Command Air spells

Command Air magic moves air, aka creating wind. It does not create air, it can ventilate the air in a stale room, but it can't reoxygenate the air in a stale room.   Lesser Command AIr is a Second Circle spell and Greater Command Air is a Fourth Circle spell.

Effect

The caster can command and direct wind with her hands. This need not require constant hand movement. If the caster uses her hands to set the direction of a breeze and then stops, the wind will keep blowing in that direction for the duration of spell at least.   Wind can be created in a straight line, or in a circle, or a spiral, or almost anything the caster can pantomine.   Lesser Command Air can disperse odors or gases and create a pleasant breezes. Normally it can blow away parchement or light objects. At worst, it can tip over cups or similarly sized objects.   At three+ successes it might be able to cause a +1 difficulty modifier on a thrown weapon or arrow. if creatively used.   At three+ successes the spell can have a minor positive effect on a small sailing boat (boat, not ship), but it would probably require repeated castings. Nothing crazy dramatic, like turning a ten hour trip into a nine hour trip. It could theoretically be used offensively against an enemy boat but it would register more as an annoyance than a true attack.   Greater Command Air is more powerful. It can potentially have a large effects on a small sailing boat or relatively minor effect on a small sailing ship. With repeated castings over and over again, it might have a measurable positive effect on large sailing ship making a long journey.   Greater Command Air is not the greatest attack spell in the world, but it is far from useless. It can potentially knock over opponents or punch an enemy with air. Sudden gusts of wind can approximate the Lifting and Feats of Strength equal to successes rolled or inflict Successes + plus two in bashing damage.


Cover image: by Me with Midjourney

Comments

Please Login in order to comment!