Air-Signing

Air signing is a Euloric art which allows the user to cast basic elemental spells through the act of drawing magical symbols in the air. In many ways, air signing is similar to the Common Arts, however, it possesses many important differences which separate it from the common arts. An air signer maintains access to all elements publicly available in the common arts, however, their ability for manipulating the elements is tremendously reduced. More specifically, any spells that an air signer casts must follow a single linear trajectory and cannot deviate from its initial path. This means that while an air signer is capable of casting streams of fire, targeting an area of ground and freezing it with ice, or siphoning sand into their palm, they cannot use air magic in order to fly in the same capacity than a common arts user is able to. On more rare occasions air-signing has been known to produce Signs that have effects outside of the elements. Although this barely happens, with there only being 1-2 non-element related signs. Air signs are tangible, and capable of being interrupted if something or someone is pushed through them. They can also be knocked back at the user before activating.

**Air-Signing does not require incantations**

*Examples of possible vs. impossible spells for air signing include:*

* **Possible**
	+ Casting a lightning bolt in a straight line
	+ Sending out a wave of fire in one direction
	+ Sending out a blast of air in one direction
	+ Casting an ice spell to freeze a large area of ground upon the magic’s impact with it
		- *Note: air signing does not have to consist solely of projectiles, but the cast must still adhere to the idea of a ‘linear trajectory’, i.e. if the sign is pointed towards a tree, it must freeze that specific tree*
	+ Drawing air signs at a distance from the user
		- Errant - 8in from the user
		- Quillin - 1ft from the user
		- Caito - 1ft 8in from the user
		- Fiskan - 3ft from the user
		- Oracle - 10ft from the user
		- Architect - 20ft from the user
	+ Moving air signs, (do note they can only move it at the distances labled above)
* **Impossible**
	+ Arcing a lightning bolt around a corner
		- *Does not follow a singular linear trajectory*
	+ Sending out a blast of fire in all directions
		- *Does not follow a singular linear trajectory*
	+ Using air magic in order to fly
		- *Air signing does not allow for fine adjustment of wind currents around a person’s body (fine control over air); this is only possible with the common arts*
	+ Using ice magic to create a golem to fight in battle
		- *Air signing does not allow for continuous fine control over ice; this is only possible with the common arts*

### Errant-Caito Air Signs

At these levels usage of more powerful air signs is out of reach, as they require far more control and mastery. Signs that are written in the air at these levels can last about 10 seconds, these levels can have up to 2 signs active at once.

* **Wind:** An air sign that simply allows for a gust of air, this gust is capable of causing small objects to be blown away. However, nothing more than that.
* **Heat:** This Sign allows the user to create a heated area, the temperature is about the same as the average campfire.
* **Shake:** This Sign allows the user to cause a small tremor where it's aimed. The tremor is confided to a small 1ft circle, and at best can cause things such as tables to shake.
* **Chill:** This air signs cools whatever its closest to, causing that thing to be exposed to freezing temperatures.
* **Spray:** A sign that creates a light spray of water. Used in irrigation and other forms of farming.

### Fiskan Air Signs

Fiskan Air signers are capable of writing more precise and powerful air signs. This gives them the ability to produce more powerful elemental effects. Fiskan air-signs last about 30 seconds, they can also have 3 signs active at once.

* **Gust:** This creates a force of air that can cause the average human to stumble. It doesn't work as well on armored targets however.
* **Flame:** This creates a flame bolt that hits as hard as an arrow. Its flame is hot enough to melt skin with ease.
* **Bolt:** This spell allows the fiskan to fire a weaker lightning bolt from their sign. This bolt has enough force to send even armored individuals staggering. Along with the electrifying properties of it as well.
* **Quake:** This spell sends out a shock into the ground around the user in a 30ft radius. Anything in this radius that is hit with this shockwave will likely be knocked over. Outside of buildings and other strong structures.
* **Freeze:** This sign creates an ice shard, if it strikes its target it will freeze it over in a weak layer of ice.
* **Jet:** This sign allows the user to create a high-powered shot of water. One that could easily knock the air out of the average human.

### Oracle Air Signs

Oracles have far more control over how to write, pace, and cast air signs. Due to this they're capable of handling air signs with extremely destructive effects. Oracle air signs last about a minute, and they can have up to 4 active at a time.

* **Torrent:** This creates a wave of air that can send even armored individuals flying.
* **Inferno:** This creates a bolt of flame similar to an arrow, although it hits as hard as a crossbow. Along with being capable of burning through leather with ease.
* **Chain Lightning:** Whatever is initially struck by the first bolt of lightning connects to other targets per the user's command. This effect only lasts a few seconds.
* **Rupture:** This creates a force that causes the stone under the user to shake violently for a few seconds, causing things that aren't rooted down to get sent flying up.
* **Borealium:** This creates a stream of pure cold, once it reaches its intended target it super cools their body. Either freezing them solid or weakening their bodies.
* **Touch:** An air sign that allows the signer to understand the contents of what it interacts with, whether it be a plant or item.
* **Tidal:** A sign that creates a large force of water, one that can easily knock people off of their feet. Whilst also causing destruction.

**Composite Air-Signs:** An ability unlocked at the Oracle level, this allows the user to create an air-sign that combines the effects of two different signs at once. The full effect of the runes is removed however, meaning the runes combined are at half power. Virtually any pair of runes can be added together.

### Architect Air Signs

Architects are versed in air signs and their meaning, understanding almost all air signs that exist. Meaning they can instantly master any type of air sign. Architect signs can remain in the air for about 2 minutes, and they can have 5 active at the same time.

* **Hurricane:** This sign creates a force of air that can easily toss around things the size of carriages. Creating a singular torrent of circling air that moves towards a single direction. Fading away after 20 OOC seconds.
* **Hellflame:** This creates several flaming arrows that can melt low grade metals, they hit as hard as a crossbow bolt. They have a very long range, being capable of striking their target from up to 30 meters away.
* **Storm:** This sign forms several linking lightning bolts, once they connect with their target it sends it flying back. With residual electricity shocking it for 5 OOC seconds.
* **Topple:** This sign is capable of twisting the stone around an area where the sign is aimed, if the sign is moved the earth moves with it. This allows the user to do things such as create walls.
* **Blizzard:** This spell creates a giant spike of ice that's swirling in serrated snow. Whatever it pierces is frozen solid, the ice is strong enough to hold back even fully grown Liyer for half a minute.
* **View:** This allows anything that has been affected by the touch sign to be in the user's view. Meaning if they used touch on a person, they could view that person's vitals at any moment.
* **Tsunami:** This creates several waves of water with massive force to collide on a single location from all four directions.