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.

Novice:

Air Novices can move small amounts of air, close to the volume in a bedroom, their influence reaching around 20 yards, they can guide sounds and smells in that range, create enough force to blast up to 10 kilograms in an instant (like shutting a window), or float up to two kilograms for a length of time (like floating a kite, or small animal). Typical Novice Formulae are Protective Winds  and Voices on the wind.

Journeyman:

Air Journeyman can affect larger volumes of Air, comparable to a house, their influence reaching around 100 yards, and blast around 50 kg, or float around 10, or raise enough wind strength to knock people prone. A typical Journeyman Formulae is Wind Blast .

Master:

Air Masters can move large amounts of air, Enough to fill a ship’s sails, or concentrated in a windstream powerful enough to make them fly, they can blast doors from their hinges, shatter winds and even throw trees around like a hurricane would. A typical Master Formulae is Winds of Flight.

Air Arcana Formulae

Whispers -
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.
Continue reading Whispers
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.
Continue reading Wind Shield
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.
Continue reading Voices on the Wind
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.
Continue reading Wind Blast
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)
Continue reading Winds of Flight
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

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.

Continue reading Whiteout