Air Element Spells

Alarm
Power Rank:
1
Range:
Touch
Duration:
1 hour per 2 successes
Area of Effect: 10' diameter per 5 fatigue

Casting Time: 4
Defense: None

Through the means of this spell a caster is able to create a 360 degree sphere of protection around a specified area. Anything passing into this area will trigger the spell. The spell can be used to generate either an audible sound like that of a horn that can be heard up to 10' per success (-5 feet of any blocking doors or walls), or a mental alarm that echoes in the head of the caster or whomever the caster designates to receive the alarm.

Dark Eye
Power Rank:
3
Range:
Touch
Duration
: 1 turn
Area of Effect: Self
Casting Time:
4
Defense:
None

Through the use of this spell a caster is able to see in any form of magical darkness. By expending an additional 10 Fatigue per turn the caster is able to see any creature that is invisible or not in the Terra Prima for the turn.

Vortex
Power Rank:
9
Range:
Self
Duration
: See Below
Area of Effect: See Below
Casting Time:
4
Defense:
None

Through the use of this spell a caster creates a spiraling, conical vortex projected from his or her out stretched hand. This cone extends 10' per success and has a terminus of 5' per every 10' that the vortex cone extends from the caster. The vortex can pull in anything that is not securely fastened down, things that are sucked into the vortex are crushed and destroyed. The vortex cannot suck in anything that is greater in weight than 100 pounds per success or larger than the terminus of the vortex. Creatures or beings that are within the area of the pull of the vortex must make a Strength check at a TS of 1 per 3 successes. Those that fail are drawn into the vortex and suffer 4 points of damage per success and will fall at the feet of the caster. The caster must pay the Fatigue cost of this spell per phase in order to sustain it.

Sleep
Power Rank:
3
Range:
30'
Duration
: 1 turn
Area of Effect: 1 creature per 3 Successes
Casting Time:
3
Defense:
Magical

By means of this spell a caster is able to cause 1 creature to instantly fall asleep for 1 turn.

Far Sight
Power Rank:
3
Range:
Touch
Duration
: 2 Phases per 3 Successes
Area of Effect: Self
Casting Time:
3
Defense:
None

By means of this spell a caster is able to cause anyone touched to have their normal eyesight to be increased to such a level that they are able to see much further than normal and magnify their eyesight. Normally, most creatures are able to make out detail of a medium sized creature from 50 feet (short range). This spell allows them to make out detail up to 1 additional category range or double their sight capability per every 3 successes the caster gains in this spell. For example, go from short range, to medium range, to long range, to double long range, to triple long range, etc.

Spectral Home
Power Rank:
9
Range: Touch
Duration
: Special
Area of Effect: 1 Home
Casting Time:
3 Turns
Defense:
None

By means of this spell a caster is able to create an invisible cottage that exists only in the Prima Astrea. This is a complete cottage with three bedrooms, kitchen, living area, small study and bathroom. This cottage is completely invisible to normal vision to those on the Prima Terra. The caster must specify exactly where the door to the cottage is to be located (i.e. between two large boulders, the side of a grass knoll, the trunk of an old tree, etc.). The home will last until the caster exits the cottage.

Arc Spell
Power Rank:
3
Range: 1' per 25 Spellcraft
Duration: Instant
Area of Effect: 1 Spell
Casting Time:
0
Defense:
None

Through the use of this spell a caster is able to arc between two targets that are within the range of the spell cast just after this spell is cast. The caster must still cast the spell he is arcing, should that spell fail to be cast this spell fails as well. Targets still gain their defenses for the spell that is cast to arc.

Menzobrina
Power Rank:
3
Range:
Touch
Duration
: 5 Minutes per 3 Successes to a maximum of 1 hour
Area of Effect: Special
Casting Time:
5
Defense:
None

Through the use of Menzobrina you are able to summon forth a magical cloud that allows you and one additional creature that you touch per 3 successes (this is increased by +2 Successes for every size category above Medium) to fly away in a specified direction. The cloud can move up to 100' per phase (70 miles per hour). You or those that are traveling with you do not feel any of the effects of this flight (high winds, or weather effects). On either the expiration of the spell or your dismissal, the cloud will float to the ground before dissipating. The cloud has a vertical height of 100' per 10 Spellcraft score.

Blade of Energy
Power Rank:
6
Range:
Touch
Duration
: 5 Phases per Successes
Area of Effect: 1 Creature
Casting Time:
5
Defense:
None

By means of this spell the caster is able to cause a sword of some sort of energy (Earth, Water, Air, Fire, Spirit, Essence). This sword appears in the hand of the creature that you touched. This energy blade is the size of a medium weapon but has no weight and thus has no Action Point cost for its use (you still have your Size AP requirements). You determine what type of energy the blade becomes when you cast the spell. With Earth energy the blade becomes a solid piece of iron that deals 7 points of base damage but also causes the victim hit to make a Willpower check at a TS of 4 those that fail are slowed causing them to suffer +3 Action Point cost to all actions for 1 turn. With Water energy the blade is made up entirely of water that does 4 points of base damage and 15 points of acidic damage that is not stopped by armor (natural or otherwise). With Air energy the blade is made from crackling electricity that does 6 points of base damage and can strike at creatures that are ethereal or astral. With Fire energy the blade is made up from solid fire that deals 6 points of base damage and deals 25 points of Fatigue damage per 5 phases to all creatures other than the user within the users strike range. With Spirit energy the blade is essentially invisible except for a faint, blue outline of the sword. The sword does a base of 6 points of damage, but causes those that defend against the weapon to suffer a -30 to their Physical Defense. With Essence energy the blade is made up of red and black crackling energy that does a base of 7 points of damage to all undead creatures as magical damage, but does no damage to living creatures.