Spell School - Aerokinesis
Aug 11, 2018 14:00:12 GMT -6
Post by Marr965 on Aug 11, 2018 14:00:12 GMT -6
Aerokinesis is a Transmutation equivalent - whenever you enter a class that allows access to Transmutation, you may instead have that classtrack allow access to Aerokinesis, and vice versa. This choice, however, may not be reversed later - if you choose to switch accessible spell schools, you're stuck with that choice.
Level 1
Aero
Aerokinesis 1
Aerokinesis + Wisdom
TN 15
Half Action
Attack, Combo-OK, Ranged Touch, Somatic, Verbal
Instant
Make an attack with Blast 1 that deals 1k1 I damage, at a range of up to 10m. Affected targets must make a TN 15 Strength test or be knocked one meter into the air, plus one meter for every raise on the Focus Power test.
Feather Fall
Aerokinesis 1
Aerokinesis + Wisdom
TN 15
Half Action
Somatic, Touch, Verbal
One scene
The touched creature gains the Catfall feat. If it already has this feat, instead halve the distance again before determining damage taken from falling.
Jump
Aerokinesis 1
Aerokinesis + Wisdom
TN 10
Half Action
Somatic
Instant
The caster chooses one: either he is launched 10 metres straight up into the air, or 20 metres forwards. The caster takes no damage from the fall associated with this jump.
Aerokinesis 1
Aerokinesis + Wisdom
TN 15
Half Action
Attack, Combo-OK, Ranged Touch, Somatic, Verbal
Instant
Make an attack with Blast 1 that deals 1k1 I damage, at a range of up to 10m. Affected targets must make a TN 15 Strength test or be knocked one meter into the air, plus one meter for every raise on the Focus Power test.
Feather Fall
Aerokinesis 1
Aerokinesis + Wisdom
TN 15
Half Action
Somatic, Touch, Verbal
One scene
The touched creature gains the Catfall feat. If it already has this feat, instead halve the distance again before determining damage taken from falling.
Jump
Aerokinesis 1
Aerokinesis + Wisdom
TN 10
Half Action
Somatic
Instant
The caster chooses one: either he is launched 10 metres straight up into the air, or 20 metres forwards. The caster takes no damage from the fall associated with this jump.
Level 2
Float
Aerokinesis 2
Aerokinesis + Wisdom
TN 20
Half Action
Somatic, Touch, Verbal
One minute, plus half a minute per raise on the Focus Power test
The touched creature begins hovering, no more than a centimetre or so above the ground (or whatever surface it may be "standing" upon). It becomes completely immune to traps and other effects that rely upon the victim treading or standing on the ground (or other surface).
Mistform
Aerokinesis 2
Aerokinesis + Wisdom
TN 15
Half Action
Somatic
Concentration: Reaction
The caster and her equipment turn into a cloud of mist, permitting them to travel through gaps otherwise too small for her and achieve similar feats. When the caster drops her concentration, she reforms into her original shape, unless she are currently in a space that is too small to contain her, in which case she instead reforms as soom as she can do so, even if this would be fatal. While in mist form, the caster cannot make attacks using Ballistics, Brawl or Weaponry or cast spells with the ranged touch, somatic, touch or verbal keywords. Using Mistform in a vaccuum is a BAD idea...
Suffocate
Aerokinesis 2
Aerokinesis + Wisdom
TN 15
Half Action
Attack, Ranged Touch, Somatic
Instant
The caster pulls the air from the lungs of one target within 50 m, causing 3k2 I damage. If the caster keeps an exploding die on this damage roll, it also causes a point of fatigue. This spell cannot affect things that do not need to breathe.
Voidskin
Aerokinesis 2
Aerokinesis + Wisdom
TN 20
Half Action
Somatic
One scene
By extending a very thin veil of air around yourself, you become immune to the ravages of space. While Voidskin is active it provides you with all the air you need to breathe and protects you against pressure and radiation. If combined with Endure Elements, you're comfortable too instead of sweating or freezing.
Aerokinesis 2
Aerokinesis + Wisdom
TN 20
Half Action
Somatic, Touch, Verbal
One minute, plus half a minute per raise on the Focus Power test
The touched creature begins hovering, no more than a centimetre or so above the ground (or whatever surface it may be "standing" upon). It becomes completely immune to traps and other effects that rely upon the victim treading or standing on the ground (or other surface).
Mistform
Aerokinesis 2
Aerokinesis + Wisdom
TN 15
Half Action
Somatic
Concentration: Reaction
The caster and her equipment turn into a cloud of mist, permitting them to travel through gaps otherwise too small for her and achieve similar feats. When the caster drops her concentration, she reforms into her original shape, unless she are currently in a space that is too small to contain her, in which case she instead reforms as soom as she can do so, even if this would be fatal. While in mist form, the caster cannot make attacks using Ballistics, Brawl or Weaponry or cast spells with the ranged touch, somatic, touch or verbal keywords. Using Mistform in a vaccuum is a BAD idea...
Suffocate
Aerokinesis 2
Aerokinesis + Wisdom
TN 15
Half Action
Attack, Ranged Touch, Somatic
Instant
The caster pulls the air from the lungs of one target within 50 m, causing 3k2 I damage. If the caster keeps an exploding die on this damage roll, it also causes a point of fatigue. This spell cannot affect things that do not need to breathe.
Voidskin
Aerokinesis 2
Aerokinesis + Wisdom
TN 20
Half Action
Somatic
One scene
By extending a very thin veil of air around yourself, you become immune to the ravages of space. While Voidskin is active it provides you with all the air you need to breathe and protects you against pressure and radiation. If combined with Endure Elements, you're comfortable too instead of sweating or freezing.
Level 3
Aerora
Aerokinesis 3
Aerokinesis + Wisdom
TN 25
Half Action
Attack, Combo-OK, Ranged Touch, Somatic, Verbal
Instant
Make an attack with Blast 2 that deals 2k2 I damage, at a range of up to 10m. Affected targets must make a TN 20 Strength test or be knocked two meters into the air, plus two meters for every raise on the focus power test.
Air Walk
Aerokinesis 3
Aerokinesis + Wisdom
TN 25
Half Action
Somatic, Touch
One Scene
The touched creature can move in three dimensions at its normal speed by walking on the air. Depending on weather conditions, it may be subject to additional penalties such as being forced to move due to wind or physical damage from being buffeted about. Should the spell expire while the subject is still airborne, the magic fails slowly. The subject floats downward 60m per round for 1d10 rounds after which it falls normally for any remaining distance. You can train a mount to move with the aid of this spell with a TN 25 Animal Ken test daily for at least three days.
Razor Wind
Aerokinesis 3
Aerokinesis + Wisdom
TN 25
Full Action
Attack, Somatic
Instant
An incredibly thin blast of high-pressure air jets out in front of the caster, scything towards anything in its way and causing 5k4 R damage to everything within 10 metres of the caster in a 30-degree arc.
Wind Ward
Aerokinesis 3
Aerokinesis + Wisdom
TN 30
Half Action
Somatic, Touch, Verbal
One scene
The touched creature doubles its AP against ranged attacks, or gains +2 AP against ranged attacks, whichever is greater.
Aerokinesis 3
Aerokinesis + Wisdom
TN 25
Half Action
Attack, Combo-OK, Ranged Touch, Somatic, Verbal
Instant
Make an attack with Blast 2 that deals 2k2 I damage, at a range of up to 10m. Affected targets must make a TN 20 Strength test or be knocked two meters into the air, plus two meters for every raise on the focus power test.
Air Walk
Aerokinesis 3
Aerokinesis + Wisdom
TN 25
Half Action
Somatic, Touch
One Scene
The touched creature can move in three dimensions at its normal speed by walking on the air. Depending on weather conditions, it may be subject to additional penalties such as being forced to move due to wind or physical damage from being buffeted about. Should the spell expire while the subject is still airborne, the magic fails slowly. The subject floats downward 60m per round for 1d10 rounds after which it falls normally for any remaining distance. You can train a mount to move with the aid of this spell with a TN 25 Animal Ken test daily for at least three days.
Razor Wind
Aerokinesis 3
Aerokinesis + Wisdom
TN 25
Full Action
Attack, Somatic
Instant
An incredibly thin blast of high-pressure air jets out in front of the caster, scything towards anything in its way and causing 5k4 R damage to everything within 10 metres of the caster in a 30-degree arc.
Wind Ward
Aerokinesis 3
Aerokinesis + Wisdom
TN 30
Half Action
Somatic, Touch, Verbal
One scene
The touched creature doubles its AP against ranged attacks, or gains +2 AP against ranged attacks, whichever is greater.
Level 4
Fly
Aerokinesis 4
Aerokinesis + Wisdom
TN 30
Half Action
Combo-OK, Material, Somatic, Verbal
One Scene
You gain the Flyer trait at your speed.
Material: A feather
Implosion
Aerokinesis 4
Aerokinesis + Wisdom
TN 30
Full Action
Attack, Ranged Touch, Somatic, Verbal
Instant
By temporarily removing a large portion of air around his target, the caster causes collapse of the surrounding air onto his hapless foe, resulting in two hits of 4k4 I damage, as well as a thunderclap.
Mach Speed
Aerokinesis 4
Aerokinesis + Wisdom
TN 30
Half Action
Somatic, Touch, Verbal
One scene
The touched creature moves almost like the wind, doubling its Speed and ignoring the first Attack of Opportunity it triggers each round.
Aerokinesis 4
Aerokinesis + Wisdom
TN 30
Half Action
Combo-OK, Material, Somatic, Verbal
One Scene
You gain the Flyer trait at your speed.
Material: A feather
Implosion
Aerokinesis 4
Aerokinesis + Wisdom
TN 30
Full Action
Attack, Ranged Touch, Somatic, Verbal
Instant
By temporarily removing a large portion of air around his target, the caster causes collapse of the surrounding air onto his hapless foe, resulting in two hits of 4k4 I damage, as well as a thunderclap.
Mach Speed
Aerokinesis 4
Aerokinesis + Wisdom
TN 30
Half Action
Somatic, Touch, Verbal
One scene
The touched creature moves almost like the wind, doubling its Speed and ignoring the first Attack of Opportunity it triggers each round.
Level 5
Aeroga
Aerokinesis 5
Aerokinesis + Wisdom
TN 30
Half Action
Attack, Combo-OK, Ranged Touch, Somatic, Verbal
Instant
Make an attack with Blast 3 that deals 3k3 I damage, at a range of up to 10m. Affected targets must make a TN 25 Strength test or be knocked three meters into the air, plus three meters for every raise on the focus power test.
Seeker
Aerokinesis 5
Aerokinesis + Wisdom
TN 40
Half Action
Focus, Somatic, Touch, Verbal
One scene
The touched weapon suddenly seems as though it was fitted with some kind of wind-based aiming device - it lowers all penalties for shooting at long or extreme range by 1k0 and allows the wielder to ignore cover.
Focus: A ranged weapon
Tornado
Aerokinesis 5
Aerokinesis + Wisdom
TN 40
Full Action
Attack, Concentration, Saving Throw, Somatic
Concentration: Half or Full
By manipulating air currents, the caster causes a vortex of air with diameter 3 metres to form within 10 metres. This vortex can hold objects and creatures whose total size does not exceed 10 plus 1 per raise on the test. By spending a half action to maintain the vortex, the caster can also cause it to move up to 5 metres, picking up anything in its path unless it passes a TN 30 Dexterity test. Anything that ends its turn within the vortex must also make a TN 30 Dexterity test to avoid being picked up by the vortex. The caster may instead opt to use a full action to maintain the vortex, in which case it does not move, but instead the currents forming it twist and speed up, causing whatever may be within it to be flung together at high speeds, each object or creature causing 2XkX I damage to a random other object inside the vortex, where X is the creature's or object's size.
Aerokinesis 5
Aerokinesis + Wisdom
TN 30
Half Action
Attack, Combo-OK, Ranged Touch, Somatic, Verbal
Instant
Make an attack with Blast 3 that deals 3k3 I damage, at a range of up to 10m. Affected targets must make a TN 25 Strength test or be knocked three meters into the air, plus three meters for every raise on the focus power test.
Seeker
Aerokinesis 5
Aerokinesis + Wisdom
TN 40
Half Action
Focus, Somatic, Touch, Verbal
One scene
The touched weapon suddenly seems as though it was fitted with some kind of wind-based aiming device - it lowers all penalties for shooting at long or extreme range by 1k0 and allows the wielder to ignore cover.
Focus: A ranged weapon
Tornado
Aerokinesis 5
Aerokinesis + Wisdom
TN 40
Full Action
Attack, Concentration, Saving Throw, Somatic
Concentration: Half or Full
By manipulating air currents, the caster causes a vortex of air with diameter 3 metres to form within 10 metres. This vortex can hold objects and creatures whose total size does not exceed 10 plus 1 per raise on the test. By spending a half action to maintain the vortex, the caster can also cause it to move up to 5 metres, picking up anything in its path unless it passes a TN 30 Dexterity test. Anything that ends its turn within the vortex must also make a TN 30 Dexterity test to avoid being picked up by the vortex. The caster may instead opt to use a full action to maintain the vortex, in which case it does not move, but instead the currents forming it twist and speed up, causing whatever may be within it to be flung together at high speeds, each object or creature causing 2XkX I damage to a random other object inside the vortex, where X is the creature's or object's size.