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Air
AIR
Granted Power: You can command air creatures just as an evil priest commands undead, and you gain the ability to fall without suffering damage (as per feather fall) -- the air naturally buffers your descent.
Offered By: Sabine.
Air Domain Spells:
1: Wall of Fog (Arcana) [Air] [Water]
Level: Druid 1, Mage 1, Weather 1, Air 1
Mana: 1. Long duration. Base Success: 90%.
Conjures a curtain of fog useful for, among other things, blocking spellcasters and archers' lines of sight. Characters with true sight or Nature Sense can see through fog clearly, and anyone can see creatures within one square of the fog on either side.
2: Wind Wall (Arcana) [Air]
Level: Druid 2, Priest 2, Mage 2, Air 2, Bard 3, Ranger 1, Ranger 2
Mana: 3. Long duration. Base Success: 90%.
Creates a vertical curtain of wind that deflects all arrows, bolts and throws weapons weighing less than three pounds crossing its area.
3: Gaseous Form (Thaumaturgy)
* * * NOT IMPLEMENTED YET * * * [Air]
Level: Mage 3, Air 3, Bard 3, Assassin 3
Mana: 1. Base Success: 90%.
Transforms the caster into an animate cloud of grey vapours. In this state the caster cannot cast spells, but it also immune to most forms of physical attack. The gaseous form moves very slowly at 30% of normal human speed.
4: Air Walk (Thaumaturgy) [Air]
Level: Druid 4, Air 4, Priest 5, Ranger 4
Mana: 35. Persistant. Base Success: 100%.
The subject can tread on air as if walking on solid ground. This allows the subject to avoid ground-based traps, water, pits and chasms.
5: Cloudkill (Arcana) [Air]
Level: Mage 5, Destruction 5, Air 5, Assassin 5
Fortitude partial. Mana: 10. Base Success: 75%.
Creates a cloud of poisonous gas that kills outright any creature of CR 2 or less, kills any creature of CR 3 to CR 5 on a failed saving throw, and inflicts 1d4 toxic damage per caster level on everything else (Fortitude for half). Only creatures who breathe are affected. The caster is immune.