Filter Lungs [5]
Terrain Adaptation: High Winds [5]
Lightning Resistance [4/lvl]
Detect (Air) [3]
Acute Sense (Air) [2/lvl]
Extra Uses [1]
Slow Fall [9]
Reliable [2/lvl]
Hold Breath [2/lvl]
Control Air [13/lvl]
Wind-Leap [8/lvl]
Wingless Flight [30]
Gliding [10]
Walk on Air [13]
Double Jump [4]
Lightening-Step (Warp) [20]
Carrying Capacity (light) [10]
Carrying Capacity (Medium) [20]
Extra Range [5]
Gale Blast [6/lvl]
Range [2/Lvl]
Selective Area [5]
Razor Wind [12]
Gale Burst [4/lvl]
Twin Tempest [5]
Lightning Bolt [9/lvl]
Cost: 3 points.
Advantage: Detect (Air)
Base: 10 points, Divine Power Origin -10%, Mana Cost (2) -10%, Requires Cooldown (15 seconds) -20%, Limited Use (4/day) -20%, Onset (1 min) -10%.
Cost to Activate: 1 Mana
In deep dungeons or the vacuum of the high sky, this is a literal lifesaver. You can sense the "freshness" and presence of breathable air within a few dozen meters. You can't see it, but you "feel" where the pockets of oxygen are. With the expenditure of 2 mana and a full minute of concentration to align you mind with the sense and then searche for the closest source of air. You may have the power ignore any sources of air you are already aware of before you activate this power.
Make a Perception roll with penalties based on the long distance range penalties table depending on the range of the air to be detected based. You then know the general direction of the closest source of air around you. You then make an IQ roll to analyze the information you gather using this '6th sense' to determine the approximate distance to and size of the air pocket, as well as determining the quality of the air.
Options:
Acute Sense (Air) [2 points / level]: You gain +1 to your Perception roll when used to detect the heat or fire using this power, effectively extending the range of the skill.
Extra Uses [1 point]: Double the number of uses per day.
Cost: 2 points / level (Max Level = Rank Modifier)
Advantage: Breath-Holding
Base 2. Divine Power Origin -10%.
Your body becomes naturally more efficient at processing air, magically enhancing the amount of usable elements absorbed with each breath, doubling the time you can hold your breath. Each level of this power doubles the duration you can hold your breath, this compounds, so level 3 Hold Breath allows you to hold your breath for x8 the normal duration.
Normal Breath holding durations are as follows:
No Exertion (e.g., sitting quietly or meditating): HT x 10 seconds.
Mild Exertion (e.g., operating a vehicle, treading water, or walking): HT x 4 seconds.
Heavy Exertion (e.g., climbing, combat, or running): HT seconds.
Cost: 5 points
Advantage: Filter Lungs
Base 5. Divine Power Origin -10%
In the high-altitude domains of Akashaziri, the air is thin or filled with ozone and storm-debris. You are immune to inhaled toxins, smoke, and dust. Your lungs naturally purify the air you breathe.
Cost: 4 points / level (Max Level = Rank Modifier).
Advantage: Damage Resistance
Base 5. Limited (Electricity) -20%, Divine Power Origin -10%
Description: Your skin hums with static charge. Each level provides 1 DR against lightning bolts, shocking touches, and magical electricity.
Cost: 5 points
Advantage: Terrain Adaptation (High Winds)
Base: 5. Divine Power Origin -10%
Followers of the Storm Goddess stand still while others are blown away. You ignore all penalties to DX and Move caused by high winds or unstable footing in storms. You are "anchored" to the sky.
Cost: 9 points
Advantage: Catfall
Base 10. Divine Power Origin -10%.
By manipulating the air around you to slow your fall and cushion your landing you reduce the effective distance you count as having fallen by 5 meters; with a successful DX roll, you subtract another 5 meters per point of success.
Options:
Reliable [2 points / level]
Add +1 to your DX on the roll for catfall.
Cost: 13 points / level
Advantage: Control (Air/Wind)
Base 20. Divine Power Origin -10%, Mana Cost (2) -10%, Requires Concentration -15%, Short Range -10%, Levitation (Move Air) +5%. (Total -40%)
Cost to Activate: 2 Mana
By spending 2 mana and concentrating, you seize control of a 1-meter hex of air (roughly 1.2kg of gas). While maintaining concentration, you can perform the following maneuvers:
Gale Shield (Defense): You create a high-pressure vortex around an ally. This provides DR 10 vs. Ranged Projectiles (arrows, bolts, thrown stones). It does not protect against melee attacks or beams, as the wind merely deflects physical flight paths.
Updraft/Buffet (Movement): You can "walk" or launch a target or object within your hex. You can move the air (and anything light it carries) up to 2 meters. This can be used to Leap (adding +2 to Jumping distance) or to Shove an enemy (B372) using your IQ as your effective Strength.
Zephyr Veil (Obscurement): You kick up dust or simply refract the air into a shimmering heat-haze or "blur." This imposes a -4 penalty to Vision rolls through the hex.
Sound Dampening: You create a "dead zone" for vibrations. Any sound originating in or passing through the hex is silenced. This gives a +4 bonus to Stealth for those inside but makes communication impossible.
Requires Level 2 Wind Mastery
Vacuum/Choke (Crowd Control): You pull the air out of a target's lungs or create a pocket of vacuum around their head. Quick Contest: Your IQ vs. Target's HT. On a failure, the target immediately begins Suffocating (losing 1 FP per second, B436).
Static Buffer (Reaction): Use as a reaction against any Air or Lightning based attack. Roll IQ (with range penalties). Success allows you to use your Gale Shield logic to disperse the wind or ground the static, applying the DR 10 (against air) or DR 4 (against lightning) to the attack.
Requires level 3 Wind Matery
Flight Assist: You can grant an ally (or yourself) the Flight (Lighter than Air). You move at a Speed equal to your Control Level.
Additional Levels:
Gain +1 hex of air controlled.
Gain +2 DR with Gale Shield (and +1 vs Lightning).
Gain +1 move for distance air can be moved.
Gain +1 IQ rolls specifically to use Wind Mastery.
Cost: 4 points
Advantage: Walk on Air
Base 20. Limited Duration (1 sec) -50%, Cost Mana (1) -5%, Takes Recharge (5 seconds) -10%, Accessibility (jump action only) -5%, Divine Power Origin -10%
Cost to Activate: 1 mana
You focus your blessing to a point under your foot that allows you to make a single step in the air, allowing you to make a second jump through the air extending your jumping reach or height.
Cost: 10 points
Advantage: Flight
Base 40. Limited Duration (10 minute) -10%, Cost Mana (1) -5%, Gliding -50%, Divine Power Origin -10%.
Cost to Activate: 1 mana
You can stay aloft but must always move forward and lose 1 meter of altitude for every 5-10 meters of horizontal travel.
Cost: 20 points.
Advantage: Warp.
Base 100. Range Limit (10 meters) [-50%], Reliable (+2) +10%, Visible (Turns into Lightening) -10%, Mana Cost (2 MP) -10%, Preparation Required (1 second) -10%, Divine Power Origin -10%
You momentarily dissolve into a bolt of electricity and reform up to 10 meters away. You must have a line of sight to the destination. This bypasses physical barriers like bars or grates that mist could pass through. It takes at least one round to prepare to step before you move. Make an IQ -3 roll to activate the power (you can reduce this penalty by taking longer to prepare.
Options:
Carrying Capacity (light) [10]
Carrying Capacity (Medium) [20]
Extra Range [5]
Double your range to 20 meters, teleporting beyond 10 meters causes an additional -1 difficulty penalty.
Cost: 13 points
Advantage: Walk on Air
Base 20. Limited Duration (1 minute) -20%, Cost Mana (1) -5%, Divine Power Origin -10%.
Cost to Activate: 1 mana
You can walk on empty air as if it were solid ground. You can "climb" invisible stairs or stand 100 meters above a battlefield.
Cost: 8 points / level (Max Level = Rank Modifier)
Advantage: Super Jump
Base 10. Costs Mana (2) -10%, Divine Power Origin -10%.
Cost to Activate: 2 mana
You evoke a mighty gust of wind as you jump propelling you into the air with significantly enhance force.
Each level of Super Jump doubles the distance and height you can achieve when jumping. Your Move while jumping is the greater of your normal ground Move and 1/5 your maximum long jump distance (thus, your maximum jump never takes more than five seconds).
For instance, if your long jump were 100 yards, your jumping Move would be the greater of 20 and your normal ground Move.
You can jump at a foe in order to slam him. Figure the slam at your maximum jumping Move! You don’t need to make a separate roll to jump accurately.
Finally, if you fall a distance less than or equal to your maximum high jump, you take no damage. You can increase this distance by five yards with a successful Acrobatics roll.
Cost: 30 points
Advantage: Flight
Base 40. Limited Duration (10 minute) -10%, Cost Mana (1) -5%, Divine Power Origin -10%
Cost to Activate: 1 mana
This is the "true" flight of a god's follower, requiring no wings and allowing you to hover effortlessly. You move at your base move speed unless you take points
Cost: 6 points / level (Max Level = Rank Modifier)
Advantage: Innate Attack (1d+1 Crushing)
Base 7. Double Knockback +20%, No Wounding -50%, Area Effect (2m) +50%, Emanation -20%, Costs Mana (2) -10%, Divine Power Origin -10%
Cost to Activate: 2 mana
You emit a high powered burst of air to throw back everything around you in a 2 meter radius. Roll against Innate Attack (Emanation) for each target within the area. The blast deals no damage to those hit, instead roll for damage and double it, compare damage dealt the targets ST-2. Every multiple of their ST-2 your damage roll comes out to is how far back they're pushed.
Options:
Range [2 points / Level] (max level = 1/2 Rank Modifier)
Increase the area of effect of your wind nova by 1 meter
Selective Area [5 points]
Allows you to be selective in who the power applies to.
Cost: 9 points / level (Max Level = Rank Modifier)
Advantage: Innate Attack - 1d Burning
Base 5. Armour Divisor (1/2) +50%, Side Effect: Stunning [+50%], Surge [+20%], Reduced Range (Max 1/2) -10%, Inaccurate (-2) -10%, Divine -10%, Mana Cost (2) -10%.
Cost to Activate: 2 mana
Description: A classic spear of electricity. Roll Innate Attack (projectile), if you hit the bolt bypasses 1/2 the targets DR, dealing 1d of burning damage / level.
If it deals even 1 HP of damage, the target must make an HT roll (at -1 per HP taken) or be Stunned. The attack has a range of 1/2D 10, Max 100.
Cost: 12 points
Advantage: Innate Attack - 2d6-1 Cutting
Base 12. Jet +0%, Cost Mana (2) -10%, Divine Power Origin -10%
Cost to Activate: 2 mana
A razor sharp blade of condensed air that shears through flesh. Use Innate Attack (Emanation) for the attack roll the power is essentially considered a melee attack and follows all the rules for a melee attack but it has a range of 1/2D 5, Max 10.
Options:
Gale Burst [4 points / level] (Max Level = Rank Modifier)
RoF +1, This represents a single, rapid "flick" of the wrist that sends two blades out in one motion. Razor Wind counts as having a Recoil of 1.
Single Target: When you attack, if you succeed on your skill roll by 1 or more, both blades hit the same target. The target makes one defense roll to avoid the entire burst.
Multiple Targets: You may "Spray Fire." You can target two enemies within 2 meters of each other. You make one roll for the first, and a second roll for the second (at a -2 penalty for the distance between them).
Twin Tempest [5]
[Extra Attack: Base 25. Limited Duration 1 second -50%, Accessibility (Razor Wind Only) -10%, Costs Mana (2) -10%, Divine Power Origin -10%
By Spending an extra 2 mana you conjure a second blade of air that you launch independently of the first. Each attack roll is determined individually in the same round.