College of Air

Purify Air
Difficulty: IQ/H
Type: Area
Cost to cast: (Base) 1
Cost to maintain: NA
Time to cast: 1 sec
Duration: Instant, purification is permanent.
Prerequisites: None
Energy Cost: 50
Item: Staff, wand, or jewelry
Materials: NA
Removes all impurities from the air in its area of effect. It is often used to neutralize the effects of poisonous gas or vapors. Note that a room full of smoke may safely be purified one section at a time – but truly deadly vapors must all be removed at once, or some may escape. This spell can also turn old “stale” air into fresh breathable air. The air in a one-yard radius, if not renewed from the outside, lasts 45 minutes for one person at rest, or less for multiple persons or someone violently exercising (GM’s discretion).


Spells still needing structure:

Name: Seek Air ## Difficulty: IQ/H ## College: Air ## Type: Information ## Description: Tells the caster the direction and approximate distance of the nearest significant amount of air. Use the long-distance modifiers (p. 14). In settings where air is understood as a combination of gases, the caster may also seek out a specific gas or combination of gases, rather than ordinary air. Any known source of air may be excluded if the caster specifically mentions it before beginning. ## Prerequisites: None ## Energy cost to cast: 1. ## Energy cost to maintain: Cannot be maintained; must be recast. ## Time to cast: 1 second. ## Duration: Instant. ##

Item: A forked stick (usually of bird bone). ## Cost to create: 60 energy and a $200 onyx. ##

Name: Create Air ## Difficulty: IQ/H ## College: Air ## Type: Area ## Description: Manufactures air where none exists. When cast where there is already air, it produces an outward breeze lasting about five seconds. When cast in a vacuum, it instantly creates breathable air. When cast within earth, stone, or other material, it fills any empty spaces with air, but does not burst the stone. When cast underwater, it makes bubbles! When cast on a one-yard-radius area, the spell creates about 45 cubic feet of air every second for five seconds; each cubic foot of air will last a single person at rest about a minute. However, in some environments the air created will rapidly dissipate into vacuum or bubble away. This spell cannot be cast inside a living being. ## Prerequisites: Purify Air or Seek Air. ## Energy cost to cast: (Base) 1. ## Energy cost to maintain: Cannot be maintained; must be recast. ## Time to cast: 1 second. ## Duration: Breeze, bubbles, etc. last 5 seconds. Air created is permanent. ##

Item: Staff, wand, or jewelry. ## Energy Cost to create: 200. ##

Name: No-Smell ## Difficulty: IQ/H ## College: Air ## Type: Regular ## Description: Removes the subject’s odor and makes it (or him) totally undetectable by smell. Any possessions are also affected. This spell changes no other properties of the subject. ## Prerequisites: Purify Air. ## Energy cost to cast: 2 to cast. ## Energy cost to maintain: 2 to maintain. ## Time to cast: 1 second. ## Duration: 1 hour. ##

Item: Jewelry; only affects the wearer. ## Cost to create: 150 energy and $300. ##

Name: Stench ## Difficulty: IQ/H ## College: Air ## Type: Area ## Description: Produces a cloud of vile, yellowish gas that reeks of brimstone. Until it dissipates, anyone who breathes it must make a HT roll or take 1d damage. Roll once per minute. Those in the area begin to suffocate (see Suffocation, p. B436). The cloud is heavy, and “rolls” downhill if the ground is not level. The rate of dissipation depends on the area and presence of wind; indoors, it usually lasts until the spell expires, but outdoors on a windy day, it might only last 10 seconds or so. Those with Doesn’t Breathe or Filter Lungs are immune to the toxic effects of the gas. ## Prerequisites: Purify Air. ## Energy cost to cast: (Base) 1. ## Energy cost to maintain: Cannot be maintained; must be recast. ## Time to cast: 1 second. ## Duration: 5 minutes, except in windy areas. ##

Item: Staff, wand, or jewelry. ## Energy Cost to create: 60. ##

Name: Destroy Air ## Difficulty: IQ/H ## College: Air ## Type: Area ## Description: Destroy all air within a designated area of effect. This can create a vacuum within a very strong vessel, but in open air it just causes a momentary thunderclap as surrounding air rushes in. This effect does 1d-2 damage to anyone in the area of effect who fails a HT roll. Any beings with the Body of Air meta-trait (p. B262) take 2d damage. In certain situations (e.g., in an airtight room) this spell can be much deadlier, leaving no air to breathe. ## Prerequisites: Create Air. ## Energy cost to cast: (Base) 2. ## Energy cost to maintain: Cannot be maintained; must be recast. ## Time to cast: 1 second. ## Duration: Lasts only an instant, but destroyed air stays gone. ##

Name: Odor ## Difficulty: IQ/H ## College: Air ## Type: Area ## Description: Produces any odor the caster is familiar with. The odor lingers for about an hour, gradually diminishing (outdoors it spreads out and quickly dissipates). The spell produces no other physical effects – for instance, the odor of a poison is not poisonous. ## Prerequisites: No-Smell. ## Energy cost to cast: (Base) 1. ## Energy cost to maintain: Cannot be maintained; must be recast. ## Time to cast: 1 second. ## Duration: 1 hour. ##

Item: Jewelry that constantly surrounds the wearer with one scent (set at time of casting). ## Energy Cost to create: 40. ##

Name: Shape Air ## Difficulty: IQ/H ## College: Air ## Type: Regular ## Description: Create movements of air over a small area. The caster must choose a starting point (calculate distance penalties from that point). The wind starts there and blows in a stream one yard wide, for a distance in yards equal to 5 times the energy put into the spell, and then dissipates. This may cause knockback (see Knockback, p. B378) on someone it hits; each second, roll 1d per full 2 points of energy in the spell. Treat this as damage for knockback purposes only (this spell does not cause injury). ## Prerequisites: Create Air. ## Energy cost to cast: 1 to 10. 1 produces a gentle breeze; 4 a wind; 6 a heavy wind; 8 or more a violent blast. ## Energy cost to maintain: Same cost to maintain. ## Time to cast: 1 second. ## Duration: 1 minute. ##

Item: Staff, wand, or jewelry. ## Energy Cost to create: 200. ##

Name: Air Jet ## Difficulty: IQ/H ## College: Air ## Type: Regular ## Description: Shoot a thin jet of air from one finger. Each turn, the caster rolls versus DX-4 or Innate Attack skill to hit. This attack may be dodged or blocked, but not parried. The jet does 2d knockback damage for every point of energy put into the spell, and has a range in yards equal to the number of dice in the attack. The jet does injury damage to vaporous beings or swarms. It is also good for sweeping the floor. ## Prerequisites: Shape Air. ## Energy cost to cast: 1 to 3. ## Energy cost to maintain: Same cost to maintain. ## Time to cast: 1 second. ## Duration: 1 second. ##

Item: Staff, wand, or jewelry. Usable only by mages; if the item is a staff or wand, the air jet comes from its tip. ## Energy Cost to create: 200. ##

Name: Air Vision ## Difficulty: IQ/H ## College: Air ## Type: Regular ## Description: See clearly through smoke, fog, dust, sand, etc., eliminating any Vision penalties caused by the condition of the air around him. This is also a Knowledge spell. ## Prerequisites: Shape Air. ## Energy cost to cast: 1 per mile to cast. ## Energy cost to maintain: Half casting cost to maintain, rounding up. ## Time to cast: 1 second. ## Duration: 1 minute. ##

Item: Any. ## Energy Cost to create: 200. ##

Name: Body of Air ## Difficulty: IQ/H ## College: Air ## Type: Regular; Resisted by HT ## Description: The subject’s body becomes vaporous, temporarily granting the subject the Body of Air meta-trait (p. B262). Clothes (up to 6 pounds) also become vaporous, but lose any magic powers they might have had while in this form. ## Prerequisites: Shape Air. ## Energy cost to cast: 4. ## Energy cost to maintain: 1. ## Time to cast: 5 seconds. ## Duration: 1 minute. ##

Item: (a) Staff, wand, or jewelry; only affects the wearer. Unfortunately, as soon as it is activated, the item falls through the user’s hand – thus, a spell cast with this item lasts only a minute. ## Energy Cost to create: 800. ## Item: (b) Staff, wand, or jewelry. Unlike the previous item, this item becomes vaporous along with the subject, allowing the subject to maintain the spell longer than 1 minute. It loses any other magic powers it might have while in vaporous form. ## Energy Cost to create: 1,500. ##

Name: Devitalize Air ## Difficulty: IQ/H ## College: Air ## Type: Area ## Description: Removes the life-sustaining essence from the air within its area of effect, rendering it unbreathable. Until the “dead” air dissipates, any being who needs to breathe begins to suffocate (see Suffocation, p. B436), and flames within the spell’s area of effect flicker and die. Victims may not notice the spell’s effect until they begin losing FP; roll vs. Per to notice the changed quality of the air. Sleeping victims must roll vs. HT to wake up once they begin suffocating. The spell lasts until living air diffuses back into the affected area. This takes 1 minute per yard of radius in an unventilated area, or as little as 10 seconds on a windy day outdoors. In an airtight room, the air stays devitalized indefinitely! Purify Air reverses this spell’s effects. ## Prerequisites: Destroy Air. ## Energy cost to cast: (Base) 2. ## Energy cost to maintain: Cannot be maintained; must be recast. ## Time to cast: 1 second. ## Duration: Instant. ##

Item: Staff, wand, or jewelry. ## Cost to create: 300 energy and a $200 onyx. ##

Name: Walk on Air ## Difficulty: IQ/H ## College: Air ## Type: Regular ## Description: Temporarily grants the subject the Walk on Air advantage (p. B97). If the subject falls for any reason (e.g., injury), the spell will be broken! If the spell is recast immediately, he falls for only one second (about 5 yards) and then “lands” on the air (taking 1d damage) – unless he hits ground before then. If he’s 10 feet over a lava pit, too bad! ## Prerequisites: Shape Air. ## Energy cost to cast: 3. ## Energy cost to maintain: 2. ## Time to cast: 1 second. ## Duration: 1 minute. ##

Item: Staff, wand, jewelry, or shoes; only affects the wearer. ## Cost to create: 500 energy and $1,000. ##

Name: Wall of Wind ## Difficulty: IQ/H ## College: Air ## Type: Area ## Description: Surrounds an area with a wall of roiling air that impedes movement. The wall is one yard thick and four yards high, but may be made higher by multiplying the cost as you multiply the height (double for 8 yards high, triple for 12 yards high, and so on). Low-tech missiles are buffeted off course as they cross it, and suffer a -10 penalty to hit for every yard of wall they pass through. High-tech bullets suffer a -2 penalty to hit for every yard of the wall of wind they pass through. Beings standing within the wall’s thickness are at -3 DX and suffer 2d of knockback in a random direction every second. The wall also churns up loose ground material, such as dust, small leaves, insects, and twigs. Each second, beings crossing the wall or standing in it must either shut their eyes or roll vs. HT to avoid being blinded, as per a one-point Sand Jet (p. 52) (unless the GM rules that the area is very clean, with no debris to circulate). ## Prerequisites: Shape Air. ## Energy cost to cast: (Base) 2. ## Energy cost to maintain: Half casting cost to maintain, rounding up. ## Time to cast: The wall appears as soon as the casting starts, initially surrounding a one-yard-radius area; the caster may move the perimeter outward at a rate of one yard of radius per second of concentration. ## Duration: 1 minute. ##

Item: Staff, wand, or jewelry. Usable only by mages. ## Cost to create: 400 energy and a $500 onyx. ##

Name: Windstorm ## Difficulty: IQ/H ## College: Air ## Type: Area ## Description: Create a circular windstorm with an “eye” of calm inside (a good place for the caster to stand). The radius of the eye can be up to half that of the storm – or smaller, if the caster wishes. By concentrating, the caster can move the storm any distance up to its own diameter per second; the eye moves with it. The caster may move up to half his normal Move inside the eye while concentrating on this spell. Anyone within a full-strength Windstorm must roll vs. ST once per second to avoid being knocked over by the wind. All DX-based skills are at -5, and ranged attacks are at a -10 penalty for every yard of the windstorm they pass through. For double energy cost, the caster may create a more powerful windstorm, like a tornado. ST rolls to remain standing in such a gale are at -5, ranged attacks through it are impossible, and visibility inside it is a yard at best. This powerful windstorm physically lifts and hurls objects up to 30 pounds per yard of radius. ## Prerequisites: Shape Air. ## Energy cost to cast: (Base) 2. ## Energy cost to maintain: Half casting cost to maintain, rounding up. ## Time to cast: The storm starts immediately, but the caster must concentrate for a number of seconds equal to the storm’s radius in yards to bring the storm to full strength. ## Duration: 1 minute after reaching full strength. ##

Name: Earth to Air ## Difficulty: IQ/H ## College: Air ## Type: Regular ## Description: Turns earth or stone into air, which can be valuable to someone who is trapped underground. The more energy the caster spends, the more earth he can transform, but he is limited to regular shapes with the largest dimension no more than four times the smallest one. This is also an Earth spell. ## Prerequisites: Create Air and Shape Earth. ## Energy cost to cast: 1 to transform one cubic foot of earth/stone to air, giving enough air for one person to breathe for 1 minute. To transform larger quantities of earth/stone at once, the cost is 5 per cubic yard. Metal may be turned to air for triple cost. ## Energy cost to maintain: Cannot be maintained; must be recast. ## Time to cast: 2 seconds. ## Duration: Permanent. ##

Item: Staff, wand, or jewelry. Usable only by mages. The item must touch the stone to be transformed. ## Cost to create: 750 energy and $1,000 in jewels. ##

Name: Concussion ## Difficulty: IQ/H ## College: Air ## Type: Missile ## Description: The caster creates a ball of highly pressurized air in his hand. When the air strikes a target, it explodes. The blast is extremely loud; anyone within 10 yards must roll against HT-3 or be stunned. Stunned people may roll against HT-3 every second to recover. Protected Hearing gives a +5 bonus to this roll. Concussion has 1/2D 20, Max 40, Acc 1; roll vs. Innate Attack skill to hit. This is also a Sound spell. ## Prerequisites: Shape Air and Thunderclap (p. 171). ## Energy cost to cast: Any amount up to twice your Magery level per second, for three seconds. For every 2 energy put into the spell, the missile does 1d crushing damage. See Explosions, p. B414, for a full treatment of explosive damage. ## Energy cost to maintain: Cannot be maintained; must be recast. ## Time to cast: 1 to 3 seconds. ## Duration: Instant. ##

Item: Staff or wand – the missile is thrown from the end of the item. Usable only by mages. ## Cost to create: 1,000 energy and a $400 onyx. ##

Name: Breathe Air ## Difficulty: IQ/H ## College: Air ## Type: Regular ## Description: Breathe air as though it were water; the spell also prevents water creatures from dehydrating in air. This spell is primarily useful for keeping fish, mermen, etc., alive out of water. The subject can also still breathe water normally. This is also a Water spell. ## Prerequisites: Create Water and Destroy Air. ##

Energy cost to cast: 3. ## Energy cost to maintain: 1. ## Time to cast: 1 second. ## Duration: 1 minute. ## Item: Staff, wand, jewelry, or clothing; only affects the wearer. ## Energy Cost to create: 150. ##

Name: Essential Air ## Difficulty: IQ/H ## College: Air ## Type: Area ## Description: Creates the magical essence of Air. Essential Air is “purer” and can be used (breathed or consumed) three times as long before becoming foul. Fire burns hotter (but not faster) in Essential Air, adding an extra point of damage to each die (this will even increase the heat of Essential Flame!). If the air is created in an open area, it disperses within 5 seconds. ## Prerequisites: At least six Air spells. ## Energy cost to cast: (Base) 2. ## Energy cost to maintain: Cannot be maintained; must be recast. ## Time to cast: 3 seconds. ## Duration: Permanent until dispersed or used up. ##

Item: Staff, wand, or jewelry. Usable only by mages. ## Cost to create: 800 energy and a $400 onyx. ##

Name: Air Vortex ## Difficulty: IQ/H ## College: Air ## Type: Area; Resisted by HT or DX ## Description: Whisks all persons within the original area of effect to somewhere else inside a giant swirling Air Vortex. The Vortex has a Move of 10. The caster may exclude anyone in the area that he specifies during casting. Those within in the area resist with the higher of their HT and DX scores. Those whisked away by the Vortex are rendered temporarily vaporous, as per the Body of Air spell (p. 24). The Vortex may not penetrate solid objects. This is also a Movement spell. ## Prerequisites: Magery 2, Body of Air, and Windstorm. ## Energy cost to cast: (Base) 8. ## Energy cost to maintain: (Base) 3. ## Time to cast: 2 seconds. ## Duration: 10 seconds. ##

Item: Staff. Usable only by mages. ## Cost to create: 1200 energy and an $800 onyx. ##

Name: Sandstorm ## Difficulty: IQ/H ## College: Air ## Type: Area ## Description: Creates a Windstorm (p. 25) with the addition of flying sand! The sand is created by the spell – it is not necessary for the area to be sandy. The Sandstorm obscures vision (-2 per intervening yard of Sandstorm, excluding the “eye” of the storm). Each second, every being within the area must shut its eyes or roll vs. HT to avoid being blinded, as per a one-point Sand Jet (p. 52). This is also an Earth spell. ## Prerequisites: Windstorm and Create Earth. ## Energy cost to cast: (Base) 3. ## Energy cost to maintain: Half casting cost to maintain, rounding up. ## Time to cast: The storm starts immediately, but the caster must concentrate for a number of seconds equal to the storm’s radius in yards to bring the storm to full strength. ## Duration: 1 minute after reaching full strength. ##

Item: Staff, wand, or jewelry. Usable only by mages. ## Energy Cost to create: 1,000. ##

Name: Body of Wind ## Difficulty: IQ/H ## College: Air ## Type: Regular; Resisted by HT ## Description: The subject’s body becomes a whirlwind, with a radius of 2 to 4 yards (caster’s choice). In this form, he has a variant form of the Body of Air meta-trait (p. B262); he lacks the listed Vulnerability to vacuum and wind-based attacks, he has No Fine Manipulators rather than the usual No Manipulators, and he has effective ST equal to twice his normal ST. Clothes (up to 6 pounds), also become wind, but lose any magic powers they might have had while in wind-form. Anyone within the radius of the subject must make a ST roll each second to remain standing. All DX-based skills are at -5, and missile attacks that pass through the whirlwind only hit on a critical success. There is no safe “eye”. ## Prerequisites: Magery 3; Body of Air and Windstorm at 16+ each; and one spell from each of five different colleges besides Air. ## Energy cost to cast: 8. Cost does not multiply when casting it on larger creatures, as with most Regular spells. ## Energy cost to maintain: 4. Cost does not multiply when casting it on larger creatures, as with most Regular spells. ## Time to cast: 2 seconds; the storm springs into full strength immediately upon completion of the spell. ## Duration: 5 minutes. ##

Item: (a) Staff, wand, or jewelry; only affects the wearer. As soon as it is activated, the item falls through the user’s hand; thus, a spell cast with this item lasts only a minute. ## Cost to create: 1,700 energy and a $1,000 onyx. ## Item: (b) Staff, wand, or jewelry; only affects the wearer. Unlike the previous item, this item turns to wind along with the wearer, allowing him to maintain the spell longer than a minute. While vaporous, it loses any magical powers it might have while solid. ## Cost to create: 3,500 energy and a $2,500 onyx. ##

Name: Summon Air Elemental ## Difficulty: IQ/H ## College: Air ## Type: Special ## Description: It allows the caster to call a nearby air elemental – if one exists. In general, the GM should assume that an elemental is available if the location is appropriate, unless the scenario or situation requires that elementals are opportunely absent. The caster determines the elemental’s power level by the amount of energy he spends on the spell, but the GM determines the elemental’s precise capabilities. The summoned elemental is not under the caster’s control, but must remain for one hour unless it is dismissed or destroys the caster. Note that a dismissal does not guarantee the elemental will leave. If it is hostile, or simply curious, it may choose to stay! The caster may question the summoned elemental, request a service, etc. The elemental immediately makes a reaction roll to see how it feels about the wizard. On a good reaction, the elemental cooperates for an hour – no longer – and then vanishes. An elemental’s opinion may be swayed with appropriate enticements, assuming a wizard can figure out what an air elemental might desire. ## Prerequisites: Magery 1 and either eight air spells or four air spells and another Summon Elemental spell. ## Energy cost to cast: 1 point per 10 character points used to build the elemental. Minimum energy cost is 4 (although this will not always summon a 40-point being). ## Energy cost to maintain: Cannot be maintained; must be recast. ## Time to cast: 30 seconds. The elemental may take up to 2d minutes to appear. ## Duration: One hour. May not be maintained. ##

Item: Staff, wand, or jewelry decorated with air-oriented images. ## Cost to create: 800 energy, $1,300 gold and platinum. ##

Name: Control Air Elemental ## Difficulty: IQ/H ## College: Air ## Type: Regular; Resisted by higher of ST and Will ## Description: Control all actions of a single air elemental while the spell continues. For direct control, the elemental must remain within the caster’s view. If the elemental is simply told to leave, it does so. If the elemental is sent to do a task, rather than controlled directly, its IQ must be sufficient (GM’s decision) to comprehend its instructions! This spell can also be used as an information spell, to judge the four attributes of an air elemental (within 15 feet). A successful roll is required, but there is no energy cost when used in this way. ## Prerequisites: Summon Air Elemental. ## Energy cost to cast: 1 point per 10 character points used to build the air elemental. ## Energy cost to maintain: Half casting cost to maintain, rounding up. ## Time to cast: 2 seconds. ## Duration: 1 minute. ##

Item: Staff, wand, or jewelry decorated with air-oriented images. This item does not let the user cast the spell, but gives a non-cumulative +2 bonus to any attempt to use the spell. ## Cost to create: 1,000 energy, $1,300 gold and platinum. ##

Name: Create Air Elemental ## Difficulty: IQ/H ## College: Air ## Type: Special ## Description: Create an air elemental spirit. The caster may determine the capabilities of the created elemental by increasing or decreasing the attributes of the basic elemental of that type; he may only change, add or subtract advantages and disadvantages with GM permission. There are no limits to the alteration of attributes, though a very stupid elemental will not understand complex commands. A newly created elemental serves the caster obediently for one hour. At the end of that time, roll a contest between the caster’s skill with the spell, and the elemental’s combined IQ and ST. If the caster wins, the elemental serves for a further hour, at the end of which another contest is required, and so on. When the caster loses, the elemental escapes control and leaves (or attacks, on a very bad reaction). ## Prerequisites: Magery 2 and Control Air Elemental. ## Energy cost to cast: 1 point per 5 character points used to build the elemental. ## Energy cost to maintain: Cannot be maintained; must be recast. ## Time to cast: Seconds equal to the total character points used to build the elemental. ## Duration: Instant. ##

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College of Air

GURPS High Fantasy Belrathius