Air

command and conjure air, wind, and gases

A Fundamental — a Field of Magical Knowledge whose applications reach 40m and last 2min; the usual props are a fan (or perhaps even an ardent admirer). Learn it Basic (1 yr) for the easy end, Advanced (3 yr) for the deep.

Its 12 applications, by intensity:

ApplicationInt§
Conjure Air0§2B1
Dormitive Vapours1§2A5
Remove Air1§2B2
Create Smoke1§2B3
Stinging Vapours1§2B4
Sustenance1§2B6
Protection from Air1§2B7
Alter Weather2§2A10
Cone of Heat2§2A8
Poisonous Vapours2§2A9
Summon Air Elemental3§2A11
Lightning Bolt3§2A12

Conjure Air

Intensity
0
Code
§2B1
Source
air

Create a 5m×5m×5m volume of air in a space perhaps already occupied by air or vapour (but nothing denser). This volume may be decreased, but the air may not be compressed further.

Used judiciously, this spell creates gusts of wind, etc. (immediate).

Dormitive Vapours

Intensity
1
Code
§2A5
Source
air

Create a volume of anaesthetic vapour occupying a volume 1m×1m×1m (fixed).

Inhalers must make an EF=5 WP roll to resist falling asleep, and remain asleep until the gas disperses and the inhaler has regained reserve fatigue levels, or is shaken awake.

Note: a character or creature whose fatigue is already at or above reserve fatigue will only remain asleep until the gas disperses or he/she is shaken awake.

Remove Air

Intensity
1
Code
§2B2
Source
air

Remove all the air or vapour from a 2m×2m×2m volume (immediate). This won't suffocate people, but it can produce thunderclaps, slam doors, etc.

Create Smoke

Intensity
1
Code
§2B3
Source
air

Create a volume of thick smoke occupying a volume 5m×5m×5m (fixed).

Stinging Vapours

Intensity
1
Code
§2B4
Source
air

Create a volume of irritating gas (equivalent to tear gas) occupying a volume 2m×2m×2m (fixed).

Sustenance

Intensity
1
Code
§2B6
Source
air

The invoker may render him/herself, or one recipient, capable of surviving in a hostile (or lacking) atmosphere for the duration of the spell (controlled, bestowed).

Protection from Air

Intensity
1
Code
§2B7
Source
air

The invoker may render him/herself or another more resistant to attacks which damage through heat or moistening, by reducing the DCs of said attacks by 4.

If the attack damages through one of the two, and something else (eg. drying, like a fire-based attack), then this protection drops to a reduction in DC of 2.

Alter Weather

Intensity
2
Code
§2A10
Source
air

Alter the weather within a 1km radius by shifting the weather's description by one row on each of the three columns below.

While the duration of this effect is only two minutes, the return to normality will be gradual (as though the artificially invoked conditions had come about naturally).

Temperature Wind Precipitation
-50°C Calm None
-30°C Slight Breeze Fog
-10°C Gusty Breeze Drizzle
5°C Moderate Wind Medium Rain
20°C Strong Wind Heavy Rain
30°C Storm Wind Rivers Flood Levies
40°C Gale Flash Floods
50°C Hurricane (Or hail or snow if applicable)
60°C Tornado

Note: Wind direction may be altered by up to 45° (eg. from SE to E) instead of altering its intensity.

Cone of Heat

Intensity
2
Code
§2A8
Source
air

The invoker may create a cone of heat with its base anywhere within range. The cone is 20m wide at its base and draws to a point at its invoker. Those wholly or mostly within it suffer DC3 from heat (immediate).

Poisonous Vapours

Intensity
2
Code
§2A9
Source
air

Create a volume of poisonous vapour occupying a volume 1m×1m×1m (fixed).

Those breathing the gas must successfully perform a PR roll or suffer one point of damage each pulse thereafter, until achieving a QR1 or 2 on one of the pain resistance rolls.

Summon Air Elemental

Intensity
3
Code
§2A11
Source
air

Summon an elemental of air (controlled). The elemental appears in 2×(QR-1) pulses. See [5.2].

Lightning Bolt

Intensity
3
Code
§2A12
Source
air

Create a lightning bolt 1m wide extending from the invoker to a point within range (immediate).

Anyone touched by the lightning bolt, or placed in electrical contact with it, takes DC6 and is automatically stunned. If he/she achieves a QR10 on his/her PR roll (for the damage) he/she dies of heart failure, and must be revived by a skilled person (at least if in low-tech surroundings) within a minute.

A lightning bolt damages through heat and moisture.