11.3 Aeromancy

PIC

Command air to protect allies and blast foes.

11.3.1 Cantrips

Airborne Leap

Usage time: Standard action.

Air, Attune

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You gain a +5 foot bonus to your maximum horizontal jump distance (see Jumping). This increases your maximum vertical jump distance normally.

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Rank 2: You also gain a 30 foot glide speed. If you already have a glide speed, you gain a +10 foot enhancement bonus to your glide speed.

Rank 4: You also become immune to falling damage.

Rank 6: The jump distance bonus increases to +10 feet.

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The air rises beneath you and pushes you up, propelling you farther when you leap.

Feather Fall

Usage time: Standard action.

Air

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Choose yourself or an ally within Long (90 ft.) range. The target treats all falls as if they were 20 feet shorter for the purpose of determining falling damage this round.

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Rank 2: The distance reduction increases to 50 feet.

Rank 4: The distance reduction increases to 100 feet.

Rank 6: The distance reduction increases to 200 feet.

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The air beneath you suddenly accelerates into a great wind, softening the force of your unexpected fall.

Manipulate Air

Usage time: Standard action.

Air, Sustain (minor)

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You change the wind speed within a Medium (30 ft.) radius emanation from you by up to 10 miles per hour. If you decrease the wind’s speed to 0, you can increase it again with the remainder of your speed change and choose any direction for it to travel. You choose the speed change and direction when you cast this spell, and that choice persists for the duration of this effect.

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Rank 3: You can choose to affect a Large (60 ft.) radius instead, and the maximum speed change increases to 20 miles per hour.

Rank 5: You can choose to affect a Huge (90 ft.) radius instead, and the maximum speed change increases to 40 miles per hour.

Rank 7: You can choose to affect a Gargantuan (120 ft.) radius instead, and the maximum speed change increases to 60 miles per hour.

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The wind around you waxes and wanes at your command, softening the force of a tempest or creating one to harass your foes.

11.3.2 Spells

Arrow Attraction

Rank 1

Usage time: Standard action.

Air

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Make an attack vs. Reflex against one creature within Medium (60 ft.) range.

Hit: As a condition, the target takes a -2 penalty to defenses against projectile strikes.

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 1.

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The air around your foe ripples with hidden air currents that seem to guide the flight of arrows.

Buffet

Rank 1

Usage time: Standard action.

Air

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Make an attack vs. Fortitude against anything within Medium (60 ft.) range.

Hit: If the target has a weight category of Medium or less, you can knockback it up to 15 feet upwards or horizontally, to a maximum of a 30 foot height limit (see Knockback Effects). The knockback distance increases to 30 feet if the target has no remaining damage resistance, or if it is outside in open air. Moving the target upwards costs twice the normal movement cost.

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The attack’s accuracy increases by +1 for each rank beyond 1.

Dust In The Eyes

Rank 1

Usage time: Standard action.

Air

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Make an attack vs. Reflex against one creature within Short (30 ft.) range. If there is dirt, dust, or a collection of loose objects of similar size within 30 feet of the target’s eyes, you gain a +2 accuracy bonus with this attack.

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 1.

Propulsion

Rank 1

Usage time: Standard action.

Air

Cost: One optional fatigue level. If you pay this cost, the spell becomes Swift, and you can only target yourself with it.

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Choose yourself, one ally, or one unattended object within Medium (60 ft.) range. The target must have a weight category of Medium or less.

You knockback the target up to 60 feet in any direction, to a maximum of a 60 foot height limit. You cannot change the direction of the movement partway through. Moving the target upwards costs twice the normal movement cost.

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Rank 3: The maximum distance increases to 90 feet.

Rank 5: The maximum distance increases to 120 feet.

Rank 7: The maximum distance increases to 150 feet.

Wall of Wind

Rank 1

Usage time: Standard action.

Air, Barrier, Sustain (attuneable, minor)

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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.

After using this ability, you briefly cannot use it or any other Barrier ability.

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Rank 3: You can increase the area to a Medium (30 ft. long) wall.

Rank 5: You can increase the area to a Large (60 ft. long) wall.

Rank 7: You can increase the area to a Huge (90 ft. long) wall.

Wind Screen

Rank 1

Usage time: Standard action.

Air, Attune

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You gain a +2 bonus to your defenses against ranged strikes.

Windseal Grasp

Rank 1

Usage time: Standard action.

Air

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You must have a free hand to cast this spell.

Make an attack vs. Reflex and Fortitude against one creature you touch.

Hit: The target is slowed (half speed, -2 Armor and Ref) 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 1.

Air Walk

Rank 2

Usage time: Standard action.

Air, Attune

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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 generally insufficient to change your space in battle.

Dust Cloud

Rank 2

Usage time: Standard action.

Air

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Make an attack vs. Fortitude against each creature in a Small (15 ft.) radius within Medium (60 ft.) range.

Hit: Each 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 2.

Wind Tunnel

Rank 2

Usage time: Standard action.

Air, Sustain (minor)

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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. Fortitude against everything in the area.

Hit: Each target is pushed 15 feet in the direction the wind blows. Once a target 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 2.

Windslash

Rank 2

Usage time: Standard action.

Air

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Make an attack vs. Armor against up to two targets within Medium (60 ft.) range. If you choose two targets, they must be adjacent to each other.

Hit: 1d6 damage +1 per 2 power.

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The attack’s accuracy increases by +1 for each rank beyond 2.

Mass Wind Screen

Rank 3

Usage time: Standard action.

Air, Attune (target)

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This spell functions like the wind screen spell, except that it affects up to five creatures of your choice from among yourself and your allies within Medium (60 ft.) range.

Windblade

Rank 3

Usage time: Standard action.

Air, Attune

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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).

Windburst

Rank 3

Usage time: Standard action.

Air

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Make an attack vs. Reflex against all enemies in a Medium (30 ft.) radius from you.

Hit: 1d6 damage +1 per 2 power.

Miss: Half damage.

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The attack’s accuracy increases by +1 for each rank beyond 3.

Windsnipe

Rank 3

Usage time: Standard action.

Air

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Make an attack vs. Armor against anything within Distant (120 ft.) range.

Hit: 1d8+1d6 damage.

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The damage increases by 1d8 for each rank beyond 3.

Control Weather

Rank 4

Usage time: Standard action.

Air, Attune (deep)

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When you cast this spell, you choose a new weather pattern. You can only choose weather which would be reasonably probable in the climate and season of the area you are in. For example, you can normally create a thunderstorm, but not if you are in a desert.

When you complete the spell, the weather begins to take effect in a two mile radius cylinder-shaped zone from your location. After five minutes, your chosen weather pattern fully takes effect. You cannot change the intensity of the weather beyond what would be possible without magic during this time frame. For example, you can change a clear sky into a light thunderstorm, but you cannot create a hurricane or tornado from untroubled air.

At any time during this spell’s effect, you can choose a new weather pattern as a standard action. When you do, the weather transitions from your original pattern to your new pattern over a five minute period.

You can control the general tendencies of the weather, such as the direction and intensity of the wind. You cannot control specific applications of the weather, such as the location of lightning strikes. Contradictory weather conditions are not possible simultaneously.

After the spell’s effect ends, the weather continues on its natural course, which typically causes your chosen weather pattern to end. If another ability would magically manipulate the weather in the same area, the most recently used ability takes precedence.

Cyclone

Rank 4

Usage time: Standard action.

Air

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Make an attack vs. Reflex against everything in a Medium (30 ft.) radius within Medium (60 ft.) range.

Hit: 1d6 damage +1 per power.

Miss: Half damage.

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The attack’s accuracy increases by +1 for each rank beyond 4.

Dustblind

Rank 4

Usage time: Standard action.

Air

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Make an attack vs. Reflex against one creature within Short (30 ft.) range. If there is dirt, dust, or a collection of loose objects of similar size within 30 feet of the target’s eyes, you gain a +2 accuracy bonus with this attack.

Hit: The target is surrounded by swirling dust as a condition. While it is below its maximum hit points, it is blinded (50% miss chance, -2 Armor and Ref).

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.

Flight

Rank 4

Usage time: Standard action.

Air, Attune

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You gain a 30 foot fly speed with a maximum height of 15 feet (see Flight).

Misty Step

Rank 4

Usage time: Standard action.

Air, Attune

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You can move through creatures freely. This does not allow you to move through inanimate objects. In addition, you gain a 30 foot 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

Rank 4

Usage time: Standard action.

Air

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Make an attack vs. Fortitude against one creature within Short (30 ft.) range.

Hit: The target is slowed (half speed, -2 Armor and Ref) 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.

Dust Storm

Rank 5

Usage time: Standard action.

Air, Sustain (standard)

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You create a dust storm at a location within Long (90 ft.) range. The area affected by the storm increases over time. It affects a Medium (30 ft.) radius zone in the first round, a Large (60 ft.) radius in the second round, and a Huge (90 ft.) radius in all subsequent rounds. When you cast this spell, and during each of your subsequent actions, make an attack vs. Fortitude against everything in the area.

Hit: Each target is dazzled (20% miss chance, no special vision) as a condition. If it was already dazzled by this effect, and it has no remaining damage resistance, this condition makes it blinded (50% miss chance, -2 Armor and Ref) instead.

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.

Hurricane

Rank 5

Usage time: Standard action.

Air

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Make an attack vs. Fortitude against all enemies in a Medium (30 ft.) radius from you.

Hit: 1d8 damage +1 per power. In addition, each target is pushed 30 feet clockwise around you. Each target’s final position should be the same distance from you as its starting position.

Miss: Half damage.

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The attack’s accuracy increases by +1 for each rank beyond 5.

Intense Arrow Attraction

Rank 5

Usage time: Standard action.

Air

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This spell functions like the arrow attraction spell, except that the penalty increases to -4.

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The attack’s accuracy increases by +1 for each rank beyond 5.

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The air around your foe ripples with hidden air currents that seem to guide the flight of arrows with extreme precision.

Intense Buffet

Rank 5

Usage time: Standard action.

Air

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Make an attack vs. Fortitude against anything within Medium (60 ft.) range.

Hit: If the target has a weight category of Large or less, you can knockback it up to 30 feet upwards or horizontally, to a maximum of a 60 foot height limit (see Knockback Effects). The knockback distance increases to 30 feet if the target has no remaining damage resistance, or if it is outside in open air. Moving the target upwards costs twice the normal movement cost.

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The attack’s accuracy increases by +1 for each rank beyond 5.

Intense Wind Tunnel

Rank 5

Usage time: Standard action.

Air, Sustain (minor)

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This spell functions like the wind tunnel spell, except that the push distance increases to 30 feet, and the area’s length increases to Huge (90 ft. long).

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The attack’s accuracy increases by +1 for each rank beyond 5.

Mass Windblade

Rank 5

Usage time: Standard action.

Air, Attune (target)

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This spell functions like the windblade spell, except that it affects up to five creatures of your choice from among yourself and your allies within Medium (60 ft.) range.

Mighty Windslash

Rank 5

Usage time: Standard action.

Air

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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 per 2 power.

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The attack’s accuracy increases by +1 for each rank beyond 5.

Mistform

Rank 5

Usage time: Standard action.

Air, Sustain (standard)

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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 20 foot fly speed with a 30 foot height limit (see Flight). Since you have no land speed, flying in this way does not penalize your Armor or Reflex defenses. While you are in this form, you are unable to take any standard action other than glosstermmovement.

Retributive Winds

Rank 5

Usage time: Standard action.

Air, Attune (deep)

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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 +1 per power.

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The attack’s accuracy increases by +1 for each rank beyond 5.

Windtheft

Rank 5

Usage time: Standard action.

Air

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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 Fortitude and Reflex defenses. If it is held in two hands or well secured, this attack automatically fails.

Hit: You knockback 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.

Agile Flight

Rank 6

Usage time: Standard action.

Air, Attune

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You gain a 30 foot fly speed with a maximum height of 15 feet (see Flight). Unlike normal, flying with this fly speed does not penalize your Armor and Reflex defenses.

Distant Windsnipe

Rank 6

Usage time: Standard action.

Air

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Make an attack vs. Armor against anything within Extreme (180 ft.) range.

Hit: 3d10 damage.

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The damage increases by 2d10 for each rank beyond 6.

Skyseal

Rank 6

Usage time: Standard action.

Air

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Make an attack vs. Fortitude against anyhthing within Medium (60 ft.) range.

Hit: If the target has no remaining damage resistance and has a weight category of Large or less, it is borne aloft by heavy winds as a condition. It floats five feet above the ground. As long as it does not have a fly speed, it is immobilized (-4 Armor and Ref, cannot use movement speeds).

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 6.

Massive Cyclone

Rank 7

Usage time: Standard action.

Air

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Make an attack vs. Reflex against everything in a Large (60 ft.) radius within Distant (120 ft.) range.

Hit: 1d6 damage plus 1d6 per 2 power.

Miss: Half damage.

Massive Windburst

Rank 7

Usage time: Standard action.

Air

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Make an attack vs. Reflex against all enemies in a Huge (90 ft.) radius from you.

Hit: 1d6 damage plus 1d6 per 2 power.

Miss: Half damage.

Soaring Flight

Rank 7

Usage time: Standard action.

Air, Attune

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You gain a 30 foot fly speed with a maximum height of 60 feet (see Flight).

11.3.3 Rituals

Limited Air Supply

Rank 1

Casting time: One minute.

Air, Attune (target)

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Choose up to six ritual participants. Each target gains a temporary supply of air that it can use to breathe. It can activate the air supply as a free action. When it does, it gains the ability to breathe clear, clean air regardless of its surroundings for one minute. This can allow it to breathe underwater and avoid inhalation-based poisons.

This ritual requires one fatigue level from its participants.

Air Supply

Rank 3

Casting time: One minute.

Air, Attune (target)

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Choose up to six ritual participants. Each target gains the ability to breathe clear, clean air regardless of its surroundings. This can allow it to breathe underwater and avoid inhalation-based poisons.

This ritual requires one fatigue level from its participants.

Gentle Descent

Rank 3

Casting time: One minute.

Air, Attune (target)

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Choose up to six ritual participants. Each target gains a 30 foot glide speed.

This ritual requires one fatigue level from its participants.

Overland Flight

Rank 4

Casting time: One minute.

Air, Attune (target)

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Choose up to six ritual participants. Each target gains a 30 foot fly speed with a 15 foot height limit (see Flight). If it attacks or is dealt damage, it is briefly unable to take any actions and this effect ends.

This ritual requires one fatigue level from its participants.

Rapid Overland Flight

Rank 6

Casting time: One hour.

Air, Attune (target)

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Choose up to six ritual participants. Each target gains a 60 foot fly speed with a 15 foot height limit (see Flight). If it attacks or is dealt damage, it is briefly unable to take any actions and this effect ends.

This ritual requires one fatigue level from its participants.