Elemental Abilities – Air

Air Bubble As a standard action, you can create a bubble of air containing yourself and all adjacent squares.  Maintaining this bubble from round to round is a standard action.  This bubble provides complete protection against inhaled poisons, and you can activate this ability above water and maintain while underwater to provide breathable air underwater.  If you activate this while in a breathable atmosphere and then enter a vacuum, you can maintain this in the same fashion as if you were underwater.

Be Like Air You gain evasion, as the Scout class talent from the Survivor talent tree.  This counts as the Evasion talent for the purposes of prerequisites.

Compressed Air As a standard action, you can compress the air around a target within 12 squares that is within your line of sight.  Make a Magery check and compare it to that target’s Fortitude defense.  If you beat the target’s Fortitude defense, the target can only make a single move or standard action on its next turn.  This condition persists for one round per 5 character levels you have.  As a standard action on your turn, you can end this effect to rapidly decompress the air, dealing 1d6 damage per 2 character levels you have to the target.  You can use this ability once every 5 rounds.

Gale As a standard action, choose a target within 12 squares that is within line of sight.  Make a Magery check and compare it to that target’s Fortitude defense.  If you beat the target’s Fortitude defense, the target has its speed halved until the start of your next turn.

Gust As a standard action, choose a target within 12 squares that is within line of sight.  Make a Magery check and compare it to that target’s Fortitude defense.  If you beat the target’s Fortitude defense, you can move the target 1 square in a direction away from you.  For every 5 points by which you beat their Fortitude defense, you can move them another square.  If they hit an object before the movement is complete, the target takes 1d6 damage for every remaining square of movement.

Leap of the Wind You gain a +10 bonus to Jump checks and fall at rate of 12 squares per round.  You never take falling damage. The Jump bonus increases to +20 at 12th level and +30 at 18th level.  Unless you choose to do so, you never fall prone when falling from a height.

One With The Sky You gain a fly speed of 4 squares, which drops to 2 squares when in medium or heavy armor or carrying a heavy load.  This does not give you a fly speed for the purposes of prerequisites.  You cannot select this as your chosen ability at level 1.  This flight is magical in nature, and will not function in an airless environment.

Updraft As a standard action, you can summon a sudden gust of wind below a target within 12 squares of you and within your line of sight.  Make a Magery check.  If your Magery check beats that target’s Reflex defense, this ability has an effect – otherwise they successfully dodge out of the way and the ability has no effect.  If you beat their Reflex Defense, they are launched upwards 5 squares, plus an extra square at level 4 and every 4 levels after that.  At level 1 you can only affect targets up to medium size with this ability – this increases to Large at level 8, Huge at 16, and so on, increasing one additional size step every 8 levels.  If the target hits an object preventing its upward movement before the movement is completed, it takes 1d6 damage for every square of movement it had left to move upwards.  After the upward movement is complete, calculate falling damage as normal (1d6 for every 2 squares of falling).  This ability can be used once every 5 rounds, and can only be used in an area with an atmosphere.

Swirling Winds As a swift action, you cause the air around yourself to swirl rapidly, creating a barrier that provides some defense against physical ranged attacks.  You gain a +5 to your Reflex and Fortitude defenses against all physical attacks, including spells that attack via physical matter (such as spells cast by Earth elementalists).  This barrier lasts for 5 rounds, after which time you must wait another 5 rounds to activate it again.

Windborne Speed As a swift action, you the land speed of yourself and all allies within 2 squares of you.  This speed boost lasts for 1 round.

Epic Space Adventures Abound!