Air Magic

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The Air Magic Realm contains Spells that can manipulate Air in various ways, and also create various harmful lightning effects (that is, lethal or otherwise shocking electricity, of high voltage and amperage), and Summon and Dominate various types of Air Elementals.

Summoning an Air Elemental should be done inside a Pentagram, for safety, and the Summoner will usually want to have a high Dominate Summoned stat. It must also be emphasized that there are no low-level attack Spells in this Realm (or any other Realm); the lowest level Lightning Bolt Spell is 3rd level, and is a bit weak.

Air Magic, along with Water Magic, is a prerequisite Realm for Weather Magic.

Contents

The Realm of XYZ

General information about the Realm

Simple Spells

Put all Spells here that do not utilize Build Points at all, sorted according to sub-Realms or themes into sub-sections.

sub-Realm

sub-Realm

Build Spells

Put all Spells here that use Build Points

Build Point Usage

Define here all the things that Build Points may be spent on

Related Item Abilities

Item Abilities that are classified as belonging to this Realm for the purpose of avoiding the out-of-Realm tax on Investments.

Pertinent Enchantments

Alternate sub-Realms

Other sub-Realms that are legal choices, e.g. "horizontal" sub-Realms for Necromancy

The world

World impact

The Ärth setting

Design Notes

Log of important changes

Quick mini-glossary

See also

Elemental for general rules on Elementals and
Air Elemental for those rules that are particular to Air Elementals.

Tables

Table for Spells:

SL Spell
name
Effect
(SM/VSM)
CTI R. Dur. Res. Notes
1 sn eff (-) cti r d no xyz

Table for Greater Spells:

GSL Spell
name
Effect
(SM/VSM)
CTI R. Dur. Res. Notes
3 sn eff (-) cti r d no xyz
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