| Whispers | Mp Cost: 2 |
| Difficulty: 6 | |
| Requirements: Air Affinity | |
| Spell Type: Utility | Cast: Major Action |
| Test: None | |
| You can guide a faint sound you can produce within your cupped hands to a target's ears up to 10 yards away. The target will hear that sound as if it was produced within their ears, and about as loud as a whisper. | |
Category: Air Arcana
Air Arcanists control the breath of the world, they may choose to soothe the storms, bring down the great flying beasts or ride the trade winds with wings made of their own wills. They may shape, stop or intensify the forces of the wind, and guide their riders, be it creatures, sounds or smells.
Wind Shield
| Wind Shield | Mp Cost: 4 (7) |
| Difficulty: 10 (12) | |
| Requirements: Air Arcana (Novice) | |
| Spell Type: Defense | Cast: Major Action |
| Test: None | |
| You become surrounded by strong circling winds. 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. | |
Voices on the Wind
| Voices on the Wind | Mp Cost: 4+ (6+) |
| Difficulty: 11 (14) | |
| Requirements: Air Arcana (Novice) | |
| Spell Type: Utility | Cast: Major Action |
| Test: None | |
| You can focus in on any conversation happening within 100 yards 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. Voices on the wind lasts for 10 minutes, and you can extend it for 10 minutes for each 2 MP you spend. | |
Wind Blast
| Wind Blast | Mp Cost: 8 (10) |
| Difficulty: 14 (16) | |
| Requirements: Air Arcana (Journeyman) | |
| Spell Type: Attack | Cast: Major Action |
| Test: Strength(Might) vs. Spellpower | |
| You send a powerful gust of wind from your outstretched hands or arcane device. The wind blast is 6 yards long and 4 yards 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 of Flight
| Winds of Flight | Mp Cost: 10+ (15+) |
| Difficulty: 15 (19) | |
| Requirements: Air Arcana (Master) | |
| Spell Type: Utility | Cast: Major Action |
| Test: None | |
| You summon winds that bear you aloft. You gain a flying Speed of 8 + Willpower, though you retain your land speed while on the ground. Winds of flight lasts for 1 hour and you can extend it for up to 5 hours for a cost of 2 MP per hour.
(You must use the rules for flying found in Fantasy Age core rulebook's Chapter 2: Basic Rules) |
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Whiteout
| Whiteout | Mp Cost: 6 (8) |
| Difficulty: 13 (15) | |
| Requirements: Water Arcana (Journeyman), Air Arcana (Novice) | |
| Spell Type: Attack | Cast: Major Action |
| Test: Dexterity(Dodge) vs Spellpower | |
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The target is blinded by a cloud of cold mist that blocks all vision. The clod follows the target for a number of rounds equal to your spellpower, if the target makes a Dexterity(Dodge) vs your spellpower he or she is only blinded for one round. |
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