Magical Art: Air

The Battle Traits for this Art are Air, Wind, Thunder, and Lightning.
Abundant Ammunition You cast forth your magic onto an ally’s quiver, magically replenishing its stock.
  • Level 1: Touch one quiver, and call “Refresh X Ammunition by Air,” Where X is your Tier+2
  • Level 2: X is Tier+3.
  • Level 3: Call, “By Your Name, [name]…”
  • Level 4: “Refresh Ammunition by Air”
Clairvoyance You cast forth your consciousness into the ether, viewing another location remotely. Each use of this skill costs 3 DT Hours.
  • Level 1: No Stamina Cost. Using this spell requires the caster to spend 5 silver to gather the mystic ingredients for a ritual that will be cast in between events. The casting of this spell should go on your Post-Event Letter, as well as a separate email be sent to the Information Skills email address. You must be able to describe the place you are attempting to view in detail—if you have never been there, it is likely your question will be answered in vague and uncertain terms.
  • Level 2: 10 silver. More accurate information about the location in question.
  • Level 3: 15 silver. Even more detailed information about a location you know, OR you can scry a location you’ve never been to, provided a detailed, thorough description.
  • Level 4: 20 silver. You can scry a location you only know by legend, myth, or rumor.
Eagle’s Will You harness the incredible willpower of the eagle, flying for hours before swooping down on its prey.
  • Level 1: Touch the target and call “Imbue by Eagle’s Will: Grant Shield Mental”.
  • Level 2: Cast by packet.
  • Level 3: “Imbue by Eagle’s Will: Double Grant Shield Mental”
  • Level 4: Cast, “By My Voice, Imbue by Eagle’s Will to Hero: Grant Shield against Mental”
Fog Cloud You harness the wind and thicken it heavily, obscuring your target’s vision and keeping him at bay.
  • Level 1: 1 packet attack, calling, “Short Repel by Air”
  • Level 2: X packet attacks, where X is Tier+1.
  • Level 3: “Repel By Air”
  • Level 4: X is Tier+3
Freedom of the Wind You cause tiny spirits of wind to do your bidding, loosening bonds and that which hampers movement.
  • Level 1: Touch a target call “Grant Defense: Purge Slow by Wind.”
  • Level 2: You can cast this on yourself, calling, “Grant Defense: Purge Root by Wind”
  • Level 3: “Cure” instead of “Purge”
  • Level 4: Tier +1 targets.
Foresight You cast your consciousness into the Tapestry of Fate, seeking answers about the future. 3 DT hours are spend on this skill.
  • Level 3: Using this spell requires the caster to spend 15 silver to gather the mystic ingredients for a ritual that will be cast in between events. The casting of this spell should go on your Post Event Letter, as well as a separate email be sent to the Information Skills email address. The future is a strange and twisted thing, and navigating the threads of the Tapestry is both dangerous and difficult. Getting clear answers is unlikely, but some idea of the future is possible.
Gaseous Form You transform briefly into a thing of wind and vapor, untouchable by the things more solid.
  • Level 3: Call “Imbue by Air” and you gain the Spirit trait for 10 sec. Effects with the Bane trait “to Spirit” will still affect you. If use any other game skill for any reason, this effect ends immediately. This spell can only be cast on yourself.
  • Level 4: “Imbue Self with Spirit by Air.” This effect ends when you rest for any reason, use any game skill, or after 1 minute has passed.
  • Level 5: You can use game skills that have the Heal or Cure effect, so long as the target is Self.
Lightning Shield You draw the power of the thunderstorm to you, wrapping it around you like a protective cloak. This spell can only be cast on yourself.
  • Level 1: You call, “Imbue by Lightning Shield.” You gain 1 use of: “Reduce Physical to 3”. Immediately after you use the Reduce, you can make a packet attack for, “3 Damage by Lightning.”
  • Level 2: Instead of “Reduce to 3” and “3 Damage”, you now call, “Reduce to 2” and “4 Damage by Lightning.”
  • Level 3: Instead of “Reduce to 3” and “3 Damage”, you now call, “Reduce to 1” and “5 Damage by Lightning.”
  • Level 4: Instead of “Reduce to 3” and “3 Damage”, you now call, “Reduce to 0” and “6 Damage by Lightning.”
Revitalizing Breeze A wind laden with the quick, mutable energy of air enhances the target’s will to fight.
  • Level 2: Call, “Refresh 1 Daily Attack to Self by Air,” to Refresh per-day attack abilities.
  • Level 3: You can cast this as a touch spell, eliminating “to Self” from the verbal above.
  • Level 4: You can Refresh either a daily attack or a daily Defense for the target, by substituting the word “Defense” for “Attack” in the verbal above.
  • Level 5: Refreshes ALL Daily attacks or Defenses. Target cannot benefit from this spell again during this event. Call, “Refresh Daily [Attacks/Defenses] by Air.”
Roaring Wind The air rushes around your target, hampering their ability to have words heard over the screaming wind.
  • Level 1: Make a packet attack for “Short Silence by Wind”
  • Level 2: Make 2 Packet attacks.
  • Level 3: Make Tier+2 packet attacks.
  • Level 4: Call, “Silence by Wind”
Solid Fog You gather the air around your foe and harden it, hampering their mobility.
  • Level 1: Make a packet attack for “Short Root by Wind”
  • Level 2: Make 2 Packet attacks.
  • Level 3: Make Tier+2 packet attacks.
  • Level 4: Call, “Root by Wind”
Spark The static in the air leaps from your hands to strike and damage your foes.
  • Level 2: Make 2 packet attacks for “X Damage by Lightning” where X is the caster’s Tier+1.
  • Level 3: Make 4 packet attacks.
  • Level 4: Call, “X Damage and Short Maim [limb] by Lightning”
  • Level 5: Make 6 packet attacks.
Storm Weapon You focus lightning into a weapon, binding it for release later.
  • Level 1: Touch one weapon and call “Imbue to Self by Storm Weapon.” You then can use 2 Melee Attacks for X Damage by Lightning.” where X equals 1+ the caster’s Tier.
  • Level 2: You can cast this as a touch spell, calling, “Grant Melee Attack: X Damage by Lightning.”
  • Level 3: X is 2+ caster’s Tier.
  • Level 4: “Grant Melee Attack: X Damage and Short Drain by Lightning.”
Thunderclap The sky shakes, and your enemy feels the fury of the storm.
  • Level 2: Make 1 packet attack for “X Damage by Thunder” where X is 2+the caster’s Tier.
  • Level 3: X is 3+ caster’s Tier.
  • Level 4: X is 4 + caster’s Tier.
  • Level 5: Call, “X Damage and Slam by Thunder”

Whispers of the Wind

Requires Clairvoyance 4 and Foresight 3
Your mastery of Air is considered to be at the peak of it’s power. You have learned how to become one with the wind itself, and ask it questions. For the wind travels far and wide and beholds the world below. You travel to speak with the wind and find that as you are and air spirit the the longer you remain so the more you become confused and disorientated. The potential to gather information is extensive the risk is also great. Your body also does not have access to any of your normal defenses. (Note while in Spirit form you must be guided with a Watcher, whom you can ask for clarifications and details on what you see.) Because you now have the Spirit trait any spells or abilities that can affect you. *Note you can only ask questions relating to what you can see.**This spell is limited to once per Event.***
**When you use this skill you must inform Staff a watch before you use it to ensure that a Wind spirit will be available. You must provide your own timer to staff, and you must have a physical representative of your body to leave behind. Requirements for the physical body are that is must weigh at least ten pounds, and be the size of a two liter of soda.**
  • Level 5: Call out, “Imbue Spirit by Air” at the start of the spell. When you find a Wind spirit you may safely ask it five yes or no questions. It is recommended you only remain an Air spirit for five minutes. When you return to your body, call out “Cure Spirit to self and Drain and Stricken by Air.” This drain can not be healed by any means other than a rest.
  • Level 7: Call out, “Imbue Spirit by Air” at the start of the spell. When you find a Wind spirit you may safely ask it ten yes or no questions. It is recommended you only remain an Air spirit for ten minutes. When you return to your body, call out “Cure Spirit to self and Drain by Air.” This drain can not be healed by any means other than a rest.
Antonius’s Sight
Requires: Clairvoyance 3, and Material component Frost Rose petals
You call upon the very air around you to expose your foes to your sight, and eventually your voice. Traits include: Human, Dwarf, Fae, Undead, Hero, Nemesis, Blood, Darkness, Infernal, Aberration, Faith, Arcane, and Otherworld.
  • Level 2: Throw a packet and call ‘Expose <Trait> by Air’
  • Level 3: Throw a packet and call ‘Expose <Trait> and mark by Air’
  • Level 4: Call ‘By my Gesture Expose <Trait> and mark by Air’
  • Level 5: [Tier] number of times per battle
  • Level 6: Call ‘ By my voice Expose <Trait> and mark by Air’