind in tiles x away, or wherever the creature casts spells that cause or create wind.
Gods:
Known Spells::
 
Attuned Modifiers
Gusting
Attuned Shapes
Cloud

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