Path of the Air Arcana

“*Float on.”*

**Requirements**: Warp (Universalist Arcana), Base Course Set

**Path Completion Bonus**: +1 Spirit AND +6 Flight Speed

## Core Abilities

**Vicious Air**

**Cost**: 400 XP

**Expedited for**: Magic

**Activation**: Passive

Whenever you forcibly move a creature, they unavoidably take an amount of Vim damage equal to the distance moved times a fifth of the number of abilities you have purchased in the Path of the Air Arcana (rounded down).

**Wind Hand**

**Cost**: 400 XP

**Expedited for**: Magic

**Activation**: Passive

When you cast Kinesis (Magician), increase the Range by +1 for each ability you have purchased in the Path of the Air Arcana. If you normal-cast or double-cast Kinesis (Magician), increase the Bulk limit by the same amount and the impact damage by half this amount.

**Air Pulse**

**Cost**: 400 XP

**Expedited for**: Magic

**MP Cost**: [ 0 / 1 / 2 ]

**Activation**: [ 1 / 2 / 2 ] Action(s)

**Range**: [ 6 / 12 / 30 ] meters

This spell always succeeds and does not use a casting roll. You blast air at a target as an Arcane weapon basic attack. **Air Pulse** deals [ 0 / 1d6 / 3d6 ] damage and moves the target up to [ 1 / 6 / 12 ] + SPI meters in the direction of the blast with impact.

**Helping Zephyrs**

**Cost**: 400 XP

**Expedited for**: Magic

**MP Cost**: [ 0 / 1 / 2 ]

**Casting DL**: [ 9 / 13 / 16 ]

**Activation**: [ 1 / 1 / 2 ] Action(s)

**Range**: 12 meters

You summon gentle winds to aid the movement of you and allies. Those within range gain a [ 1 / 2 / 4 ] Speed buff.

**Create Air**

**Cost**: 400 XP

**Expedited for**: Magic

**MP Cost**: [ 0 / 1 / 2 ]

**Casting DL**: [ 9 / 13 / 16 ]

**Activation**: [ 1 / 1 / 2 ] Action(s)

**Range**: [ 1 / 6 / 12 ] meters

You produce breathable air enough for up to [ 1 / 6 / 30 ] creatures within Range. This spell lasts while maintained as a Reaction. This spell can create safe breathing spaces underwater or in space but cannot remove toxins or other harmful effects from the air.

**Purify Air**

**Prerequisite**: **Create Air**

**Cost**: 500 XP

**Expedited for**: Magic

**MP Cost**: [ 1 / 2 / 3 ]

**Casting DL**: [ 10 / 14 / 18 ]

**Activation**: 1 Action

**Range**: [ 3 / 12 / 60 ] meters

You cleanse the air of toxins, smoke, and debris, making all air within Range breathable and removing any ongoing area effects in the air. This spell lasts while maintained as a Reaction. While maintaining this spell, you may maintain **Create Air** as a Free Reaction.

**Float**

**Cost**: 400 XP

**Expedited for**: Magic

**MP Cost**: [ 0 / 1 / 2 ]

**Casting DL**: [ 9 / 13 / 16 ]

**Activation**: Spec.

**Range**: Personal

You float slowly and safely in any direction. This spell can be cast using 2 Actions to move up to [ 4 / 12 / 30 ] meters in any three-dimensional direction(s). Alternatively this spell can be cast as a Reaction to prevent yourself from falling quickly, [ halving / quartering / negating ] the fall damage.

**Flight**

**Prerequisite**: **Float**

**Cost**: 500 XP

**Expedited for**: Magic

**MP Cost**: [ 2 / 6 / 12 ]

**Casting DL**: [ 12 / 16 / 22 ]

**Activation**: 2 Actions

**Range**: Personal

You bend the air to carry you. You can fly up to [ 12 / 30 / 100 ] meters off the ground at a Flight Speed of [ 2 / 8 / 12 ] + SPI. You can maintain this spell using 1 Action.

**Improved Flight**

**Prerequisites**: **Flight**, **Air Mastery**

**Cost**: 600 XP

**Expedited for**: Magic

**Activation**: Passive

**Flight** now has no mana cost and can be maintained as 1 Reaction. The height limits described in **Flight** are doubled.

**Cyclone Dodge**

**Cost**: 400 XP

**Expedited for**: Magic

**MP Cost**: [ 1 / 2 / 3 ]

**Casting DL**: [ 10 / 14 / 18 ]

**Activation**: 1 Reaction

**Range**: Personal

You spin out of the way of an incoming attack. Your Vim is considered [ 20 / 40 / 120 ] higher for the purpose of resolving the attack. Then move up to [ 1 / 3 / 6 ] meters in any direction you choose after resolving any current actions.

**Hurricane Dodge**

**Prerequisite**: **Cyclone Dodge**

**Cost**: 500 XP

**Expedited for**: Magic

**MP Cost**: [ 2 / 3 / 5 ]

**Casting DL**: [ 10 / 14 / 18 ]

**Activation**: 1 Reaction

**Range**: Personal

You spin out of the way of an incoming attack with force. Evade the attack. Deal [ 1d6 / 2d6 / 4d6 ] damage to your attacker. Then move up to [ 1 / 3 / 6 ] meters in any direction you choose after resolving any current actions.

**Furious Gale**

**Cost**: 400 XP

**Expedited for**: Magic

**MP Cost**: [ 1 / 2 / 3 ]

**Casting DL**: [ 10 / 14 / 18 ]

**Activation**: 2 Actions

**Range**: [ 6 / 12 / 30 ] meters

You push enemies away with a blast of air. All enemies within Range must succeed a Strength check versus your Spellpower or be pushed back [ 3 / 6 / 12 ] meters.

**Wind Wall**

**Cost**: 400 XP

**Expedited for**: Magic

**MP Cost**: [ 1 / 2 / 3 ]

**Casting DL**: [ 10 / 14 / 18 ]

**Activation**: 2 Actions

**Range**: [ 12 / 12 / 30 ] meters

You form a barrier of strong winds in [ 4 / 8 / 16 ] hex meters, connected in any shape you choose. Projectiles which pass through a hex of wind take a [ -5 / -10 / -20 ] penalty to Accuracy for every hex it passes through. Creatures making melee attacks while standing in the wind take a [ -10 / -20 / -40 ] penalty to their Accuracy. **Wind Wall** lasts as long as you maintain it as a Reaction.

**Air Mastery**

**Prerequisites**: **Air Pulse**, **Wind Wall**, **Hurricane Dodge**

**Cost**: 500 XP

**Expedited for**: Magic

**Activation**: Passive

**Air Pulse** costs 1 MP less (min. 0). **Wind Wall** now costs only 1 Action to cast. Whenever you cast **Cyclone Dodge** or **Hurricane Dodge**, gain a Reaction.

**Feather in the Tempest**

**Cost**: 400 XP

**Expedited for**: Magic

**MP Cost:** [ 1 / 3 / 5 ]

**Casting DL**: [ 11 / 15 / 20 ]

**Activation**: 2 Actions

**Range**: Personal

You surround yourself in crossing wheels of gust which enhance your swiftness. Gain the buff *Feather in the Tempest*: [ +2 / +4 / +8 ] Speed and treat your Vim as [ 10 / 30 / 120 ] higher for the purpose of resolving attacks.

**Gust**

**Cost**: 400 XP

**Expedited for**: Magic

**MP Cost**: [ 2 / 4 / 8 ]

**Casting DL**: [ 11 / 15 / 20 ]

**Activation**: 2 Actions

**Range**: [ 2 / 6 / 12 ] meters

From your body, wind gushes out like a tornado. All enemies within Range must succeed a Strength check versus your Spellpower or be knocked prone and thrown backward [ 6 / 12 / 30 ] meters. If a target hits a solid object before moving the entire distance, they take [ 1d6 / 2d6 / 4d6 ] + SPI damage.

**Whirlwind**

**Prerequisite**: **Gust**

**Cost**: 500 XP

**Expedited for**: Magic

**MP Cost**: [ 4 / 6 / 8 ]

**Casting DL**: [ 13 / 17 / 24 ]

**Activation**: 2 Actions

**Range**: 12 meters

You conjure a storm in a radius of [ 1 / 3 / 5 ] anywhere within Range. All creatures in the storm must succeed a Strength check versus your Spellpower or be knocked prone and take [ 1 / 2 / 3 ] paralysis and stun damage now and at the beginning of each of your turns while the storm is maintained using 3 Actions. Any creature entering, exiting, or moving in the storm takes these effects again. Targets may re-attempt the Strength check each time effects would apply.

**Breathless**

**Prerequisite**: **Whirlwind**

**Cost**: 600 XP

**MP Cost**: [ 3 / 6 / 9 ]

**Casting DL**: [ 13 / 17 / 24 ]

**Activation**: 2 Actions

**Range**: 12 meters

You pull the air out of your target's lungs. They must succeed a Strength check versus your Spellpower or take [ 2d6 / 3d6 / 4d6 ] + SPI damage ignoring Armor at the end of your turn. This spell lasts while maintained using [ 3 Actions / 1 Action / 1 Reaction ]. When a target attempts subsequent checks to resist this spell's effect, they gain a cumulative +2 bonus. This spell has no effect if the target does not need to breathe.

**Perfect Flight**

**Prerequisites**: **Improved** **Flight**, **Hurricane Dodge**

**Cost**: 700 XP

**Expedited for**: Magic

**Activation**: Passive

You permanently gain a **Flight Speed** equal to your normal Speed. Flying no longer has a height limit.