Aeolian Net
Blocking
A powerful updraft prevents a falling subject from
taking falling damage. His fall is
slowed in the same manner as a parachute, but he always lands safely.
Duration:
Until the subject lands.
Cost: 1.
Prerequisite: Shape Air.
Cost: 1.
Prerequisite: Shape Air.
Item: Clothing or jewelry. Energy cost to create: 1,000.
Deflecting Wind
Blocking
You use air around you to deflect a projectile about to hit you – including any
Missile spell that uses the Innate Attack (Projectile) skill to hit. This
counts as a Parry.
Cost: 1.
Prerequisite: Shape Air.
Prerequisite: Shape Air.
Listening Wind
Information
The caster can hear clearly any conversation that he can
see, even at a great distance, or hear, provided there is an uninterrupted path
of Air connecting him to the subjects.
He automatically makes all required Hearing rolls. Air Vision will reveal this spell is active,
as well as trace a visible path to the caster.
Duration:
1 minute.
Cost: 4 to cast. 2 to maintain.
Time to cast: 3 seconds.
Prerequisite: Magery 1 and Shape Air. The caster may not have Deafness or Hard of Hearing.
Cost: 4 to cast. 2 to maintain.
Time to cast: 3 seconds.
Prerequisite: Magery 1 and Shape Air. The caster may not have Deafness or Hard of Hearing.
Item: Staff, wand, or jewelry. Only
affects the wearer. Energy cost to
create: 400.
Sense Faint Smells
Regular
The subject’s sense of smell is greatly magnified. He
gains the Discriminatory Smell advantage for the spell’s duration. However, the subject’s ability to resist
unpleasant odors is compromised, and he takes -4 to any smell-based resistance
rolls.
Duration: 1
minute.
Cost: 3 to cast, 2 to maintain.
Time to cast: 3 seconds.
Prerequisite: Odor.
Cost: 3 to cast, 2 to maintain.
Time to cast: 3 seconds.
Prerequisite: Odor.
Lifting Wind (VH)
Regular
Air, smoke, or other gases lift the subject up and allow
him to fly through the air under his own control at a Flying Move of (2×Basic
Speed). This won’t work in a vacuum or
underwater; a trace amount of air must be present.
Duration:
1 minute.
Cost: 5 to cast. 3 to maintain.
Time to cast: 2 seconds.
Prerequisites: Magery 2 and Walk on Air.
Cost: 5 to cast. 3 to maintain.
Time to cast: 2 seconds.
Prerequisites: Magery 2 and Walk on Air.
Item: Cape, cloak, or mantle. Usable
only by mages; only affects the wearer. Energy
cost to create: 2,000.
Airy Messenger
Regular
The spell
conjures a minor Elemental spirit which manifests as a light breeze. The spirit
will deliver a spoken message of no more than thirty seconds duration to a
specific recipient. The spell ends when
the message is delivered. The Messenger
can only be prevented from whispering its message to the recipient if that
being is protected by a Pentagram, is locked in an airtight container, or is on
another plane, in which case it will return to the caster, give him the
undelivered message, and disperse. The Messenger can’t cross an airless void.
Modifiers: Use the Long-Distance Modifiers. If
the caster doesn’t know the subject, he is at -2. If he doesn’t know the
subject’s whereabouts, he is also at -5 (a successful Seeker spell will
eliminate this). These penalties may be cumulative. A successful Trace gives a
+5 bonus.
Duration:
The Messenger travels to the subject at Move 100 (200 mph.)
Cost: 3.
Time to cast: Equal to the message’s duration, as spoken by the caster.
Prerequisites: Magery 1, Shape Air.
Cost: 3.
Time to cast: Equal to the message’s duration, as spoken by the caster.
Prerequisites: Magery 1, Shape Air.
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