Title: Chapter 1: Air Author: Star_ Pastebin link: http://pastebin.com/4VywFxuv First Edit: Sunday 14th of December 2014 02:00:27 PM CDT Last Edit: Sunday 14th of December 2014 02:00:27 PM CDT *~* Chapter 1: Air *~*         Create Breeze [SL 5] {FP 3} Base dmg: N/A The caster creates a soft breeze that blows in any direction they so choose. This breeze, moving up to about 5 mph, has the power to keep light things, such as paper and most fabric, aloft. The spell ends either after 2 minutes or after the caster breaks focus on the spell.   Breeze Dispell [SL 5] {FP 3} Almost the opposite of the Breeze spell, the caster can stop a small force of wind up to 5 mph, creating a calm area around themselves for up to 5 feet in all directions. This spell ends either after 2 minutes or after the caster breaks focus on the spell.   Gust [SL 4] {FP 2} Base dmg: N/A The caster creates a sharp gust of wind that knocks a target off-balance, causing them to lose -2 to init and MAB for 1 turn. This spell, if stated to be used defensively on one's turn, can deflect 1 thrown or shot item used against the caster up to 5 pounds, such as an arrow or a rock. Larger items like boulders and spears, if thrown at the caster, lose -2 to RAB for 1 turn.   Air Walk [SL 9] {FP 5} Base dmg: N/A The subject can tread on air as if walking on solid ground. Moving upward is similar to walking up a hill. The maximum upward or downward angle possible is 45 degrees, at a rate equal to one-half the air walker’s normal speed. Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 20 feet per minute for 1d6 minutes. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends in this way if the air walk spell is dispelled, but not if it is negated by an anti-magic field.   Create Wind [SL 7] {FP 5} Base dmg: N/A Prerequisite: Create Breeze The caster creates a focused wind force in the area that blows in any direction they so choose up to 15 mph. This wind has the power to push small boats and hold heavier items up to 2 pounds, such as a small rock, aloft in the air. The wind persists until the spell ends (after about 5 minutes) or until you choose to alter your handiwork, which requires another roll.   Wind Dispell [SL 7] {FP 5} Base dmg: N/A Prerequisite: Breeze Dispell The caster can stop a wind force in the area surrounding him or her up to 15 mph. You can either choose to lower the intensity of the wind or stop it altogether, but are unable to change its direction or source. The new wind strength [if any] persists until the spell ends (after about 5 minutes) or until you choose to alter your handiwork, which requires another roll.   Enhance Wind [SL 8] {FP 4} Base dmg: N/A Prerequisite: Create Wind The caster alters wind force in the area surrounding him or her up to 15 mph. You can increase or decrease the strength of the wind currently blowing at or around something, but are unable to change its direction or source. The new wind strength persists until the spell ends (after about 5 minutes) or until you choose to alter your handiwork, which requires another roll.   Storm's Eye [SL 9] {FP 5} Base dmg: N/A Prerequisite: Wind Dispell The caster creates a wind dispelling field around them, actively negating the effects of wind or weather related activity for up to 25 mph and up to 10 feet around the caster. Other forms of storm activity, such as water, sand, or snow, are still able to affect the caster as they fall lazily around him or her.   Wind Punch [SL 4] {FP 2} Base dmg: 1D4 The caster throws a ball of concentrated air at an enemy, as if if he were throwing a distant punch. The attack is not strong enough to knock them back, however.   Gale Force [SL 5] {FP 3} Base dmg: 1D2 Prerequisite: Gust The caster sends a large gust of wind at an enemy, damaging them slightly and knocking them off-balance, causing them to lose -2 to init and MAB. On a crit, this attack will free a weapon from a targeted enemy's grip along with the usual double damage, provided that the weapon is not securely attached to the target with something other than its grip.   Blades of Wind [SL 8] {FP 5} Base dmg: 1d6 The caster sends a flurry of concentrated wind clusters at an enemy. On impact, the wind has the damaging power to cut through flesh, cut fabric, and leave marks on wood in the same fashion a whip or fencing blade would. The wind 'blades' can cut through most--if not all--vines but lack the ability to cut through anything thicker.