Air

The element of Air is concerned with motion.

It embodies lightness and flight, indecision, and the control of motion.

Those preferring Air tend to be intellectual and manipulative, using wit to control their environments.

Alertness

Alertness 5 5 Stack 20 Minutes

Each casting adds one to the skill level in Perception and Spotting (see section 3.3).

Calm Emotions

Calm Emotions 4/7/12/20/30/40 3 Stack 10 Minutes

This spell has a calming effect on people and can be used to suppress or prevent a riot.

If at least 30% of the people involved are affected, each casting lowers the Riot Chance by 20% (see section 9.10).

The costs above are for: 1/2/5/10/20/50 people.

Disintegrate

Disintegrate 10/20/25/40/60 1 Stack -

Disintegrate vaporizes solids and liquids.

The costs are for one pound of: water/cloth or rope/wood/rock/metal.

No less than the above cost can be spent even if the object weighs less than a pound.

For use against a living creature the cost is 10 x STR.

If less than this amount is used, the damage done is 1 PD per 4 MF.

Earthquake

Earthquake 120 8 Stack 2 Minutes

Casting Earthquake creates an earthquake of Scale 1 (see section 9.9).

Each successive casting increases the Scale by 1.

Edge

Edge 10 3 Stack 1 Minute

Edge increases the sharpness, and hence damage, of edged weapons.

For each casting, add 2 to slashing and 1 to stabbing Impact Damage.

Farsight

Farsight 10 5 Stack 2 Minutes

Each casting of Farsight doubles the range at which objects can be seen (see Sighting rules of section 9.3).

It applies to the first table of section 9.3 only and does not affect the spotting odds of the Action/Reaction table.

Flare Torch

Flare Torch 2 1 Stack 3 Phases

This spell cause a torch to burn at double normal brightness.

Flight

Flight 20 + 2 x STR 3 Stack 2 Minutes

Flight allows the caster to fly at a speed of 30 hexes per phase (20 MPH).

The direction of flight may be changed twice and the speed once per phase.

Stacking increases the top speed by 30 hexes per phase or duration by 2 minutes with each casting.

The caster can carry objects with him or cause them to fly by expending one MF per 4 pounds of object weight.

An object thrown by this spell has a Collision Rating equal to the MF for determining the target Knock Down chance (see section 10.6).

Using this spell to throw weapons and do Physical Damage is covered in the Missile Flight spell.

When an object is thrown into a wall or door, the attack strength is equal to the MF/3 (see section 9.7).

Form Clouds

Form Clouds 12 10 Stack 1 Hour

This spell adds 10% to the Cloud Cover in a six mile hex area (see section 9.2).

After casting the cloud cover takes one minute to form.

Magical clouds may be moved in the wind direction at up to the local wind speed.

Incite Riot

Incite Riot 5/9/15/25/40/55 3 Stack 10 Minutes

This spell raises the aggression level of a crowd or individual.

If at least 30% of the crowd is affected, each casting increases the Riot Chance by 20% (see section 9.10).

The above costs are for affecting 1/2/5/10/20/50 people.

Indetectability

Indetectability 6 12 Stack 5 Minutes

Indetectability adds one to the caster's Infiltration skill level for all actions versus the opponent's Perception or Spotting skill level.

It is good for sneaking past people or eluding pursuit but not for picking locks or detecting alarms (see section 3.3 under Infiltration ).

Landslide

Landslide 80/100/120/160 1 Stack -

If there is a handy hillside with loose soil or rocks.

this spell may be used to create a landslide.

The spell starts an area 50 hexes by 30 hexes moving downslope.

The above cost are for: 60/50/40/30 degree slopes.

Landslide movement speeds are 30/25/20/12 hexes per phase for each of the slope steepnesses.

The landslide travels 60 hexes on a 30 degree slope and on any higher slope continues until the slope becomes less than or equal to 30 degrees, from which point it moves another 60 hexes.

Anyone caught in a Landslide must make a Fall Recovery roll for rolling down a slope on the Action/Reaction table (section 3.3) at 1/2 normal Base Odds.

Failure of this roll results in a serious injury per note 3) of that table.

Levitate

Levitate 12 + STR 1 Stack 2 Minutes

This spell allows the caster to levitate the move slowly up, down, or side to side.

Maximum speeds are 6 hexes per phase and direction can be changed once per phase.

If the caster wishes to levitate objects, the cost is 1 MF per 5 pounds of weight.

This spell has a Collision Rating of MF/2 when used to ram an object into someone (see section 10.6) and an attack strength of MF/5 when the object is used to batter down a door or wall (see section 9.7).

It's never a good idea to increase your surface area to volume ratio.
Dr. Buen-Scheuk

Lightfoot

Lightfoot 15 3 Stack 2 Minutes

Each casting of this spell increases the target's Combat Speed by 1, up to a maximum of 8 hexes per phase.

This spell does not affect other combat attributes and cancels a Leadfoot spell.

Lightweight

Lightweight 1 Inf Stack 10 Minutes

This spell removes 1 pound of effective mass from an inanimate object per MF used.

No object may lose more than 50% of its natural weight.

One MF of Lightweight cancels one MF of Mass Increase.

Missile Flight

Missile Flight 2/6/15 2 Stack 2 Phases

Missile Flight is a specialized form of the Flight spell designed for moving archery and thrown weapon projectiles.

The costs are for: 1/2/5 pound projectiles.

When used, the mage makes the standard archery roll to hit using his MGSL added to his archery skill level.

There are no range limitations.

Arrows always do 3 ID, and ballista bolts behave as thrown spears.

Arrows move at 180 hexes per phase, daggers 90, and spears 45.

Stacking increases the velocity by 50% and doubles ID.

The minimum MF which can be used in a casting is 2.

Only one projectile may be controlled at a time.

The target gets no Resist Roll.

Missile/Weapon Protection

Missile/Weapon Protection 5 Inf Stack 10 Hours

Every 5 MF protects the target from 1 Impact Damage point.

Impact Damage hitting the target subtracts 5 MF from the protection until the protection goes to zero.

Thereafter any remaining ID goes into the target.

For example, 20 MF gives 4 ID protection.

An arrow striking the target with 3 ID would lower the protection to 1 ID.

Move Earth

Move Earth 2 Inf Stack 3 Phases

For two MF, a 2 foot cube of soil is moved up to three hexes.

Movement speed is one hex per phase.

Stacking increases amount moved.

Pick Lock

Pick Lock 5/7/17/35 1 Stack -

One of the correspondences of Air is opening and undoing.

Pick Lock will open locks, latches, bolts, and drop bars attached to the target door.

The costs above are for a: lock/latch or bolt/heavy drop bar/6 man bar.

If the locking mechanism is held by a magical Barricade spell, the MF required is equal to the MF in the Barricade spell plus the normal opening cost.

Nightsight

Nightsight 12 2 Stack 2 Minutes

Each casting doubles the range at which objects can be seen in darkness.

This applies to the third table of section 9.3 only, and does not affect the odds on the Action/Reaction table.

Shadow

Shadow 3 12 Stack 5 Minutes

Shadow has the same effects as an Indetectability spell but may only be used at night or in poorly lit areas.

Sound Amplification

Sound Amplification 10 3 Stack 3 Minutes

This spell doubles the Sound Detection ranges of section 9.4 with each stacking.

Spread Fire

Spread Fire 1/3/10/24/48 1 Stack 20 Phases

Section 9.6 contains information on how fast fires spread.

The Spread Fire spell halves these Spreading Times.

The costs above are for a fire covering: 1/7/19/37/38+ hexes.

If the fire grows past a breakpoint, the Spread Fire effects cease unless additional MF is added to meet the new size requirement.

Spread Fluid

Spread Fluid 1/3/8/80 2 Stack 1 Minute

This is the opposite of the Thicken Water spell.

It halves the normal fluid Spreading Times of section 9.5.

The costs above are for a: cup/quart/gallon/50 gallons.

Transfer

Transfer 2 Inf Stack 4 Hours

Transfer performs the same function in Air that Grounding does in Earth.

For every 2 MF in Transfer, one MF of incoming magic is canceled.

For example, 50 MF of Transfer would partially cancel a 30 MF spell, leaving 5 MF coming through.

In canceling the incoming MF, the MF in Transfer are used up.

Once the MF in Transfer is zero, it no longer protects the mage.

Vehicle

Vehicle 9/15/50/70 2 Stack 1 Minute

Vehicle is a lesser form of the Flight spell.

Any object that is designed to move, from hand carts to galleys to rounded rocks, can use this spell.

Each casting moves the vehicle at 15 hexes per phase (10 MPH) leaving it steerable by normal means.

The above costs are for a: canoe/row boat/wagon/30 foot boat.

Air [R-FRP4-8.1.8.5]

rhand_morningstar_missions/air.txt · Last modified: 2025/01/20 10:32 by robert
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