11.4 Aeromancy
Command air to protect allies and blast foes.
11.4.1 Cantrips
| Feather Fall ✨ | Standard action |
Tags: Air
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Choose yourself or an ally within Long (90 ft.) range. The target treats all falls as if they were 30 feet shorter for the purpose of determining falling damage this round.
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Rank 2: The distance reduction increases to 60 feet.
Rank 4: The distance reduction increases to 90 feet.
Rank 6: The distance reduction increases to 120 feet.
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The air beneath you suddenly accelerates into a great wind, softening the force of your unexpected fall.
11.4.2 Rank 1 Spells
| Guiding Winds ✨ | Standard action |
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Tags: Air | Rank 1 |
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Make an attack vs. Reflex against up to two creatures within Distant (120 ft.) range.
Hit: The target briefly takes a -2 penalty to defenses against Air abilities and projectile strikes.
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The attack’s accuracy increases by +1 for each rank beyond 1.
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The air around your foe ripples with hidden air currents that seem to guide the flight of arrows.
| Propulsion ✨ | Standard action |
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Tags: Air | Rank 1 |
Cost: You can increase your fatigue level by one to make this ability Swift. If you do, you can only target yourself with it.
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Choose either yourself or one unattended object or ally within Medium (60 ft.) range. If you choose something other than yourself, it must have a weight category of Medium or less.
You fling the target up to 30 feet in any direction, to a maximum of a 30 foot height limit. Moving the target upwards costs twice the normal movement cost.
If you leave the target midair, it is normally unsteady (-2 accuracy, Armor, Brawn, Ref) until it lands. It normally falls at the end of the round, causing it to take falling damage (see Falling Damage).
| Updraft ✨ | Standard action |
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Whenever you push or fling a creature or object, you can increase the distance of that push or fling by up to ten feet. In addition, you gain a +10 foot enhancement bonus to your maximum horizontal jump distance (see Jumping). This increases your maximum vertical jump distance normally.
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The air rises beneath you and pushes you up, propelling you farther when you leap.
| Wall of Wind ✨ | Standard action |
Cost: You briefly cannot use this ability or any other Barrier ability.
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You create a Medium (30 ft.) wall of wind within Long (90 ft.) range. It does not block passage or significantly obstruct sight. However, ranged strikes that pass through the wall take a -4 accuracy penalty.
| Wind Screen ✨ | Standard action |
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You gain a +2 bonus to your defenses against ranged strikes.
| Windblast ✨ | Standard action |
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Tags: Air | Rank 1 |
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Make an attack vs. Brawn and Reflex against everything in a Medium (30 ft.) cone from you.
Hit: 1d10 damage + half power.
Miss: Half damage.
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The damage increases by 1d6 for each rank beyond 1.
| Zephyr Shield ✨ | Standard action |
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Choose yourself or one ally within Distant (120 ft.) range. This round, the target is shielded (+2 Armor and Ref) and gains a +2 bonus to all defenses against ranged strikes. Because this is a Swift ability, it affects attacks against the target during the current phase.
11.4.3 Rank 2 Spells
| Air Walk ✨ | Standard action |
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You can walk on air up to a foot above the ground. This allows you to ignore difficult terrain from all sources other than creature abilities. The extra height is insufficient to change your space in battle.
| Asphyxiate ✨ | Standard action |
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Tags: Air | Rank 2 |
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Make an attack vs. Fortitude with a -4 accuracy penalty against one creature within Medium (60 ft.) range. If the target does not need to breathe air, this attack has no effect.
Hit: 1d6 damage per 2 power.
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The damage increases by 1d6 for each rank beyond 2.
| Buffet ✨ | Standard action |
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Tags: Air | Rank 2 |
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Make an attack vs. Brawn against up to two creatures within Medium (60 ft.) range that each have a weight category of Medium or lighter.
Hit: If the target is injured, you fling it up to 15 feet upwards or horizontally (see Fling Effects). Moving it upwards costs twice the normal movement cost. Each target of this spell must be knocked back in the same direction.
You can leave the target midair after the fling, which usually makes it unsteady (-2 accuracy, Armor, Brawn, Ref). It normally falls at the end of the round, potentially causing it to take falling damage (see Falling Damage).
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The attack’s accuracy increases by +1 for each rank beyond 2.
| Building Tempest ✨ | Standard action |
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When you cast this spell, and whenever you sustain it, air loudly rushes around you. When you stop sustaining this spell, you gain a benefit based on how many times you sustained it.
- Never: You are shielded (+2 Armor and Ref) this round.
- Once: You are shielded and honed (+4 accuracy with crits) this round.
- Two or more times: You are shielded and primed (always explode) this round.
| Shielding Windblast ✨ | Standard action |
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Tags: Air | Rank 2 |
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Make an attack vs. Brawn and Reflex against all enemies adjacent to you. Then, you are briefly shielded (+2 Armor and Ref).
Hit: 1d10 damage + half power.
Miss: Half damage.
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The damage increases by 1d6 for each rank beyond 2.
| Wind Shear ✨ | Standard action |
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Tags: Air | Rank 2 |
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Choose yourself or one ally within Distant (120 ft.) range. This round, the target gains a +2 accuracy bonus with ranged strikes and is honed (+4 accuracy with crits). If you choose yourself, the effect lasts briefly.
11.4.4 Rank 3 Spells
| Call Dust Devil ✨ | Standard action |
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Tags: Air | Rank 3 |
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When you cast this spell, you choose a Small (15 ft.) radius within Short (30 ft.) range. A dust devil begins forming in that area. Creatures can generally identify what area the dust devil will form in with a DV 10 Awareness check.
During your next action, the dust devil forms in your chosen area, and you make a reactive attack vs. Brawn and Reflex against everything in the area. If there is not at least thirty feet of open space above your chosen area, this spell fails with no effect.
Hit: 1d6 damage per 2 power.
Miss: Half damage.
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The damage increases by 1d6 for each rank beyond 3.
| Cushion of Air ✨ | Standard action |
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You gain an average glide speed. In addition, you become immune to falling damage.
| Dust Cloud ✨ | Standard action |
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Tags: Air | Rank 3 |
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Make an attack vs. Reflex against each creature in a Small (15 ft.) radius within Short (30 ft.) range.
Hit: The target is dazzled (20% miss chance, no special vision) as a condition.
Critical hit: The condition must be removed an additional time before the effect ends.
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The attack’s accuracy increases by +1 for each rank beyond 3.
| Wind Tunnel ✨ | Standard action |
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You create a continuous blast of wind in a Large (60 ft. long), 10 ft. wide line-shaped zone from you. The wind blows either towards you or away from you. You choose the direction when you cast the spell. When you cast this spell, and during each of your subsequent actions, make an attack vs. Brawn against everything in the area.
Hit: The target is pushed 15 feet in the direction the wind blows. Once it leaves the area, it stops being pushed and blocks any other targets from being pushed.
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The attack’s accuracy increases by +1 for each rank beyond 3.
| Windblade ✨ | Standard action |
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Your melee strikes gain the Air tag and the Long weapon tag, allowing you to attack targets up to 10 feet away from you (see Weapon Tags).
| Windslash ✨ | Standard action |
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Tags: Air | Rank 3 |
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Make an attack vs. Armor against up to two targets within Long (90 ft.) range. If you choose two targets, they must be adjacent to each other.
Hit: 1d10 damage + half power.
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The damage increases by 1d6 for each rank beyond 3.
11.4.5 Rank 4 Spells
| Flight ✨ | Standard action |
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You gain a slow fly speed with a maximum height of 15 feet (see Flight).
| Hurricane ✨ | Standard action |
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Tags: Air | Rank 4 |
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Make an attack vs. Brawn and Reflex against all enemies in a Medium (30 ft.) radius from you.
Hit: 1d8 damage + power. In addition, the target is pushed 15 feet clockwise around you. Its final position should be the same distance from you as its starting position.
Miss: Half damage.
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The damage increases by 1d6 for each rank beyond 4.
| Intense Guiding Winds ✨ | Standard action |
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Tags: Air | Rank 4 |
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Make an attack vs. Reflex against up to two creatures within Distant (120 ft.) range.
Hit: The target takes a -2 penalty to defenses against Air abilities and projectile strikes as a condition.
Critical hit: The condition must be removed an additional time before the effect ends.
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The attack’s accuracy increases by +1 for each rank beyond 4.
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The air around your foe ripples with hidden air currents that seem to guide the flight of arrows.
| Intense Propulsion ✨ | Standard action |
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Tags: Air | Rank 4 |
Cost: You can increase your fatigue level by one to make this ability Swift. If you do, you can only target yourself with it.
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This spell functions like the propulsion spell, except that the maximum fling distance increases to 60 feet.
| Mighty Windblast ✨ | Standard action |
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Tags: Air | Rank 4 |
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Make an attack vs. Brawn and Reflex against everything in a Medium (30 ft.) cone from you.
Hit: 1d6 damage plus 1d6 per 2 power.
Miss: Half damage.
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The damage increases by 2d6 for each rank beyond 4.
| Mistform ✨ | Standard action |
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You shapeshift into a cloud of mist. This makes you floating, intangible, and legless. You cannot speak and you have no free hands. All of your normal movement modes are replaced with a slow fly speed with a 30 foot height limit (see Flight). Since you have no walk speed, flying in this way does not make you unsteady (-2 accuracy, Armor, Brawn, Ref). You are unable to take any standard actions other than sustaining this effect, but you can still take move actions in place of standard actions.
| Misty Step ✨ | Standard action |
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You can move through creatures freely. This does not allow you to move through inanimate objects. In addition, you gain an average glide speed.
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Your body is partially transformed into mist. This allows you to drift through enemies and even the air with ease.
| Windseal ✨ | Standard action |
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Tags: Air | Rank 4 |
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Make an attack vs. Brawn against up to three creatures within Medium (60 ft.) range.
Hit: The target is briefly slowed (-10 speed, -2 Armor and Ref).
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The attack’s accuracy increases by +1 for each rank beyond 4.
| Windsnipe ✨ | Standard action |
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Tags: Air | Rank 4 |
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Make an attack vs. Armor against something within Distant (120 ft.) range.
Hit: 1d10 damage + half power.
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The damage increases by 1d6 for each rank beyond 4.
11.4.6 Rank 5 Spells
| Call Tornado ✨ | Standard action |
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Tags: Air | Rank 5 |
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When you cast this spell, you choose a Medium (30 ft.) radius within Medium (60 ft.) range. A tornado begins forming in that area. Creatures can generally identify what area the tornado will form in with a DV 10 Awareness check.
During your next action, the tornado forms in your chosen area, and you make a reactive attack vs. Brawn and Reflex against everything in the area. If there is not at least sixty feet of open space above your chosen area, this spell fails with no effect.
Hit: 1d6 damage plus 1d6 per 2 power.
Miss: Half damage.
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The damage increases by 2d6 for each rank beyond 5.
| Dust Storm ✨ | Standard action |
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You create a dust storm in a zone around you. The area affected by the storm increases over time. It affects a Large (60 ft.) radius in the first round, a Huge (90 ft.) radius in the second round, and a Gargantuan (120 ft.) radius in all subsequent rounds. Any effect which increases or changes this spell’s area affects all of its areas equally, not just the area in the first round.
When you cast this spell, and during each of your subsequent actions, make an attack vs. Reflex against all enemies in the area.
Hit: The target is dazzled (20% miss chance, no special vision) as a condition.
Critical hit: The condition must be removed an additional time before the effect ends.
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The attack’s accuracy increases by +1 for each rank beyond 5.
| Mighty Asphyxiate ✨ | Standard action |
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Tags: Air | Rank 5 |
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Make an attack vs. Fortitude with a -4 accuracy penalty against one creature within Distant (120 ft.) range. If the target does not need to breathe air, this attack has no effect.
Hit: 1d10 damage plus 1d10 per 2 power, and any extra damage is doubled.
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The damage increases by 2d10 for each rank beyond 5.
| Mighty Shielding Windblast ✨ | Standard action |
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Tags: Air | Rank 5 |
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Make an attack vs. Brawn and Reflex against all enemies adjacent to you. Then, you are briefly shielded (+2 Armor and Ref).
Hit: 1d6 damage plus 1d6 per 2 power.
Miss: Half damage.
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The damage increases by 2d6 for each rank beyond 5.
| Retributive Winds ✨ | Standard action |
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Whenever a creature within Medium (60 ft.) range of you attacks you, make a reactive attack vs. Armor against them. Any effect which increases this spell’s range increases the range of this retaliation by the same amount. You can only make this attack against a given target once per phase.
Hit: 1d8 damage + power.
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The damage increases by 1d6 for each rank beyond 5.
| Windtheft ✨ | Standard action |
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Tags: Air | Rank 5 |
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Make an attack vs. Reflex against one object within Medium (60 ft.) range. The object must have a weight category of Small or less. If the object is attended by a creature, the attack must also beat the attending creature’s Brawn and Reflex defenses. If it is held in two hands or well secured, this attack automatically fails.
Hit: You fling the object up to 60 feet towards you. You can use a free hand to catch the object if it reaches you.
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The attack’s accuracy increases by +1 for each rank beyond 5.
11.4.7 Rank 6 Spells
| Agile Flight ✨ | Standard action |
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You gain a slow fly speed with a maximum height of 15 feet (see Flight). Flying with this fly speed does not make you unsteady (-2 accuracy, Armor, Brawn, Ref).
| Greater Building Tempest ✨ | Standard action |
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When you cast this spell, and whenever you sustain it, air loudly rushes around you. When you stop sustaining this spell, you gain a benefit based on how many times you sustained it.
- Never: You are shielded (+2 Armor and Ref) and honed (+4 accuracy with crits) this round.
- Once: You are shielded and primed (always explode) this round.
- Two or more times: You are primed (always explode) this round and briefly shielded.
| Intense Buffet ✨ | Standard action |
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Tags: Air | Rank 6 |
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Make an attack vs. Brawn against up to three creatures within Medium (60 ft.) range that each have a weight category of Large or lighter.
Hit: If the target is injured, you fling it up to 30 feet upwards or horizontally (see Fling Effects). Moving it upwards costs twice the normal movement cost. Each target of this spell must be knocked back in the same direction.
You can leave the target midair after the fling, which usually makes it unsteady (-2 accuracy, Armor, Brawn, Ref). It normally falls at the end of the round, potentially causing it to take falling damage (see Falling Damage).
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The attack’s accuracy increases by +1 for each rank beyond 6.
| Massive Hurricane ✨ | Standard action |
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Tags: Air | Rank 6 |
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Make an attack vs. Brawn and Reflex against all enemies in a Large (60 ft.) radius from you.
Hit: 1d6 damage plus 1d6 per 2 power. In addition, the target is pushed 15 feet clockwise around you. Its final position should be the same distance from you as its starting position.
Miss: Half damage.
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The damage increases by 2d6 for each rank beyond 6.
| Massive Windblast ✨ | Standard action |
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Tags: Air | Rank 6 |
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Make an attack vs. Brawn and Reflex against everything in a Large (60 ft.) cone from you.
Hit: 1d8 damage plus 1d8 per 2 power.
Miss: Half damage.
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The damage increases by 2d8 for each rank beyond 6.
| Mighty Windslash ✨ | Standard action |
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Tags: Air | Rank 6 |
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Make an attack vs. Armor against up to two targets within Long (90 ft.) range. If you choose two targets, they must be adjacent to each other.
Hit: 1d6 damage plus 1d6 per 2 power.
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The damage increases by 2d6 for each rank beyond 6.
| Skyseal ✨ | Standard action |
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Tags: Air | Rank 6 |
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Make an attack vs. Brawn against all Huge or smaller grounded enemies in a Large (60 ft.) radius from you.
Hit: The target is briefly borne aloft by heavy winds. It floats five feet above the ground in midair, which normally makes it unsteady (-2 accuracy, Armor, Brawn, Ref). Although it cannot use a walk speed or most other normal movement modes while midair, it gains an average fly speed with a 5 foot height limit that it intuitively knows how to use. Although it can move around in the air with this fly speed, it cannot get lower than 5 feet above the ground.
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The attack’s accuracy increases by +1 for each rank beyond 6.
11.4.8 Rank 7 Spells
| Call Massive Tornado ✨ | Standard action |
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Tags: Air | Rank 7 |
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When you cast this spell, you choose a Large (60 ft.) radius within Medium (60 ft.) range. A tornado begins forming in that area. Creatures can generally identify what area the tornado will form in with a DV 10 Awareness check.
During your next action, the tornado forms in your chosen area, and you make a reactive attack vs. Brawn and Reflex against everything in the area. If there is not at least sixty feet of open space above your chosen area, this spell fails with no effect.
Hit: 1d8 damage plus 1d8 per 2 power.
Miss: Half damage.
| Greater Wind Screen ✨ | Standard action |
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You gain a +4 bonus to your defenses against ranged strikes.
| Intense Wind Tunnel ✨ | Standard action |
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This spell functions like the wind tunnel spell, except that the push distance increases to 30 feet.
| Mighty Windsnipe ✨ | Standard action |
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Tags: Air | Rank 7 |
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Make an attack vs. Armor against something within Distant (120 ft.) range.
Hit: 1d6 damage plus 1d6 per 2 power.
| Rapid Flight ✨ | Standard action |
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You gain an average fly speed with a maximum height of 15 feet (see Flight).