Air

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Air is manipulation of the air itself, that most abundant resource. At low levels it is used for evasion and deflection. At higher levels it becomes an inescapable and potent weapon.

Special Uses

All effects using pure force are air. It can be used to grab, push, lift, trip, hold, or even hit.

Air covers flying and most forms of deflection.

Use in Mixed Spells

No special uses.

Counterspells

Air can counter Fire magic.

Example Spells

Shield; Air; DC 17, Success gives target +4 AC

Wind Cloak; Air; DC 22, Target gets +10 to AC against ranged attacks

Leap; Air; DC 28, Target gets a +20 to all jump checks and no longer is bound by maximum distance rules

Fly; Air; DC 32, Target gains a fly speed of 60 feet.

Suffocate; Air; DC 48, Target creature has all the air sucked out of its lungs. Concentration must be kept for the duration of suffocation.

Burst; Air; DC 56, Target creature has air forced inside of it until it explodes, killing it instantly. A successful fortitude save reduces this to 10d6 damage.