THE COLLEGE OF AIR MAGICS
The College of Air Magics concerns the shaping of the powers of the element of air.

Adepts of the College of Air Magics may only practice their arts if they are in contact with air. They may never practice air magic while
underwater or in a vacuum. They may never summon creatures of the air into an environment where avians could not survive.

The following numbers are  added to the Base Chance of  performing any talent, spell, or ritual of the College of Air Magics.
Caster occupies a mountain top        +20
Caster is underground or Otherwise totally enclosed*        - 15
Caster is only partially enclosed **        - 5
*Total enclosure is defined as being surrounded by walls or earth in a windowless area where there is no direct and immediate
communication with the air outside.  **Partial enclosure is defined as being in a cave or dwelling or similar walled or earth-enclosed
area, but being in sight of a window or means of egress or other means of direct contact with the air outside. All modifiers are cumulative.

Talents

1. Predict Weather (T-1)
The adept predicts with some accuracy what the weather will be like over the ensuing three days in the area within range of his talent. The
talent operates effectively within a radius of 10 miles of the adept (+ 10 additional miles per Rank). The adept's player announces that he
is checking the weather (sniffing the air and such) and then rolls D100. If the result is equal to or less than the adept's modified
Perception, he is successful in making a prediction. In addition to other modifiers affecting the operation of this talent, the player adds 5
for each Rank he has achieved with the talent. If the adept is successful in making a prediction, the GM secretly rolls D100 to check the
accuracy of the prediction. The following results may occur:
Dice          Accuracy
01-05        Totally wrong (opposite of the prediction occurs)
05-10        Generally incorrect (fairly wide divergence)
11-85        Generally correct (close, but not totally accurate)
86-100      Almost totally accurate (say, within 1 degree)
                                                   General Knowledge Spells

1. Spell of Resistance to Cold (G-1)
RANGE: 10 feet + 10 additional/Rank
DURATION: 10 minutes X [D - 5] X Rank (X l, if unranked)
EXPERIENCE MULTIPLE: 100
BASE CHANCE: 40%
RESIST: May not be resisted
EFFECTS: The target of this spell gains 2 per Rank to its Magic Resistance for purposes of resisting a spell which damages via cold. In
addition, 1 is subtracted from the damage done by any fire damage spell for every 2 Ranks.

2. Spell of Ice Creation (G-2)
RANGE: 15 feet + l0 additional/Rank
DURATION: Rank X 6 minutes (1 X 6, if unranked)
EXPERIENCE MULTIPLE: 100
BASE CHANCE: 25%
RESIST: May not be resisted
EFFECTS: The spell creates a film of ice 1 inch thick and equal to one square foot per Rank or a cube of ice at the rate of 6 cubic inches
per Rank.

3. Spell of Mage Wind (G-3)
RANGE: 10 feet + 10 additional/Rank
DURATION: 5 minutes X D10 X Rank ( X 1, if unranked)
EXPERIENCE MULTIPLE: 125
BASE CHANCE: 30%
RESIST: May not be resisted.
EFFECTS: The Adept may summon a wind strong enough to power a longship at the rate of 5 knots (+ 1 additional knot per Rank),
unless the ship is facing into the wind. If facing into the wind, the speed of the prevailing wind is subtracted from the ship's speed in knots
(the rate at which it is propelled by the mage wind). The Adept may freely alter the direction of the mage wind during the spell.

4. Spell of Communication With Avians (G-4)
RANGE: 35 feet + l0 additional/Rank
DURATION: 10 minutes + 10 additional/Rank
EXPERIENCE MULTIPLE: 75
BASE CHANCE: 20%
RESIST: MAY NOT BE RESISTED.
EFFECTS: Gives the Adept the power to communicate with any flying creatures within range of the spell.

5. Wind Whistle Spell (G-5)
RANGE: Works at any range
DURATION: D10 hours
EXPERIENCE MULTIPLE: 100
BASE CHANCE: 40%
RESIST: May not be resisted.
EFFECTS: The Adept is able to create a wind of up to 30 knots over the area he occupies. The wind will take D-2 minutes to arrive and the
Adept's Player must state before that time what direction the wind is blowing. The actual velocity of the wind is determined by rolling D100:
Dice        Velocity
01-10        20 knots
11-25        10 knots
25-50        3 knots
51-75        10 knots
76-90        20 knots
91-100      30 knots
The Adept may add or subtract (his choice) a number equal to his Rank from the dice roll used to determine velocity. He need not
announce his intention to do so until after he has rolled the dice and ascertained the result.

6. Spell of Conjuring Mist (G-6)
RANGE: 20 feet + 20 additional/Rank
DURATION: 1 minute X DI0 X Rank (X l, if unranked)
EXPERIENCE MULTIPLE: 100
BASE CHANCE: 20%
RESIST: May not be resisted.
EFFECTS: The Adept creates a 10 cubic foot volume of mist or fog. He may add an additional 10 cubic feet per Rank to this volume.
However, all the fog must fall within the Adept's range. It may be of any shape and may be moved by the Adept so long as it is all within
range. Subtract 1 from the Base Chance for each knot of wind currently blowing.

7. Spell of Summoning Avians (G-7)
RANGE: Works at any range
DURATION: Immediate
EXPERIENCE MULTIPLE: 100
BASE CHANCE: 30%
RESIST: May not be resisted.
EFFECTS: The Adept may summon one flying entity (other than a dragon) per Rank (minimum of 1). The avian must be native to the area
and the Adept must state the species he is calling (one per spell) before attempting the spell. The avians will appear 5 minutes (-30
seconds per Rank) after the spell has been cast. This spell requires that the Adept's player actually whistle to call the desired flying
creatures. If he can't whistle (or if his character is not in a position to vocalize), he may not cast the spell.

8. Spell of Detecting Fumes (G-8)
RANGE: 30 feet + 10 additional/Rank
DURATION: Immediate (during Pulse, if desired)
EXPERIENCE MULTIPLE: 125
BASE CHANCE: 45%
RESIST: May not be resisted.
EFFECTS: The Adept may detect the presence of fumes or vapors and has a 25% chance (+ 1 per Rank) of identifying them.

General Knowledge Rituals

1. Ritual of Windspeak (Q-1)
The Adept can speak with the whispering spirits of the wind, learning what they have seen or heard and even soliciting their aid. All winds
within a range of 300 feet + an additional 300 feet per Rank can be communed with in this manner. The Adept must spend one hour
performing this ritual and may not move or engage in any other activity during that time. The Base Chance that the ritual will be effective is
equal to the Adept's Magical Aptitude + 5 for each Rank the Adept has achieved. The ritual has an Experience Multiple of 150, and there is
no backfire.

2. Ritual of Binding Air (Q-2)
The Adept may bind the element of air within a radius of 10 feet + 10 additional feet per Rank for a period equal to 1 hour (+ 1 additional
hour per Rank) while maintaining his concentration. It takes an hour to perform the ritual which has a Base Chance equal to the Adept's
Magical Aptitude (+ 4 per Rank). It may not be resisted unless the area contains an already extant Air Elemental (who may both actively
and passively resist). The results of the ritual are similar to those for the binding of other elements. The Adept gains control of all of the
facets of the element. The Experience Multiple for this ritual is 750, and if it backfires, a violent storm results. The ritual requires that the
Adept spend one hour in its performance during which he may not move and may perform no other action. At the end of the ritual, the
Adept's player rolls D100. If the resulting number is less than or equal to 9, the ritual is a success and the air source over which the ritual
was cast is considered bound for a length of time equal to the ability of the Adept to retain his concentration over it (maximum of 1 hour +
1 additional hour per Rank). The chance that the ritual will be successful is modified by the addition of the following numbers: A bound air
can be shaped by the Adept who bound it into any desired form. Its size can be increased (to a size which is greater than its original size
by a factor equal to the square of the Adept's Rank). He can instill in the air intelligence equal to the Adept's, etc. The higher the Adept's
Rank with the ritual, the greater the results of the ritual. For example, whereas at Rank 1, the Adept could create a Fire Elemental which
he would have to guide at every turn, at Rank 10, the same Fire Creature might be endowed with free will, but would be loyal to the
purposes of the Adept. The ritual cannot be resisted except by an intelligent being composed of air (and then only passive resistance is
possible). It has an Experience Multiple of 750.


Special Knowlegde