Air Theurgy

The plurality of Air Theurgists are Rovers, who view air theurgy as a direct extension of the power of Nami, Lady of the Winds. But a wide variety of Air Theurgists claim affiliation with other deities, especially among well-traveled adventuring holy warriors.  

(Wits + Athletics)

  (note, flying spells powered by air theurgy are less subtle than flying spells generated by other magic since it's accompanyed by obvious wind effects)     ● Commune with the Winds: Subjects gain improved distance vision and +1 bonus die when attacking with bows, crossbows, or thrown weapons. One subject per success.Spread   OR   Subject does not have to breathe at all for ten minutes per success rolled functionally becoming temporary immune to strangulation, poison gases, and drowning. Persistent     ●● Breezy Defense: Subjects gain a bonus in speed, agility, and reaction time gaining a bonus die on rolls to Dodge and perform Athletics rolls based on agility or speed and Wits related in combat or physical situations.   Subjects can roll Dexterity + Melee or Brawl to block or deflect arrows and thrown weapons directed at them as if they were melee attacks. Spread   OR   Wind Strike: A thrown weapon, arrow, or crossbow bolt is launched with increased speed and penetrating power. The power lasts up to fifteen minutes or when fired. Each success results in a bonus die of damage. The spell is cast on the ammunition, not the person shooting and has to be cast on arrows and the like one at a time. Once cast nothing is stopping someone from handing the arrow off to a better marksman. Persistent     ●●● Ride the Winds: Winds can carry a group of people for about four hours. Two people per success rolled. Spread   OR   Allows a single subject what is nicknamed "perfect flight" for about ten minutes per success. The caster can hover perfectly, turn on a copper piece, and fly faster than a galloping horse. The subject gains +1 die on all non-magical Dexterity rolls for the duration. Persistent     ●●●● Command the Living Winds: Summon an one or more air elementals, in either ten minutes or with one standard action and 50 drams of reagents. It's not enough to summon air elementals in a place with air, there needs to be some kind of ongoing air current or breeze.   One success can summon a small elemental, two successes can summon a medium elemental, and three successes can summon a large elemental.   You can mix and match. Four successes can summon two medium air elementals or one large and one small elemental. Instant (once summoned, elementals cannot be dispelled with normal dispel magic attempts)     ●●●●● Tempestuous Battle Form: Turn casters body into living wind for a scene. Persistent

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