Magic: Sphere of Air
Magic: Sphere of Air
The Sphere of Air is in the Elemental Ring, dealing with the control of the air, and of vapors.
Some spells deal with directly controlling air, prompting it to move in some way, creating
a breeze or a whirlwind or such. More powerful spells may affect the weather, or cause
effects that simulate weather (such as conjuring up a tiny "raincloud", or a deadly
lightning bolt). In some ways, the Sphere of Air is related to the Sphere of Chaos,
as the results of these spells are not always as exact as they are with other
Spheres. While spells may exert certain influences over the weather, it can't be truly,
totally controlled. It is simply far too complex a system -- and Sinai itself has
a number of mechanisms that direct the weather and ecology that may interfere with
an Air Mage's spellcasting.
Despite the inexact nature of the Sphere of Air, it is still a fairly popular field of study, as
Air Mages are virtually guaranteed employment as Journeymen and upon graduation,
as they are always highly in demand for assist with the propulsion of airships. Even with
the possibility of artificial means of propelling airships, there's still nothing quite like
having someone on board who can actually do something about foul weather.
Air Mages can also be useful in times of war, since they can conjure up storms (or dispel them),
they can call up fog to obscure the movements of troops (or, again, dispel it), and they can
even hurl bolts of lightning at foes (or protect against such attacks). In the case of offensive
attacks (electrical discharges, in particular), it should be noted that there is always a moment
of "charging up" before the attack, during which point anyone not extremely distracted will
have a decent chance of diving for cover before the spell fires off. This is even true if the
attack is a "held" spell. For this reason, Fire Mages are still preferred over Air Mages when
battlefield support is called for.
When Air Mages utilize "held" spells, the visible manifestation of the spell should be appropriate
to the type of spell held. An electrical spell might look like a small crackling ball of energy ...
or not so small, for more powerful attacks. A weather spell might look like a miniature, stormy
cloud hovering over the caster's head or hand. A wind-type spell might seem like a wispy form dancing
about the caster's arm. Although the layman might not be able to guess the exact spell being held
from looking at the physical representation, it's still generally possible to tell when an Air Mage
is walking around "loaded" -- and thus to have fair warning to keep one's distance.
Cantrips:
Control Currents
This is one of the basic cantrips, used to
affect the flow of air. It can be applied in a number of ways, but it works
best when the air being worked with is pretty much still, without any
strong winds to interfere. Fine manipulation of air is not possible at
this level, only a very general control. If the casting of this spell is
interrupted, there is a high chance of "misfire", of the effect firing off
in an unexpected, uncontrolled way. (Since this is only a cantrip, though,
it generally is not powerful.) None of these applications are strong
enough to create wind currents that could knock someone off his or her
feet, and continual concentration is needed to maintain any prolonged
effect.
Some examples of common applications are:
Breeze: Move air to create a breeze strong enough to scatter
papers or, if focused, blow at someone's ear for attention, hoot through
a flute by remote, keep a parchment airplane flying along, etc.
Clap: Forces air out of a large "pocket" for a brief instant,
then lets it snap back into the vacuum making an audible "clap". Capable
of snuffing out a candle flame.
Dust Devil: Creates an uncontrolled miniature "tornado" that spins
off, capable of tossing loose papers or whipping up dust, but not strong
enough to do much else.
Float: Recipient can fall from a great height, and still
land softly on the ground. Assumes that the caster is of "average" weight with
"average" equipment.
Siphon
"Primes" a siphon or pump of
small size, being held by the caster.
Condense/Evaporate
This basic cantrip works on principles of
altering the saturation of the air through artificial (magical) means,
creating a number of possible effects. This cantrip's utility depends
upon environmental factors -- if the intent is to dry something by
evaporating moisture, it won't work well if the air is already saturated
(i.e., muggy or raining). Conversely, if the intent is to pull moisture
from the air, that won't work if there is no moisture to pull from
the air. Furthermore, the effects may require prolonged concentration
to complete.
Some standard effects are:
Condensation: Condenses moisture out of the air. A one-minute
chant could, in average circumstances, fill a shot glass with water.
Evaporate: Evaporates exposed moisture. For example, a one-minute
chant could, in average circumstances, evaporate the equivalent of a shot
glass of water.
Mirage: Creates a "mirage" effect, making an object seem to
radiate visible "heat waves", or causing a reflective effect in the distance.
Trying to create the illusion of water is tricky, as the "location" of the
"water" depends on the location of the observer.
Mist: Creates a light mist around the caster, which will last a
while until it naturally dissipates. Works best in areas with no wind, and
plenty of moisture in the air.
Steam: Causes "steam" to rise from an object or person.
Conjure Helium
Separates helium from the air,
creating a bulb of the gas around the caster's finger, which will
immediately dissipate under normal conditions.
Common usage: Party trick;
put one's finger under the nose (or in one's mouth), and then talk in a
really high-pitched voice.
Sound
This spell causes vibrations in the air to create a
sound effect. Specific applications of this spell can cause different
special effects. This spell is greatly limited by environmental effects.
For example, if the area is noisy, the sound may not get any notice. If
the area is especially windy, the exact control needed over the air to make
such effects can't be maintained. The sound may either be an instant effect,
or else will slowly die away after casting (unless the caster sustains it
through continued chanting).
Some standard examples are:
Moan: Creates a moaning sound akin to a wind blowing through
trees, by making use of an existing wind.
Raspberry: This makes a "raspberry" sound. Popular Apprentice
party gag.
Whisper: This carries the caster's voice to "whisper" in the
ear of a target within line of sight, despite intervening noises. The length
of the message uttered is equal to the time spent casting the cantrip.
Zap
The caster builds up a static charge, in the same way
that one might get by wearing rubber shoes and walking across a carpet in winter. The caster
can then walk up to someone within a few seconds or so, and give that person a mild
"zap".
Minor Spells:
Air Pocket
Forms a pocket of air around the caster, capable of
sustaining a supply of oxygen in an area full of smoke, poison gases ... or
even water or vacuum! This spell is sufficient to "recycle" carbon dioxide
into oxygen again, but only so long as the spell is maintained.
An alternate application of this spell is known as "Filter", which serves
to filter out impurities in the immediate area. This can be handy to
clear out smoke, poison gas, skunk spray, pollen, noxious smells, etc.
Control Lightning
Gives the caster some control over electrical
effects, either as quick, instant bursts of destructive power, or low,
sustained energies. Some common applications are:
Glow: Conjures a small glowing ball of electrical energy that
follows the caster around and casts light on the nearby area.
Insulate: Creates a "field" of protection around the caster
(and others nearby) capable of resisting electrical attacks.
Zot: Causes bolts of electrical energy to leap at a target. If
they hit, they are capable of stunning a normal man-sized target.
Damp/Dry
A more potent version of Condense/Evaporate, able to
cause all of the effects of the cantrip, but with greater potency. Some
common applications:
Dry: Dry oneself off, or dry items by touch.
Fog: Fill the nearby area with fog. Requires still air. Winds
will dissipate the fog before it can fully form.
Noise
This is a more powerful version of the Sound cantrip,
offering all of the effects of that cantrip, plus greater control and
potential:
Flute: Make a sound of a flute or some other simple instrument.
The caster's ability to make music with the "instrument" is limited by the
caster's skill as a Musician.
Howl: Make a loud howling noise that can be heard miles away
in an open area.
Messenger: Carry a verbal message several miles away to a
listening recipient either within line of sight, or at a specific location
known by the caster.
Rituals:
Conjure Helium (major)
Separates helium from the air,
slowly producing amounts of helium. In actual practice the
production declines significantly with each subsequent minute, as it
requires more helium to take from the air around the caster. Works best in well-ventilated
areas with incoming airflow.
Note: This does not create helium through solid barriers. One cannot
simply point at the balloon and inflate it with the spell. The caster needs
a supply of air to draw it from, and any means for capturing and keeping
the helium would have to be provided.
Control Weather
The name of this ritual is
more wishful thinking than anything, for the average Air Mage. It is used to
encourage the weather toward a desired effect, but even with very skilled
mages, there is always the chance of failure. Once the spell is finished, the
weather effect is either created or not, and the weather than plays out its natural
course, without any further control by the caster.
Common Usage: Create rain (if clouds are already present); collect scattered clouds
together to make shade; stop rain; calm weather
Not Quite so Common Usage: Conjure a storm or even a tornado. Very dangerous,
and caster has no guarantee of protection from the storm he or she just summoned!
Lightning Bolt
This spell causes a blinding flash of
electrical energy to launch from the caster, toward a specific target, though it may
possibly injure other targets along the way, and the light may temporarily blind anyone
looking at the flash. Upon a direct hit, this spell is capable of killing a man-sized target.
However, wearing insulation may protect from this effect, and there is a chance of missing
the intended target. Interruption during casting can result in the effect misfiring, or perhaps
being centered on the caster instead.
Lightning Storm
This spell requires that a storm
already be present (whether naturally occurring or previously summoned by the caster).
The caster can call down a blinding flash of multiple lightning strikes upon a roughly
defined area. Exact effect varies greatly, from merely stunning or blinding targets, to
possibly incinerating them outright on a direct hit. The lightning strikes cannot
be precisely aimed, and may be affected by various factors (such as whether the
targets are wearing insulation or metal). Interruption during casting, or other mistakes
may result in the spell either fizzling out, or being cast on the wrong target -- often
the caster him- or herself!
Map the Winds
Typically this involves the mage
making a magical circle and sitting in the middle, surrounded by candles
that burn different colors of smoke. Breezes build up around the caster,
bearing the smoke in the form of streaming tendrils out and away from the
ship, up, down and out. By observing how the tendrils are distorted, the
mage can discern air currents. This is a spell meant for airships, and is
especially useful for those which depend upon seeking out differentials
between air currents at different elevations for help in their steering ...
or for a hot air balloon which simply requires moving to the proper
elevation to catch a breeze blowing in the correction direction. The effect
is immediate, and the speed with which the smoke dissipates depends entirely
on outside factors, for, once delivered, the "tendrils" are nothing more
than colored smoke.
Sky-Writing
This spell
allows the mage, with considerable effort, to "sculpt" preexisting clouds.
While a particularly skilled mage might be able to shape a cloud to
resemble, say, an ethereal castle, the more common use is to make signs,
symbols or writing, as it takes far less time ... and sculpted clouds are
far less than permanent creations, making it likely that one half of the
project will have dissipated long before the second half is completed.
Snow-Blower
This rather specialized spell
blasts a powerful gust of air before the caster, lifting upward and outward,
capable of clearing a walkway through lightly-packed snow. It can also be
handy for clearing a yard of leaves, or drying off a walkway quickly ...
except that since this is a ritual, a bit of prior spellcasting is
required. While the force may be sufficient to mess up hair, blow up skirts
and robes and generally annoy anyone in the area of effect (unless the
person in question happens to be a child, who is likely having a blast) it
is not of sufficient strength to be of any direct offensive capability.
Wind
Alters air pressure in caster's vicinity in
order to create a wind. Strength varies, but the most common usage is to
generate a wind that is capable of bearing along an airship. Sustaining the
wind requires constant chanting and concentration ... and premature breaking
of that concentration may risk loss of control of the wind's direction and
strength. Note that this provides a wind to propel an airship, but does not steer
the airship. Even with an Air Mage present, an airship crew is required to keep
the ship on course.
Vacuum
This spell pushes the air out of a large
area, but the larger the area, the less likely it is that, even by
continuous chanting, the "anti-bubble" can be maintained.
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