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Monday, August 5, 2019

Air Spell Descriptions

Air Spell Descriptions

First Level Spells


Compass of the Four Winds


Range: 0

Duration: 12 Turns

By throwing a small amount of dirt mixed with spittle into the air, the cast receives an internal compass that is unerring. At the time of casting the Air Elementalist picks a direction (North, Southwest, etc) and the spell is now anchored. From this point until the duration ends, the caster will hear a sound in their ear when facing the anchored direction. 


Floating Disk


See OSE Magic Section


Feather Fall 

Range: 240’

Duration: 6 rounds

When this spell is cast the target(s) assume the mass of a down feather. 

The rate at which a target(s) fall is 20’ per round and no damage can be caused by the fall. 
The spell will effect an area of 10’ x 10’ x 10’, but the maximum weight is equal to 2000 coins plus 2000 coins per level of the caster.
This spell can only be used on free-falling, flying, or propelled objects.

Second Level Spells


Flying Dagger


Range: 120’

Duration: 6 rounds

This spell enables the Air Elementalist to animate their dagger and have it attack an opponent at range. By adding one of their own teardrops to the tip of the blade then releasing it the blade will seek out the target.

The dagger will move up to 60’ per round, and the caster must be able to see their target.
Dagger uses the wizards to hit bonus, but receives a bonus to hit of +2. For purposes of overcoming magical resistances the dagger counts as a +2 weapon. 
Due to that lack of force behind the blow, the dagger only does 1d3 damage.
Opponents can attack the weapon, it has an AC of 0(19) with 10 Hit Points.
Other bladed weapons can be used, but the wizard is at a -5 penalty to hit and the damage die is reduced one step with anything other than a dagger.
This spell requires the Elementalist to continue concentration in order to animate the blade. Once the spell is active, injury will not cause the caster to lose concentration, but unconsciousness or death will.

Invisibility


See OSE Magic Section


Levitate


See OSE Magic Section


Third Level Spells


Fly


See OSE Magic Section


Wind Wall


Range: 120’

Duration: 1 turn

This spell creates a curtain of wind that is roughly 2’ thick and of a considerable strength. Flying creatures smaller than an eagle will be blow away and people that are not expecting the spell will have small objects torn from their hands. Insects are unable to cross through the barrier.

Insects, arrows, and bolts are unable to cross through the barrier. Heavier missile weapons can pass through at a -4 penalty to hit.
Gases, most breath weapons, and creatures in a gaseous form cannot pass the wall. 
The wall is 10’ x 5’ per level of the caster.

Gust of Wind


Range: 0

Duration: 1 round

This spell creates a strong burst of air that travels straight away from the caster. This burst of air is equivalent to about 30 mph (50 kph). 

The gust can extinguish small flames up to a torch. Protected flames, like a lantern, have a 5% chance per level of the caster of going out.
Larger fires are fanned 1d6 feet towards the direction of the burst.
Small flying creatures are pushed back 1d6 x 30’, man size flying creatures are held still, and large flying creatures movement is cut in half.
Blows over light objects, disperses vapors, and repels gaseous and unsecured levitating creatures.
The path of the burst is 10’ wide and 30’ long per level of the caster.

Fourth Level Spells


Hallucinatory Terrain (Called Create Mirage)


See OSE Magic Section


Dimensional Door


See OSE Magic Section


Thunder Hammer


Range: 0

Duration: 1 Turn

This spells allows the caster to create a hammer made of pure wind and thunder to extend from their hand. The hammer does not actually take up space, and the caster can still hold and object in their hand, though they cannot use the hammer and another weapon in the same hand. The hammer can be retracted into the caster’s arm, and extend out at will.

The hammer deals 4d4 Hit Points of bludgeoning damage, and the caster is able to use the weapon, even if not ordinarily able to use hammers.
The hammer treats all non-flying targets as if they had an AC of 9(11). If the target is flying, its AC is normal.
It will not harm creatures that can only be struck by magical weapons.
The hammer will disappear if the caster attempts a new spell, but can activate magic items. The spell is also broken if the caster is knocked unconscious or dies.
Each time the hammer hits, it creates it sounds of a thunder crack.

Fifth Level Spells


Conjure Elemental – Air Elemental Only


See OSE Magic Section


Cloudkill


See OSE Magic Section


Magic Carpet Ride


Range: Touch

Duration: 18 Turns

This spell creates a magic carpet ride that is made of glowing supernatural force. At the time of casting, the Air Elementalist can choose themselves, or touch another to be the “pilot” of the carpet giving them indescribable feelings. 

The carpet is 1 square foot per level of the caster, and can hold 1000 coins of weight per level of the caster.
The carpet moves at 300’ per round and is highly maneuverable.
In combat the carpet can be destroyed with dispel magic, or with damage. The carpet has 5 hit points per level of the caster, and an AC 7(13).
If the “pilot” is killed or knocked unconscious, the carpet will fade away.
The carpet has a bubble of protection from wind, air, and storm elements. The bubble extends all around the carpet and is as tall as the “pilot”. The carpet cannot be effected by air-based effects at all, in fact the carpet could sit in the middle of a tornado and not be bothered.

Sixth Level Spells


Control Weather


See OSE Magic Section


Invisible Stalker 


See OSE Magic Section


Summon Wind Dragons


Range: 240’

Duration: 2 Turns

An Air Elementalist can choose to summon 1 to 10 “wind dragons” with this spell. They are not actual dragons but small whirlwinds that are 5’ in diameter that move with the mental commands of the caster. The dragons lash out at opponents which get a saving throw versus spell for half damage. 

The whirlwinds move up to 210’ per round and strike a target as a 14th Fighter that does 4d4 Hit Points of damage.
The caster can direct the whirlwinds at different targets but, but no more than two can attack any one target at a time. If the caster is struck in combat, attempts to cast another spell, or any act that breaks concentration, the spell ends.
The spell requires air to cast and the spell will automatically fail if none is present. An example would be that the spell cannot be cast underwater.

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