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Shamanism - Air

Level One

Aero Bomb
Range: The ball can be created up to 20m (66ft) away
Duration: Instant
Damage: None
Saving Throw:
Maintain Balance
M.P.: 5
Makes a compact ball of air explode in the desired location. This spell deals little damage, and was created to deflect things like arrows and offensive spells. Since it can be used against all kinds of attacks, it is considered a useful beginners' spell.
When used to counter attacks, arrows and attack spells up to level 3 are immediately cancelled out (all attack spells above level 3 but below level 5 are at half damage, while those above level 5 are unaffected). Humans, creatures, and the like caught in the explosion must make a maintain balance check or suffer automatic knockdown.

Bram Fang
Range: 10m (33ft)
Duration: Instant
Damage: 1 point of damage
Saving Throw:
Dodge of 18 or higher
Penetration: None
M.P.: 1
A spell which creates an arrow of wind and cuts the target. However, the arrow is so weak that when it strikes a living being, all it will do is leave a light scar along the target's skin. Since this spell requires no particular motions, the spell can be used to cut the bonds when tied up or something.

Cloud of Steam
Range: 30m (100ft)
Area of Affect: 10m (33ft) diameter
Duration:
Four melee rounds per level of experience
Saving Throw:
vs. non-lethal poison
Penetration: Half against full suits of armour.
M.P.: 4
The sorcerer creates a cloud of steam that covers a 10m (33ft) area up to 30m (100ft) away. Anyone caught in the cloud or passing through it, will take 2d6 damage for each melee round (15 seconds), or fraction thereof, spent in the cloud. The steam also temporarily blinds the character(s) for 1d4 melee rounds. While in the cloud, victims cannot open their eyes (hurts to much) and are in pain. Penalities: No initiative, -9 to strike, parry, and dodge.
This attack is not as affective against opponents clad in full suits of body armour that cover the body and portect the face and eyes. Half damage and penalties. No damage is inflicted to characters in full environmental armour (steam can't penetrate any openings), Armour of Ithan, or those magically impervious to heat or fire. Regardless of whether the steam hurts or not, the visibility while in the cloud is nil, so the character's can see more than half a meter infront fo them or beyond the steam cloud (or into the cloud if standing outside of it).

Create Mild Wind
Range: 100m (330ft) radius
Duration: 4 melee rounds per level of experience
Saving Throw:
None
M.P.: 4
The sorcerer is able to conjure up a mild wind about 4kmph (2.4mph). The wind's direction can be controlloed, and it can be directed up to 130m (410ft) away.

PH34R |\/|Y L337 84LL$ 0F L!G|-|T|\|!|\|G!!!Scatter Bleed
Range: 10m (33ft)
Area of Affect: The swarm covers a 5m (18ft) area as it travels
Duration:
Instant
Damage: All caught in the swarm take 1d4 damage
Saving Throw:
Don't get caught in the swarm
Penetration: +1
M.P.: 3
This spell calls forth several dozen spheres of energy which swarm towards the opponent in annoying waves. The energy is electrical in nature, though damage is negligible.

Stop Wind
Range: 30m (100ft)
Duration: 3 melees per level of experience
Saving Throw:
None
M.P.: 5
The sorcerer s able to completely stop the wind for a 30m (100ft) radius. No breeze or wind can penetrate this area, all in the air is still. This spell only affects winds gusting under 40kmph (24mph).

Thunder Clap
Range: Directly affects the immediate area (10m/33ft) around the sorcerer, but can be heard up to a mile away.
Duration: Instant, penalties last for two melees (30 seconds)
Saving Throw:
vs. Horror Factor
M.P.: 2
The sorcerer is able to create a booming clap of thunder that is so loud that it seems to make the air vibrate. This can be an effective method of intimidation, showing one's anger, power, or simply threatrics. The boom has a horror fator of 10+1 for every even level of experience.
The thunder clap will startle all of the sorcerer's opponents, automatically causing them to lose any initiative they have, even if they save. In addition, those who fail to save have a -1 to further initiatives, and -2 to strike, parry, and dodge.

Level Two

Change Wind Direction
Range: 100m (330ft) radius
Duration: 4 melees per level of experience.
Saving Throw:
None
M.P.: 12
This spell enables the Sorcerer to change the wind to blow in any direction they way. Such a change can be made as often as twelve times per minute.

Create Air
Range: 2m (6.6ft) radius
Duration: One minute per level of experience
M.P.: 6
The sorcerer creates breathable air in a small area, this is not an air "bubble" like Raywing, so it must be done in an enclosed area, otherwise it will just dissappate. This spell does not work underwater.

Electrical Arc
Range: 10m (33ft) per level of experience
Duration: One melee round, plus an additional melee at levels 5, 10, and 15.
Damage: 2d6
Saving Throw:
Dodge
Penetration: Automatic, metal armour takes no damage, hide armour (leather, etc.) and the wearer take half damage.
M.P.: 5
Simple offensive spell, much more affective that Scatter Bleed. The Electrical Arc causes a crackling bolt of blue energy to leap from the spell caster's hand to the intended target - point and shot; +2 to strike.

Howling Wind
Range: 30m (100ft)
Duration: Four melee rounds per level of experience.
Saving Throw:
vs. Horror Factor 15 every melee.
M.P.: 7
The sorcerer is able to create a mild wind which creates an omnious, ghostly howling, reminiscent of a banshee's low moaning when death is near. All who hear the wind will become nervous or fearful. It creates a horror factor of 15. Those who fail suffer the usual penelties if they are attacked. There is also a 1-40% chance they will flee the immediate area fearing ghosts, banshees, or worse.

Elevator going up!Levitation
Range: Self or others by touch
Duration: 1 minute per level of experience.
Saving Throw:
None
M.P.: 10
By manipulating wind, the caster gains the ability to levitate. After casting the spell, it is possible to rise or fall simply by willing it. This spell is very easy to control. Maximum weight is 100kg (220lbs) per level of experience. Maximum height is 10m (33ft) per level of experience. It is possible to cast easy (up to level 3) spells while casting this spell.
"Wingardium Leviosa!"

Manipulate Objects
Range: 20m (66ft)
Duration: One melee per level of experience.
Saving Throw:
Dodge
M.P.: 8
Also known as Fingers of the Wind. By manipulating air pressure and such, objects can be moved to and fro as if with telekinetic force. Unlike telekinesis though, the sorcerer cannot create pure force attacks, they may only move things. Maximum weight limit is 50kg (110lbs).
Bonuses to Strike: +3; physical and skill bonuses DO NOT apply.
Bonuses to Parry: (performed with objects obviously) +4; physical and skill bonuses DO NOT apply.
Object must be in line of sight to be manipulated.
Damage from Hurled Objects (1kg equals 2.2lbs)
NOTE:
In the case of weapons, use weapon damage and not the damage listed here
Small:
0.2 to 0.45kg - 1d4
Small:
0.50 to 1kg - 1d6
Medium:
1.1 to 2kg - 2d4
Medium:
2.1 to 4.9kg - 3d4
Large:
5 to 10kg - 3d6
Large:
11 to 30kg - 4d6
Add 1d6 for each additional 10kg of weight.

Miasma
Range: 30m (100ft)
Area of Affect: 10m (33ft) area
Duration:
One minute per level of experience
Saving Throw:
Standard
M.P.: 14
This spell creates a poisonous vapor. Those affected will instantly fall ill, struck with fever and vomitting. All victims take 1d4 damage for every melee they fail their saving throw, and are -3 to strike, parry, and dodge.

All the ladies say I have a touch like electricty.Mono Volt
Range: Touch, can be channeled through metal weapons
Duration: Instant
Damage: 1d6+1 damage for every other level of experience.
Saving Throw:
vs. Magic
Penetration: Automatic through metal, the target has a +2 to save if the caster is making contact on leather/padded armour or other relatively unconductive material.
M.P.: 8
An elementary lightning spell. A direct hit simply knocks out a target temporarily (1d6x10 minutes), due to the targets' skin. Because of that, this spell is often used in combination with edged weapons to directly electrocute targets from within.

Silence
Range: 3m (10ft) per level of experience
Duration: One minute per level of experience
Saving Throw:
Standard
M.P.: 10
This enables the air warlock to cause a halt in the vibrations of air particles around a particular targets head (or wherever they speak from). The victim is unable to speak, and unable to cast any spell over level one.
"Norta Morto Talcris!"

Level Three

Call Lightning
Range: 10m (30ft) per level of experience
Duration: Instant
Damage: 1d6 per level of experience
Saving Throw:
Dodge 18 or higher
Penetration: Automatic, metal armour takes no damage, hide armour (leather, etc.) and the wearer take half damage.
M.P.: 10
The caster summons a powerful blast of lightning to their hands and fires it, ZUD!

Diem Claw
Range: 40m (136ft)
Duration: One melee round
Saving Throw:
Maintain Balance; failure means any flyer caught in the wind is knocked out of the sky to fall to the ground (OUCH!)
M.P.: 10
Rearranging Diem Wind to blow wind vertically, with the caster in the center, as opposed to horizontally. No use except for when you want to put on a show, in which case cloaks become particularly dramatic, or when you wish to nail a particularly annoying flyer with the powerful winds.

Beware the mighty wind of justice! ^.^;Diem Wind
Range: 40m (136ft)
Duration: One melee round
Saving Throw:
Maintain Balance, failure means being blown off ones feet, sent tumbling 5d6 meters and dropping 1d6 belongings.
M.P.: 10
Spell which compresses air, creating temporary strong winds 100kmph(60mph) in front of the caster. But, as a defensive spell against things like missile weapons, the casting time is short, making this a very useful spell. Also, this spell can be used while fleeing from targets who it is important not to injure.

Expelliarmus
Range: 5m (17ft) per level of experience
Duration: Instant
Damage: 1 damage plus automatic knockdown or disarm
Saving Throw:
Standard
Penetration: None
M.P.: 6
A powerful manipulation of air to hit a target like a fierce blow. It can be used to hurl a person, disarm them, or even open a door or other hinge from a distance.

Need a lift?Ray Wing
Range: Self
Duration: Five minutes per level of experience
M.P.: 20
The caster gains the ability to fly by creating a shield of wind around him/herself. The caster can carry other people, but since the speed, diameter, and the maximum weight that can be carried all depend on the caster's skill, more weight means less speed. Unlike Levitation, the spell is harder to control, and requires a lot of concentration, so other spells can not be used at the same time. The caster can continue flying as long as he/she concentrates, and can end the spell by simply breaking concentration. The shield of wind also serves as a defensive shield. The shield can also protect the caster from all but the more powerful spells (S.D.C. 100, once the SDC is depleted the spell is dispelled). The maximum diameter of the sphere is 1m per every other level of caster, max. BASE weight 50kg (110lbs)+25kg (55lbs) per level (this does not include the caster, the weight of the caster is immediatly adapted to by the spell), max. BASE Speed, 80kmph (50mph)+16kmph (10mph) at levels 3, 6, 9, 12, and 15. However by lowering speed the caster can carry more weight, subtract 10mph for ever 100 additional lbs carried.

Sonic Blast
Range: 10m (33ft) radius
Duration: Instant
Damage: 5d6 damage
Saving Throw:
Standard
Penetration: Automatic
M.P.: 25
Creates a sonic boom emanating from the sorcerer in every direction for 10m (33ft). Everything in the area will suffer from they attack unless they are touching the spell caster - the sorcerer is not affected.
When the boom is unleashed, victims will be temporarily deafened for 2d4 minutes and suffer the following penalties for the duration: lose two melee actions, -8 to initiative, -3 to parry and dodge, and -25% on skill performance. Those caught in the blast will also be shaken by the shock wave, with a 01-40% chance of automatic knockdown (lose one melee action), while windows shatter and livestock are spoked.

Wind Brid
Range: 10m (33ft) per level of experience
Duration: Instant
Damage: 1d6 damage per arrow
Saving Throw:
Dodge of 20 or higher
Penetration: +2
M.P.: 10
Creates and shoots several shock waves of wind; basically the wind version of Flare Arrow. Unlike Flare Arrow, though, it is impossible to see, making this spell harder to dodge, but the damage dealt is also less. Another problem is that it isn't as visually exciting. When the arrow is fired is diverges into several arrows (1 per level up to level 3, then one more arrow can be conjured at levels 6, 9, 12, and 15, i.e. a level 5 caster would only get three arrows, but a level 6 would get four arrows). An experienced mage (level 5 or higher) can divert the arrows at different targets

Level Four

Arc Brass
Area of Affect: 100m radius from caster
Duration: Instant
Damage: 1d6 damage
Saving Throw:
vs. Magic
Penetration: Automatic, metal armour takes no damage, hide armour (leather, etc.) and the wearer take half damage.
M.P.: 30
With the spell caster as the center, makes lightning rain down on an area of several blocks. Death is highly unlikely. At the worst, the target(s) will suffer paralysis temporarily (lasting). At the best some the target(s) will suffer some kind of mental disorder (scrambled brains; if the save vs. Magic is a natural 1, roll on Insanity table for a temporary lapse of sense, lasting 3d6 minutes). If the spell-caster is within line of sight, there is little possibility of avoiding this spell.

Calm Storms
Range: Immediate area around the sorcerer, affecting 300m (990ft) radius per level of experience.
Duration: 15 minutes per level of experience
Saving Throw:
None
M.P.: 40
The sorcerer can calam the tumultuous tempest of nature with a simple invocation and concentration, slowing a downpour or raging storm to a light drizzle, reduce wind speed by 75%m reduce that size of the waves by half, and lighten the dark, stormy skies. Note that the caster must constantly chant and cannot perform any other actions or spells for the duration.

YEEARHGBBBBBBLE!Digu Volt
Range: Touch
Duration: Instant
Damage: 5d6+3 damage per level of experience
Saving Throw:
Don't get hit
Penetration: Automatic, metal armour takes no damage, hide armour (leather, etc.) and the wearer take half damage.
M.P.: 15
A lethal spell which shoots out a blast of lightning from the palm of the extended arm. This spell is a stronger version of Mono Volt, and a direct hit by this spell most likely means death. There is also a small chance that targets struck with this spell will catch on fire (1-10%).
"Wind, crimson flame. Grant the power of thunder to my hand! DIGU VOLT!"

Dimiliar Wind
Range: 5m (17ft) per level of experience
Area of Affect: 2m (6.6ft) air blast radius
Duration: Instant
Damage: 1d4 damage per level of experience
Saving Throw:
Dodge 17 or higher
Penetration: +3
M.P.: 8
Spell which creates a powerful wind by shooting a high-pressure ball of air. Wind strong enough to burrow into the ground delivers damage to the target. However, anyone who is within the area of effect of this spell will be blasted away (automatic knockdown), so caution is necessary.

Phantom Footman
Range: Immediate area
Duration: 10 minutes per level of experience
Saving Throw:
None
M.P.: 40
This spell enables the sorcerer to summon and command an air elemental. This invisible assistant will stay at the sorcerer's side (within 60m), helping to carry items, open doors, locate secret compartments/doors (89%), fly slightly ahead to check out a passage, etc.
H.P.: 20 S.D.C.: 40
Things of Note: Invisible in it's natural state, 2m (6.6ft) tall. I.Q. 6, P.S. 20 (supernatural), P.P. 8, flying speed 50kmph (31mph), doesn't fatigue, impervious to physical attacks (can only be harmed by Air, Fire, and Spirit Shamanism and Black Magic), +1 on initiative and to parry, +4 to dodge, two attacks per melee, and see the invisible.
The footman can carry up to 500kg (1,100lbs) and still move at it's maximum speed! It can perform simple tasks and simple reconnaissance. The elemental servant will obey only the sorcerer and will stay as close as possible to them unless ordered otherwise. It will remain until the spell's duration elapses or is sent back, whichever comes first.

Shockwave
Area of Affect: 3m (10ft) radius per level of experience, can adjust in 1m (3.3ft)increments
Duration: Instant
Damage: 2d6 damage + 1d6 damage per level plus automatic knockdown; damage can be regulated down to 1d6 damage
Saving Throw:
Special
Penetration: Automatic
M.P.: 70
This powerful offensive spell creates a spherical shockwave that emanates from the spell caster in all directions. Only those touching the sorcerer are not affected.
People and animals weighing less than 200kg (440lbs) are likely to be knocked off their feet and hurled 3d4 meters; 01-88% likelihood.
Creatures weighing 200kg-500kg (440-1100lbs) have a 01-50% chance of being knocked off their feet and hurled 1d4 meters.
Creatures weighing over one ton have only a 20% chance of being knocked off their feet and onto the ground, only a few feet back.
Flying creatures will be hurled through the air at twice the distance, but do not get knocked to the ground, although they will suffer the penalties from the impact of the shockwave and disorientation.

Level Five

Diem Brass
Range: The ball can be created up to 20m (66ft) away
Area of Affect: 6m diameter from the center. Duration: Instant
Damage: Special
Saving Throw: Don't be in the blast.
Penetration: None
M.P.: 35
This spell is an enhanced version of Aero Bomb, which super condenses air in a specific point then releases it. The resultant blast creates outward winds up to 160kmph (100mph) from the center, capable of blasting away most projectiles, people, and offensive spells (any spell up to level 4 is negated, any spell above level 4 to level 6 is at half damage, any spell above level 6 is unaffected).

BLAM beeeotch!Bram Gush
Range: 20m (66ft)
Duration: Instant
Damage: 6d6+1 damage per level of experience
Saving Throw:
Dodge 16 or higher
Penetration: +6
M.P.: 40
The spell creates an arrow of wind, which is shot at a target and bursts upon contact (or at the caster's choosing), shredding the target to pieces. An extremely lethal spell which has the power to blow a hole through a brick wall.
"Wind which blows across eternity, gather in my hands and become my strength! BRAM GUSH!"

I make a big boom boom!Dam Brass
Range: 10m (33ft)
Duration: Instant
Damage: 1d4x10+2 damage per level of experience
Saving Throw:
Dodge 10 or higher
Penetration: Automatic
M.P.: 20
A spell which shoots out a red ball of light at a target which self-destructs upon contact . The explosion sends high-speed vibrations through the target, destroying it. The spell is like a small, concentrated earthquake. Since the effects of the spell do not spread out, it is a useful spell for opening holes in ceilings and walls.

Darken the Sky
Range: 300m (990ft) radius per level of experience
Duration: 30 minutes per level of experience
Saving Throw:
None
M.P.: 40
The sorcerer is able to manipulate atmospheric conditions and cuase the sky to suddenly darken, with gery and large black, omnious clouds rolling as if a terrible storm were coming.

Invisible Wall
Range: 20m (66ft)
Area of Affect: Covers a 3m (10ft) area per level of experience
Duration: One minute per level of experience
Saving Throw:
None
M.P.: 60
Creates an invisible wall composed of wind that cannot be easily penetrated because it continually renews itself; 50 S.D.C. per melee round. A dispel magic barrier spell will destroy it completely in the blink of an eye. Likewise, suffering 100 damage in a single melee will completely destroy it. The sorcerer must concentrate while the wall is upheld, unable to perform any other actions or spells until it is dispelled.

Phantom
Range: Immediate Area
Duration:15 minutes per level of experience
Saving Throw:
None
M.P.: 60
This spell summons and allows the sorcerer to command an air elemental even stronger than the Footman. This assistant can be sent to scout ahead, spy, hunt, defend, attack, carry items, locate secret compartments/doors (89%), etc. There is not limit to the distance it can travel from the sorcerer.
H.P.: 30 S.D.C.: 60
Attribute Equivalents: I.Q. 10, M.E. 10, P.S. 22, P.P. 19, and flying speed 70kmph (44mph).
Natural abilities: Invisible in it's natural state, 2m (6.6ft) tall, nightvision 60m (200ft), see the invisibile, doesn't fatigue, impervious to physical attacks (can only be harmed by Air, Fire, and Spirit Shamanism and Black Magic), can carry up to 500kg (1,100lbs) and still move at maximum speed. Can cast any Air Shamanism spell not acceding 30 M.P. with a CA of 60. Obeys only the sorcerer that summoned it.
Bonuses: +2 on initiative, +4 to strike and parry, +7 to dodge. Three attacks per melee and deals 2d6 damage from punch or 4d6 damage from a power punch (two attacks).

Whirlwind
Range: 100m (330ft) distance; requires line of sight
Duration: One minute per level of experience
Saving Throw:
None
M.P.: 60
The sorcerer creates a whirlwind which is a rotating windstorm of limited intensity moving in an inward and upward spiral motion. Its 120kmph (75mph) winds will suck up, hurl and dash to the ground anyone or anything within 6m (20ft) diameter. Everyone caught in the whirlwind cannot attack, cast spells, speak, etc., for one full melee before being hurled to the ground after flying about 10m (33ft), suffering 4d6 damage. The victim will be dazed for an additional 1d4 melees (all attacks and combat bonuses are reduce by half), unless a successful roll w/ fall is made (18 or higher).
Normal objects, such as wooden doors, fences, walls, and carts, exposed to the full forceof the whirlwind will be smashed within one melee round. The whirlwindcan move in all directions at once, but must be directed by the sorcerer, requiring their full attention. A sorcerer is unable to perform any other actions or spells while maneuvering a whirlwind and must be within 100m of it. The whirlwind mcan be sent to strike a foe or target equal to the sorcerers number of actions per melee round.

Level Six

Accio
Range: 1km per level of experience
Duration: Varies
Saving Throw:
None
M.P.: 30
This is the Summoning charm, a remarkably useful skill to master. In essence, you speak the words while focusing the spell on a mental image of the object you wish to summon, and the object then rises into the air and flies to you at an incredible rate. While line of sight assures a quick arrival, the sorcerer can also bring personal objects flying to them from a great distance. The object travels to the caster at 100kmph+50kmph per level enroute, but slows down as it approaches, so that they down't bowl over the Sorcerer. For calling stuff from great distances, the caster must have seen/used the object a minimum of ten times, know it's exact current location, and spend all of their time concentrating until it's arrival. The sorcerer may ahead of time enchant a possession (a ritual requring 60 M.P. and 1 hour) so that it will work on a sort of auto pilot, requiring the user only to expend the necessary M.P., leaving them free to do whatever they need until the object arrives.

EAT...wind..uh..punk!Bomb Di Wind
Range: 100m (330ft)
Duration: Instant
Damage: Special
Saving Throw:
Don't be in the way
Penetration: None
M.P.:
40
By casting this spell, the caster first greatly increases the air pressure in an area, and then releases it. The resultant wind blows away anything directly in front of the caster. Even a thick log cannot stand against the wind that blows. The spell deals no direct damage, but the effect of the spell is absolute. The wind from the spell has a speed of 220kmph (200mph) + 10kmph per level of experience. This is enough to send many things flying off at incredible speed. This wind doesn't do any inherent damage, but anything getting hit by a wind with that much speed is bound to hit the ground (or anything else in it's way for that matter) VERY hard (GM's call).

Electrical Field
Range: 60m (200ft)
Area of Affect: 3m (10ft) area per level of experience
Duration: Two minutes per level of experience
Saving Throw:
None
Penetration: Automatic, metal armour takes no damage, hide armour (leather, etc.) and the wearer take half damage.
M.P.: 70
The electrical field is a crackling wall of energy that inflicts 4d6 damage and a 1-50% chance of being stunned for 2d6 melees for each melee round to anyone who tries to pass through it. The field cannot be attacked or destroyed except by dispel magic barrier or negate magic, both of which destroy it instantly.

Vacuum
Range: 3m (10ft)
Area of Affect: 1m (3.3ft) area per level of experience
Duration: One minute per level of experience
Saving Throw:
Special: Standard roll is made but it only indicates if the person can escape. The victim can roll once every 30 seconds until they fall unconcious
M.P.: 80
The sorcerer is able to create a vacuum (an area devoid of gas). If the vacuum is placed around a person/animal they will immediatly begin to choke and gasp for air. They we be rendered unconcious in two minutes and die from suffocation within six minutes. Air elementals (or Plasma Dragons) caught in a vacuum suffer 4d8+3 damage PER ACTION. The sorcerer can manipulate the vacuum as they desire.

Whisper of the Wind
Range: 50km (30 miles) per level of experience
Duration: Special
Saving Throw:
None
M.P.: 60
This spell enables the sorcerer to send a verbal message (under 100 words) on the tongue of the wind. The message will travel on a gust of wind (50kmph/30mph) and can be sent to anyone within range as long as their general location is known. The person recieving the message will hear it clearly whispered in their ear as the wind caresses their head and chest. The message is only spoken once.

Windy Shield
Range: 1m (3.3ft)
Area of Affect: The shield is a half sphere with a radius of 1m for every 50 S.D.C. of the shield
Duration: One minute per level of experience
Saving Throw:
None
M.P.: 50
Surrounds the spell-caster with a barrier of wind which defends the caster from all attacks. The shield has 200 S.D.C. + 10 S.D.C. per level of experience, and takes half damage from Earth Shamanism. The most popular defensive spell. It is possible for several spell-casters to combine their shields to increase the defense of the barrier and it can be used against all offensive spells. The only problem is that concentration is necessary when this spell is cast, so other spells can not be cast while maintaining the shield.

Level Seven

Shearstorm
Range: 50m (165ft)
Area of Affect: 1m (3.3ft)
Duration: Instant
Damage: Varies
Saving Throw: Dodge 20 or higher
Penetration: Automatic
M.P.: 75
A very nasty spell designed to reproduce the phenomena seen in the Northern Mountains. The sorcerer creates several wind vortex's around a central vacuum of air that is the target. This draws the vortex towards the target at incredible speed, causing super high compression upon contact with the other vortex's and the target. This is basically the equivalent of a blender made out of super-speed winds. The damage varies, depending on the target's condition. If the target weighs less than 200kg (440lbs) and is not rooted or otherwise held to the ground by some means. They are dashed about, taking an initial 1d4x10+10 damage and thrown straight-up into the air 3d6 meters (the character suffers automatic knockdown and probably several broken bones upon falling and has a 01-50% chance of suffering knockout)! Those weighing more than 200kg (440lbs) or rooted down are in a much tougher predicatement. The strength of the force pulling them up versus the strength of the adhesion force keeping them on the ground is so great that the damage can become very horrendous, at a nasty 1d8x10+20 damage!

Level Eight

Raza Klouva
Range: 30m (100ft)
Area of Affect: The 'blizzard' has diameter of 5m (17ft)
Duration: Instant
Damage: 1d4x10 S.D.C. and 4d6 Spirit Damage
Penetration:
+1, of course spirit damage bypasses all except magical armour.
Saving Throw:
Dodge of 20 or higher
M.P.: 100
Flickering motes of light blow towards the target like a blizzard traveling at a speed of 150kmph (94mph). The spell deals damage to both the spiritual and physical forms of all those caught. Avoiding this spell is nearly impossible to all but the most acrobatic.
"Wind blowing across the sea of chaos, borne on the back of the Great Lord, I summon you forth to strike down those who stand before me..."

Sheargale
Range: 100m (330ft)
Area of Affect: 10m (33ft) diameter per level of experience
Duration: One minute
Damage: Varies
Saving Throw: You're boned
Penetration: Automatic
M.P.: 125
A magically intensified Shearstorm, designed to decimate large areas with a powerful air blender like affect. Identical to Shearstorm, only that it has increased range and area of affect, aswell as a long duration, causing the damage every MELEE.

Spells of Legend

Creature of the Wind
Range: Self
Duration: One melee per level of experience
Saving Throw:
None
M.P.: 140
The Shaman is temporarily transofmred into an air elemental-like being, composed of wind and energy. The apperance is a semitransparent vapor in a humanoid form. In this vapor form the shaman can fly at a speed of 800kmph (500mph) or 13km a minute, turn completely invisible, has 200 S.D.C., does not fatigue, all attacks inflict half damage, the shaman can squeeze through keyholes and cracks in one melee action, and is +2 on intiative, +4 to dodge, +20% to prowl, and can pick up and carry up to 200kg (440lbs). However, the transformed Shaman is -2 to strike nad parry using hand-held weapons of any kind.

Harrowing (By Prettz)
Range: 250m (682ft)+20m (66ft) per level of experience
Area of Affect: 30m (100ft)+15m (50ft) per level of experience
Duration: Instant
Damage: 6d6x10, +40 per level of experience
Saving Throw:
You're %$&*ed
Penetration: Automatic
M.P.: 300
One of the most powerful spells in Shaman magic. Magical lightning shoots down from the sky with incalculable power to cover a large area.
"Karzard, azuzard, kisku. Hansay glos silk. Unlease total destruction. Sage of Hades, use the seven keys to open the gates of hell…"