52
 Bloodlines: Air Benders In the body politic of humanity at large, there are virtually infinite variations. It amazes other species to no small extent how many combinations there are within the general parameters of one head, two arms, two legs, ten fingers, ten toes, two eyes. 0f course, there are the rare humans who fall outside this categorization, but they almost invariably mutants and thus no longer technically human, or mules and unable to pass along their genetic variation. Then there are those groups of humanity called “bloodlines” bloodline is an extended family of genetically similar people who share physical and psychological traits that set them apart from humanity at large, but are still not far removed enough to be considered a new species. The most common source of a bloodline is multigenerational inbreeding !very common among most animal species", closely followed by the supercedence of a dominant genetic trait, thus refining and concentrating all features of that bloodline##both for good and for ill. The creation of a new bloodline is rare indeed, for it ta$es a bare minimum of several centuries for one to form and can ta$e as long as millennia% this explains why there are only perhaps a dozen bloodlines in the world today. This wor$ chronicles and explains the origins and abilities of the !comparatively" recently created family bloodline $nown as& ir 'enders Special Family Martial Arts Form: The Art of Wind Entrance Requirements& (inimum I) of **, (+ of *0. The character must have either magic or psionic or super powers to learn this fighting style. Skill Cost& * -ears ! -ears as a /econdary (artial rt.". The nature of the fighting style incorporates the haracter to control the element of 1ind into his attac$s, maximizing his elemental abilities by infusing them into his physical abilities. ll of the movements are mixed in to the form of 'a 2ua 3ung 4u. Air Element: The element of movement and speed, evasion, and avoidance, the element of air is focused on improving the ir 'ender5s deftness and the speed of his attac$s, and defenses. The basic bonus is 67 to /pd attribute, the intermediate bonus is 6* to initiative, dodge, and the advanced bonus is 6* attac$ per melee with the elemental staff. The level * st  ability is 4light, the level 8rd ability is 4lurry of ttac$s, the level 9th ability is oncealment, the level :th ability is /ummon ir 3ami, the level *7th ability is ;resence /ense, and the level *<th ability is the =ltimate /taff of ir. /ee +lemental ;ower bilities  for more details on the abilities of this element. 'a 2ua >hang, or the +ight Trigrams ;alm, is a relatively new !within the past 700 years", and very uni?ue style of hinese 3ung 4u. onsidered one of the @Three /isters@ internal arts !along with TaiAi and BingC-i", 'agua canDt clearly be traced bac$ to an exact founder. Eowever, the first person to teach 'agua to the public was a man named Fong Eaichuan, who lived during the late )ing Fynasty. 4rom his teaching, three separate students eventually formed their own separate, yet related versions of the style, resulting in the -in /tyle, heng /tyle, and Giu /tyle forms of +ight Trigrams ;alm. Hote that the name 'agua is derived from the Trigrams of the -i JingKI hing, The 'oo$ of hanges, which sums up the everCchanging nature of this art. 'agua as a combat art is rather uni?ue and ta$es an unorthodox, yet logical approach to combat. In the main styles of 'agua !-in and heng /tyle", there are typically 9 fighting s$ills !which is a matching number to the 9 Eexagrams which can be formed from the +ight Trigrams". There are no hard stances in 'agua, as this is considered inflexible and ma$es footwor$ and change slower. Instead, all stances are held shallow, and movements are based in a circle. The palm is also used almost exclusively% in training, :0L of 'agua attac$s call for palms. In combat, a 'agua artist will use 0L palms. The reason for this is an open hand is a relaxed hand, and relaxation is of utmost importance. 'agua artists will rarely tighten their arm muscles up for anything. Mpponents are viewed li$e a giant door, which is $ept closed by their defense. 'agua artist may have to open side doors, by attac$ing from the sides and brea$ing down his opponentDs defense, to open the final door. lso, much li$e its tactical nature, 'agua >hang also employs some exclusive or extremely rare weapons. great deal of internal training is also involved in practicing 'aCgua !hence its status as one of the @Three /isters@ arts. (uch time is spent wal$ing the circle% to not only develop the sixtyCfour combat s$ills, but also to focus on the building of chi. rtists must learn how to draw upon different types of Jing !sources of power"& Guen !rolling", Zuan !drilling", Zheng !piercing", and Guo !wrapping" in order to hurt opponents with their palms. The legs re?uire the artist to develop the power of Qi !liftingCup",  Luo !droppingCdown", Bai !swingingCout" and Ko !loc$ingCin" Jing. /il$ reeling energy, similar to TaiAi, is also present in 'agua. 'agua is a somewhat common art, available in hina, Taiwan, and much of Horth merica and +urope.

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Page 1: Bloodlines- Air Benders

8/10/2019 Bloodlines- Air Benders

http://slidepdf.com/reader/full/bloodlines-air-benders 1/52

 Bloodlines: Air BendersIn the body politic of humanity at large, there are virtually infinite variations. It amazes other species to no small extent how many combinationsthere are within the general parameters of one head, two arms, two legs, ten fingers, ten toes, two eyes. 0f course, there are the rare humans whofall outside this categorization, but they almost invariably mutants and thus no longer technically human, or mules and unable to pass along theirgenetic variation.Then there are those groups of humanity called “bloodlines” bloodline is an extended family of genetically similar people who share physicaland psychological traits that set them apart from humanity at large, but are still not far removed enough to be considered a new species. The mostcommon source of a bloodline is multigenerational inbreeding !very common among most animal species", closely followed by the supercedenceof a dominant genetic trait, thus refining and concentrating all features of that bloodline##both for good and for ill. The creation of a newbloodline is rare indeed, for it ta$es a bare minimum of several centuries for one to form and can ta$e as long as millennia% this explains whythere are only perhaps a dozen bloodlines in the world today.This wor$ chronicles and explains the origins and abilities of the !comparatively" recently created family bloodline $nown as& ir 'enders

Special Family Martial Arts Form:

The Art of Wind

Entrance Requirements& (inimum I) of **, (+ of *0. The character must have either magic or psionic or super powers to learn this fightingstyle.Skill Cost& * -ears ! -ears as a /econdary (artial rt.".The nature of the fighting style incorporates the haracter to control the element of 1ind into his attac$s, maximizing his elemental abilities byinfusing them into his physical abilities. ll of the movements are mixed in to the form of 'a 2ua 3ung 4u.

Air Element:The element of movement and speed, evasion, and avoidance, the element of air is focused on improving the ir 'ender5s deftness and the speedof his attac$s, and defenses. The basic bonus is 67 to /pd attribute, the intermediate bonus is 6* to initiative, dodge, and the advanced bonus is 6*attac$ per melee with the elemental staff. The level * st  ability is 4light, the level 8rd ability is 4lurry of ttac$s, the level 9th ability isoncealment, the level :th ability is /ummon ir 3ami, the level *7th ability is ;resence /ense, and the level *<th ability is the =ltimate /taff ofir. /ee +lemental ;ower bilities for more details on the abilities of this element.

'a 2ua >hang, or the +ight Trigrams ;alm, is a relatively new !within the past 700 years", and very uni?ue style of hinese 3ung 4u. onsideredone of the @Three /isters@ internal arts !along with TaiAi and BingC-i", 'agua canDt clearly be traced bac$ to an exact founder. Eowever, the firstperson to teach 'agua to the public was a man named Fong Eaichuan, who lived during the late )ing Fynasty. 4rom his teaching, three separatestudents eventually formed their own separate, yet related versions of the style, resulting in the -in /tyle, heng /tyle, and Giu /tyle forms of+ight Trigrams ;alm. Hote that the name 'agua is derived from the Trigrams of the -i JingKI hing, The 'oo$ of hanges, which sums up theeverCchanging nature of this art.

'agua as a combat art is rather uni?ue and ta$es an unorthodox, yet logical approach to combat. In the main styles of 'agua !-in and heng/tyle", there are typically 9 fighting s$ills !which is a matching number to the 9 Eexagrams which can be formed from the +ight Trigrams".There are no hard stances in 'agua, as this is considered inflexible and ma$es footwor$ and change slower. Instead, all stances are held shallow,and movements are based in a circle. The palm is also used almost exclusively% in training, :0L of 'agua attac$s call for palms. In combat, a

'agua artist will use 0L palms. The reason for this is an open hand is a relaxed hand, and relaxation is of utmost importance. 'agua artists willrarely tighten their arm muscles up for anything. Mpponents are viewed li$e a giant door, which is $ept closed by their defense. 'agua artistmay have to open side doors, by attac$ing from the sides and brea$ing down his opponentDs defense, to open the final door. lso, much li$e itstactical nature, 'agua >hang also employs some exclusive or extremely rare weapons.

great deal of internal training is also involved in practicing 'aCgua !hence its status as one of the @Three /isters@ arts. (uch time is spentwal$ing the circle% to not only develop the sixtyCfour combat s$ills, but also to focus on the building of chi. rtists must learn how to draw upondifferent types of Jing !sources of power"& Guen !rolling", Zuan !drilling", Zheng !piercing", and Guo !wrapping" in order to hurt opponents withtheir palms. The legs re?uire the artist to develop the power of Qi !liftingCup", Luo !droppingCdown", Bai !swingingCout" and Ko !loc$ingCin" Jing./il$ reeling energy, similar to TaiAi, is also present in 'agua.

'agua is a somewhat common art, available in hina, Taiwan, and much of Horth merica and +urope.

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Ba Gua is among the most intellectual of all the martial arts. nalyzing the eight Trigrams of the K Ching, the creators have translated them intothe @eight directions@ representing angles of attac$ and defense% the @eight steps@ of movement% and the @eight palms@ of stri$es and deflections.The result is a graceful martial art, where the circular movement of hi through the body is reflected in the circular movements of deflection anddefense. ll the attac$s are li$ewise circular and are well suited to use with /oft hi. In order to achieve the grace and fluidity needed for trueproficiency, students engage in an exercise called @1al$ing the ircle,@ where they spend hours stepping around, using their hands incoordination with their feet. In fact, anytime a character with Ba Gua has a few spare minutes, they should spend the time @1al$ing the ircle.@

4or an ordinary mortal, watching a 'a 2ua artist at wor$ can be pretty boring. 4or hours on end, all the character seems to be doing is wal$ing ina tight circle, always ta$ing the exact steps, always ma$ing exactly the same hand and body movements, and only the motion of the same headand the direction of the eyes changing from one circuit to the next. Mf course, if the observer could perceive psychic energy, the flow of dragonlines, or magical power, then they5d see something else altogether. mystically attuned character !and those who can see the invisible" would see the ground beneath the 'a 2us wal$er5s feet filling with lines ofpower, crisscrossing and layering and thic$ening, getting more defined with each step. (oreover, they would see that the power being summonedand controlled is mindCboggling in scale, and that for that tiny patch of ground, defined by the character5s little wal$, there are limitlesspossibilities.1hat is really happening is that the practitioner of 'aC 2ua is engaging in an exercise called “1al$ing the ircle,@ repeatedly ta$ing the +ight/teps, in each of the +ight Firections, and with each step binding cosmic forces into that small patch of ground.The result is a special (ap, created by both the cosmic energies represented by the -inC-ang /ign, as well as the ordering of the universerepresented by the eight trigrams of the l hing.

Costume: /il$ 3ung 4u =niform, typically of the northern style !with long sleeves", or a Goose cotton tunic and pants.Stance: 'a 2ua discourages the use of hard stances, believing that they ma$e the body too rigid, instead there are simply relaxed ways ofstanding, using shallow stances with the feet placed comfortably apart and hands open at hip level. That enables ?uic$ stepping, and a constantchange in stances.

CHARACTER !"#SES

dd 0 to hiK;.;.+.KI./.;.dd 6 to (.+.dd 6 to ;.;.dd 6 to ;.+.C!MAT S$%&&SAttacks 'er Melee: 7Escape Mo(es: Noll with ;unchK4allKImpact, (aintain 'alance.Attack Mo(es: Hone.asic )efense Mo(es: Fodge, ;arry, and utomatic ;arry.Ad(anced )efenses: ircular ;arry.Hand Attacks: 4ingertip ttac$, ;alm, 3nife Eand, 'ac$hand, and Rotary Palm !SPECIAL! This is essentially a circular palm stri$e, employingpower from the waist. Foes normal palm stri$e damage, but also serves as a $noc$down. Hote that /oft hi can be used to add extra damage tothis attac$.", ;ush Mpen Eand !/pecialO +ssentially a $noc$down /tri$e that also does *F9 damage. ny victim failing to counter the attac$ will

be $noc$ed bac$ a number of feet e?ual to the attac$erDs hi."asic Foot Attacks: /weep 3ic$ !/pecialO This low movement is designed to catch the opponent somewhere below the hip, but withoutsacrificing balance. *F damage.", 3ic$, rescent 3ic$, 'ac$ward /weep, and TrippingKGeg Eoo$.*umpin+ Foot Attacks: Hone.Special Attacks: 'ody 4lipKThrow, Fisarm, 4orearm, and ombination ;arryKttac$.Holds,&ocks: 1rist Goc$ and +lbow Goc$.Weapon $atas -Select T.o/: 1; Jian !/traight /word", 1; Fao !'roadsword", 1; )iang !/pear", 1; Ji >hua -in -ang Nui !hic$en law-in -ang /harp !;aired"", 1; Gu Jiao Fao !Feer ntler 3nives !;aired"", 1; +mei i !+mei /tingers !;aired"", 1; >hou Fao !+lbow 3nives!;aired"" and 1; 'agua Fao !+ight Trigrams 'roadsword".Modifiers to Attack: ;ull ;unch, 3noc$outK/tun, and ritical /tri$e, Feath 'low.S$%&&S %"C&#)E) %" TRA%"%"0Martial Arts 'o.ers: +ight Trigrams +mpty ;alm, +ight Trigrams /ixtyC4our ;alms, +ight Trigrams /ixtyC4our ;alms, +ight Trigrams ;almsEeavenly /pin, +ight Trigrams Mne Eundred TwentyC+ight ;alms, lso /elect a total of six !9" from (artial rt Techni?ues, hi (astery, or/pecialty 3atas !including hi 3atas". lso available is the 'agua ircle 3ata !see (ystic hina". If desired, any number of powers can betraded, oneCforCone, for any 'asic /$ill ;rograms.Cultural: 1ei )i !2o" hess&an+ua+es: hinese !(andarin or another dialect% choose one."

Temple: 4eng /hui.'hilosophical Trainin+: Taoism.If this is your primary martial art form, then the following other forms can be learned in shorter time& TaiAi )uan !< -ears", and Bing -i !< -ears".&E1E& A)1A"CEME"T !"#SES2st: 67 to ;arry and 6* to Noll with ;unchK4allKImpact, 6 * to rear attac$s !'ac$ward /weep, 'ac$hand /tri$e", 3 Create a 0ua Map:

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The character can, in four full melee rounds, wal$ the ircle sufficiently to create a functional 'a 2ua (ap with at least four hiK;.;.+KI./.;., orwhatever amount the character wishes to invest. s soon as the (ap is complete, the character, in effect, creates his own little world% a world inwhich he is the creator, the allCfather, a god. s such, he has become lin$ed to the supernatural and magical aspect of the (egaverse similar to agod. This ma$es him $eenly aware, on a supernatural level, of everything physical, mystical and invisible outside the edges of the (ap that maybe aware of him. Thus, any attac$s or actions directed at him, even something as benign as loo$ing at him or wal$ing toward him, is instantly$nown to the 'a 2ua (aster. Ee may not $now who the individual is, but he $nows that he is being watched from that direction, beingapproached from another direction and being shot at from a third, and so on. This means the character is aware of all incoming attac$s directed athim, whether physical or magical, or even psychic, and as long as he stands inside the (ap !his own little world", he can attempt to parry ordodge all attac$s, from every direction, even if there are a hundred of themO 'onuses while inside the (ap& 6 on initiative, 67 to parry, 6 tododge, and cannot be surprised by attac$s from behind or from a distance, or those coming from an invisible or otherwise unseen foe. /ize ofthe(ap& /ixty feet in diameter, never any smaller nor any larger.Restriction: The /ize of the map is limited and if the character steps off of it !even one toe", the (ap will suddenly start to unravel at a rate of*00 hiK;.;.+.KI./.;. per melee round !or 9 hiK;.;.+.KI./.;. per second", until it is completely gone !zero hiK;.;.+.KI./.;". If the charactermanages to get bac$ on the dissolving (ap before it completely dissipates, the unraveling stops, but the lost hiK;.;.+KI./.;. is spent and noadditional hiK;.;.+KI./.;. can be added to the 'a 2ua (ap # once the (ap is completed it cannot be changed or enhanced, which is why mostmasters of this esoteric art place 700C900 I./.;. into its creation in the first place. ny hiK;.;.+KI./.;. lost through unraveling are spent.Hote& Mthers may enter the diameter that is the 'a 2ua (ap. omrades, friends and those under the creator5s protection may enAoy specialbenefits or protection !see the +ight ;illars of Far$ness", but do HMT get the combat bonuses or awareness of the creator, nor can they draw uponthe neither hiK;.;.+KI./.;., nor control or influence the (ap in any way.

7. Tap Map Chi,'3'3E,%3S3'3: The creator of the 'a 2ua (ap can draw I./.;. from the (ap to fuel any powers, abilities or artifacts that useI./.;., or Aust to replenish his personal hiK;.;.+KI./.;. reserve. This is done effortlessly, with a thought, and can be done in measured portions asneeded or desired for as long as the (ap exists. If the (ap is completely drained of hiK;.;.+KI./.;. in this fashion, it simply disappears.Necreating it will re?uire weaving it again from scratch and a minimum of hiK;.;.+KI./.;. Eowever, so long as at least one point ofhiK;.;.+KI./.;. remains in a 'a 2ua (ap and its ma$er remains standing within its diameter, it can $eep functioning and providing the creatorwith special awareness, (F power, and related abilities. Eowever, its creator must be conscious, not asleep or $noc$ed out.

8. 1ulnera4ility of the a 0ua Map: The manifestation of the 'a 2ua (ap is effectively a (egaCFamage magical artifact. It doesn5t provide(.F.. protection to its creator, but the (ap itself has the e?uivalent of one (.F.. for every one point of hiK;.;.+. KI./.;. (agical, psionic andmystical attac$s on the (ap itself eliminate one point of hiK;.;.+KI./.;. for every one point of (.F. inflicted !/.F.. attac$s do no damagewhatsoever". EM1+P+N, an attac$er must specifically direct his attac$s at the (ap for it to be harmed, thus (.F. from an area effect spell orexplosive does no damage even if the (ap was within its radius of effectKimpact because the attac$ was not specifically directed at it.

 Note: Mutsiders # i.e., anyone from outside of hina # as well as ordinary people, peasants, adventurers, warriors and even most 2hosts,2oblins and lesser demons, don5t $now anything about the 'a 2ua (ap or the powers it provides the person standing within its micro universe,and would have no reason to attac$ it, thus directing their attac$s at the ma$er, not the (ap. Mnly mon$s, scholars and characters well versed inthe ways of magic !including most dragons and 2reater Femons" or trained in this particular mystical martial art would $now that the 'a 2ua(ap is a vulnerable target that cannot dodge attac$s li$e its creator.

. a 0ua Map Chi,'3'3E,'3'3E3: bsorb energy. If the 'a 2ua (ap was created at a source of hiK;.;.+K;.;.+. power, whether it be a dragonline !ley line", nexus point, etc., then the 'a 2ua (ap can be directed to draw ;.;.+. based on the current amount available. 1hen withdrawn intothe 'a 2ua (ap, hiK;.;.+K;.;.+. is converted, on a one#toCone basis, into hiK;.;.+KI./.;. that can be used by the (ap5s creator. Mnce thebsorption is begun, it will continue indefinitely until one of the following occurs& *" Its ma$er commands it to stop, 7" the source ofhiK;.;.+K;.;.+. is depleted, 8" the 'a 2ua (ap is disruptedKdissipates, or " the 'a 2ua (ap overloads by ta$ing in more than ten times theamount of the 'a 2ua character5s permanent hiK;.;.+.KI./.;. 'ase. !4or example, if a character has a hiK;.;.+.KI./.;.of *, the most their 'a 2ua (ap can absorb is *0 hiK;.;.+KI./.;." This I./.;. cannot be placed into the (ap to give it more (.F.., but it canbe used by the (ap5s creator to fuel his own psychic or 'a 2ua 3ung 4u abilities !i.e., the special abilities that follow".

5nd: 6* to Fodge and /tri$e, 6 * to rear attac$s !'ac$ward /weep, 'ac$hand /tri$e", Fouble the character5s permanent hiK;.;.+KI./.;. baseO6rd: /elect 7 bilities from hi (astery, or /pecialty 3atas !including hi 3atas", and 6* ttac$s per melee,

a 0ua Ei+ht 'illars of )arkness: The character can manipulate the 'a 2ua (ap so that whatever it contains, including the (ap5screatorKcontroller, is completely shrouded in dar$ness. Those outside the (ap see a column of blac$ rising up from the full diameter of the (ap*0feet per level high. +ven highCtech optics, sensors, magic and psionic sensing abilities are bloc$ed by the Far$ness./pecial 4eatures and 'onuses of the Far$ness. The Far$ness conceals the ;.;.+. and I./.;. energies within the (ap, as well as the hiK;.;.+KI./.;.or hiK;.;.+K;.;.+. of anyone standing within the diameter of the (ap. Those standing in or on the (ap and loo$ing out can see perfectly as ifthere were no blac$% pillar. To them it is as if they are standing in the shade of a passing cloud, nothing more. +nemies of the creator or anyonenot invited to enter the realm of the 'a 2ua (ap cannot see a thing and fight as if blinded while in the Far$ness !C*0 to stri$e, parry, dodge,disarm, etc.", while the 'a 2ua (aster and his allies inside the Far$ness can see perfectly. Hor can enemies or the uninvited see outside thedar$ness unless they physically leave the diameter of the (ap. hiK;.;.+KI./.;. ost& points to create +ight ;illars of Far$ness and onehiK;.;.+KI./.;. per melee round to maintain it. The creator also loses one melee attac$Kaction per melee round as long as the Far$ness ismaintained.

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7th: Fouble +xisting hiK;.;.+. KI./.;., 6 * attac$ per melee, $noc$CoutKstun on natural *: or 70, 1eave 'a 2ua (ap in Aust two melee rounds.

8th: 6* to ;arry, 6* to Noll with ;unchK4allKImpact, 6 * to hand stri$es and 6 * to damage, and 3MK/tun on Hatural *C70, &a 0ua Map %llusions: Mther than the (ap5s creator, or another 'a 2ua (aster, anyone stepping on a 'a 2ua (ap is subAect to whateverillusions the (ap5s creator wishes to imagine. 1hen someone steps on the (ap, they will seem to enter whatever realistic or fantastic room,building, street or landscape that the (apQs creator imagines himself to be in. This is often a beautiful and wonderful place. Eowever, he caninstantly change that image to confound and frighten enemies and unwanted guests. 4rom the point of view of the 'a 2ua (aster, anyone

entering the (ap suddenly becomes a small light down at his feet, moving inside the imagined landscape of his personal little world portrayed bythe (ap. hiK;.;.+KI./.;. ost& points per melee round.4or example, the (ap5s creator could imagine a huge landscape of rice fields, and an elevated road that corresponds to exactly where a @visitor”has entered the (ap. lf the visitor tries to turn around and leave, the (ap5s creator could allow them to exit. Mn the other hand, the (ap5s creatorcould decide to shift the landscape, so the visitor is now miles away from the edge of the (ap. 4rom the visitor5s point of view, there is no exit insight, Aust miles of rice paddles. To ta$e the example a little farther, the (ap5s creator could have a bridge appear in the distance and then, whenthe visitor was midway across the bridge, it could seem to suddenly collapse, threatening to spill the visitor into the water below. nd so on.Sa(in+ Thro.: Hone. The unwanted character has, in effect, entered the 'a 2ua (aster5s world, and it is the (aster who is in control. Hote& Theillusions cannot be used to harm or $ill those trapped within them, instead, they are always used to confuse, occupy and hold off the unwantedguest in much the same way as a maze. 1hen the illusion is in place the creator cannot be seen unless he allows it. If no illusionary landscape isput in place, the unwanted guest sees himself standing in an octagonal shape crisscrossed with lines of blue energy and he stands within reach ofthe 'a 2ua (aster. Mf course, the 'a 2ua (aster retains all of his awareness and bonuses to use against the intruder.)uration: 1hen the 'a 2ua (ap runs out of hiK;.;.+KI./.;., or is otherwise destroyed or dispelled, those caught inside a (ap Illusion areinstantly released. 4or example, if a character, in wandering around a (ap Illusion, dropped his coat in one spot, and left his dagger stic$ing in atree somewhere else, when the (ap goes away, the character will appear with the dagger and the cloa$ right at his feet. Gi$ewise, the 'a 2ua(aster can choose to release the individual at any time by providing a road, trail, doorway or other obvious way out.

9th: /elect * bility from hi (astery !including dvanced", (artial rt Techni?ues, or /pecialty 3atas !including hi 3atas", and 6* to parryand Fodge, Map Chi,'3'3E,%3S3'3: in addition to the hiK;.;.+KI./.;. 'ase normally available to the 'a 2ua (aster, he generates a bonus *00 hiK;.;.+KI./.;.that can be placed directly into the (ap as he creates it. This bonus hiK;.;.+KI./.;. can only be used to create and store into the (ap, though thisstored hiK;.;.+KI./.;. can be drawn upon later for the use of other abilities . . . but each draining of (ap hiK;.;.+K I./.;. wea$ens its very fabricand ma$es it vulnerable to outside attac$.

th: 6* ttac$s per (elee, and 6* to /tri$e, /elect one additional Chi Matery Aility or S"e#ialty Kata !including hi 3ata", a 0ua Map1oice: Invo$ing the Poice means the (ap5s creator can now spea$ to anyone caught in the (ap Illusion and listen in to any location on the map!but only to one location at a time% it5s not possible to cast the Poice, or listen in, on more than one location at a time". The (ap5s creator canchoose to have his voice sound as soii as a whisper, normal volume, loud and threatening li$e that of a giant, or a thundering voice of a god.1hen he listens, it is as if he is standing right next to the individuals spea$ing and he hears every word, even the tiniest whisper. hiK;.;.+KI./.;.ost& Mne point per melee round.

;th: 6* to ;arry, 6 * to rear attac$s !'ac$ward /weep, 'ac$hand /tri$e", ritical /tri$e on Hatural *:C70, 1eave 'a 2ua (ap in Aust one meleeround.

<th: 6 * attac$ per melee, $noc$CoutKstun on natural * or better, /elect Mne bility from hi (astery !including dvanced", (arital rtTechni?ues or /pecialty 3atas !including hi 3atas", a 0ua Map Mystical )efense: =sing the 'a 2ua (ap as a magical safe haven, allmagical and psionic attac$s !i.e., any attac$ that re?uires I./.;. or ;.;.+. energies" are harmlessly dissipated by the (ap before they can touch orharm anyone within the safe confmes of its diameter. Eowever, this protection does nothing to stop physical assaults from thrown obAects, bullets,energy beams, or other types of attac$. The (ystical Fefense also prevents supernatural creatures, including demons, ghosts, 2oblins, +ntities,spirits and even magical beings such as dragons, 4aerie 4ol$ and +lementals, from entering the physical diameter of the (ap. Hor can they swingtheir arms or weapons into the (ap5s area while standing outside its boundaries% characters within the (ap are safe from them and cannot betouched. Hote& The 'a 2ua (ap can5t be used for (ystical Fefense while operating any type of Illusion or ;illar of Far$ness, the 'a 2ua (astercan only do one or the other, not both. hiK;.;.+KI./.;. ost& < points per melee round.

2=th: Fouble +xisting hiK;.;.+.KI./.;. 6* to Fodge, a 0ua Map Com4at: in the illusion. 1hen visitors are trapped in a 'a 2ua (ap Illusion,everything will seem perfectly realistic . . . except that the visitors are never hurt or damaged. Ho matter what happens, whether it be falling froma bridge, drowning underwater, or caught in a forest fire, it will all be an illusion, with no harm done. In order to inflict damage, the (ap5s creatormust ma$e a personal appearance and fight one or more of those within his fantasy world. This is a one on one battle as if it were ta$ing place inthe real world, so any damage he may inflict !or which is inflicted upon him" is real. In fact, this is the only way characters lost in an illusion can

find and attac$ the (ap5s creator. hiK;.;.+KI./.;. ost& points per melee round to appear within the illusionary world.

22th: 6* to ;arry, /elect one additional Chi Matery Aility or S"e#ialty Kata !including hi 3ata", a 0ua Charm of Memory& In order toma$e it easy to recreate a particular (ap Illusion, it5s possible for the 'a 2ua (aster to weave the loo$, feel and details into the (ap5s memory,as if it were preCprogrammed to ta$e on that particular appearance automatically, whenever the creator or outsider enters it. +ach time the 'a 2ua(aster creates a (ap, that particular (ap Illusion is the automatic default setting that appears to intruders. hiK;.;.+KI./.;. ost& 8 points areautomatically drained from the (ap5s reserve for each intruderKunwanted guest that enters the illusionary world.

25th: 6* to /tri$e, and 6* to Noll, 6 * to parry and dodge, 6 * to damage, a 0ua Map >one of )estruction& 1hoever or whatever tries to enterthe (ap5s diameter experiences a (ega Famage destructive assault. The amount of the (egaCFamage will e?ual *0L the amount of hiK;.;.+K

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I./.;. currently invested is stored in the 'a 2ua (ap. 4or example, if the (ap is currently at *<0 I./.;., anything touching the outer edge of itwould receive *< (.F. every time they try to step into the (ap area. hiK;.;.+KI./.;. ost& 70 points per melee round.

26th: 6 * to rear attac$s !'ac$ward /weep, 'ac$hand /tri$e", 6* ttac$ per (elee, and 3MK/tun on Hatural *9C70, Map Chi,'3'3E,%3S3'3: inaddition to the hiK;.;.+KI./.;. 'ase norC mally available to the 'a 2ua (aster, he generates an additional bonus *00 hiK;.;.+KI./.;. !700 total"that can be placed directly into the (ap as he creates it. This bonus I./.;. can only be used to create and store into the (ap, though this storedhiK;.;.+KI./.;. can be drawn upon later for the use of other abilities . . . but each draining of (ap hiK;.;.+KI./.;. wea$ens its very fabric andma$es it vulnerable to outside attac$.

27th: Fouble +xisting hiK;.;.+.KI./.;., 6 * attac$ per melee, $noc$CoutKstun on natural *< or better, a 0ua %llusion 'eoples: 1hile the creatorof a (ap can populate the illusion with any creatures, monsters or people, these shadows of life will be very simplistic, and incapable of having aconversation, much less convincing visitors that they are real. The solution is to invo$e a race of Illusionary ;eople, defined by the (ap5s creator,and installed into the 'a 2ua (ap so they appear, move, spea$ and act completely realistically. hiK;.;.+KI./.;. ost& 70. Hote& lf included in a 'a2ua harm of (emory, each time they are restored the cost is half Aust *0 hiK;.;.+KI./.;.

28th: /elect Mne bility from hi (astery !including dvanced", (artial rt Techni?ues, or /pecialty 3atas !including hi 3atas". ;lus, select *Bian hi,

Create %ndependent and Sustained a 0ua Map& This allows the 'a 2ua (aster to set up a (ap on a place with a renewable or constantsource of hiK;.;.+KI./.;., and then leave it without having the (ap unravel. n Independent (ap will persist for as long as there is sufficienthiK;.;.+KI./.;., which, if placed on a dragon line or other source of ;.;.+., could be indefinitely. Eowever, unless the 'a 2ua (ap5s creator ispresent, none of the (ap5s powers, abilities or illusions are in place. ctually, that5s not entirely true, the basic illusion will be in place but thosewho enter the illusion see a clearly mar$ed trail that ta$es them in a circle regardless of whatever direction they may choose to go, and return towhere they started from in *F96 minutes. There is also an obvious exit from the illusion at the point of entry, so they can leave anytime they

return to where they started from. ost& *<0 hiK;.;.+KI./.;. to create it in the first place.Hote& (ost 'a 2ua (asters do not create and leave Independent and /ustained 'a 2ua (aps unless they live in the area and want an instantplace of power% often used for defensive purposes, 1eave 'a 2ua (ap in Aust one melee action.

Why Study a+ua >han+? graceful, flexible, and tactical martial art, 'agua >hang combines a uni?ue approach to combat, with its circular theory and internal energy, tocreate a powerful style of 3ung 4u, combining internal hi development with useful, but graceful, physical movements, this is a good allCaroundchoice. Hotably, this is the $ang Shih% most common martial art.

"e. Martial Arts A4ilities

In their wanderings, the ir 'enders have discovered several uni?ue hiCbased powers, uncovered many long thought lost, and invented morethan a few on their own. /ome have become so common in their family that they have adopted them as their own, even though others may haveinvented those moves. ny ir 'ender, martial artist or not, may learn one of these moves at each fifth level of experience. (artial artists startwith one of these moves on top of those granted by their chosen martial art form, and may select other ir 'ender family moves in place of anyother martial arts power when advancing in experience level.

 Elemental Wind Power Abilities Introduction:

The 'ender can specialize in any of the five maAor elements& air, earth, fire, void, and water. Eowever, it is difficult to specialize in more than oneelement, and ta$ing even one level in a second element prevents the 'ender from ta$ing the ultimate power of any element. +ach element has sixpowers that can be ta$en after reaching a specific number of levels in that element, but none of these abilities need to be ta$en, instead the 'endercan ta$e a bonus that is uni?ue to that element.

Control Elemental Force: AirThe power to manipulate and control aspects of air and atmospheric conditions.

olt:Ran+e:  90ft6<ftKlvl)uration:  InstantEffect:  >aps target with a bolt of lightning, low damage.Area of Effect:  8x8x8 cubic feet.)ama+e:  *F9Klvl of caster.

'3'3E,%3S3'3,Chi: Special Conditions:  'olt H be dodged on a natural *< and higher, or a modified 70 or higher.)escription:'olt is a pretty basic offensive spell that calls on the spirits of the air to bring their wrath down on the target. /imple, but effective.

Thunder Clap

Ran+e: Firectly affects the immediate area !80 ftK: m" around the magic

weaver, but can be heard up to a mile away.

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)uration: Instant

Sa(in+ thro.: /ave vs. horror factor

'3'3E,%3S3'3,Chi: 7

The warloc$ is able to create a booming clap of thunder that is so loud that it seems to ma$e the air vibrate. This is an effective method of

intimidation, showing others anger, power, or simple theatrics. This provides the warloc$ with a bonus of 6 < on his initiative, 6 * to stri$e, parryand dodge, and creates a horror factor of !6 * per every other level of the warloc$Ds experience".

Cloud of Slum4er

Ran+e: :0 feet !7. m"

)uration: 4our melees per level of the warloc$

Sa(in+ thro.: /tandard

'3'3E,%3S3'3,Chi:

This spell creates a 70 x 70 x 70 foot !9 m" cloud which magically induces sleep instantly on all who pass through it. ll affected will sleep untilthe cloud dissipates and until then, they cannot be roused, unless dragged from the cloud, in which case they will wa$e in *F melees.

Cloud of Steam

Ran+e: :0 feet !7. m"

)uration: 4our melees per level of the warloc$

Sa(in+ thro.: successful save means it inflicts half damage.

'3'3E,%3S3'3,Chi:

The warloc$ creates a cloud of steam that covers a 80 foot area !: m", up to :0 feet !7. m" away. nyone caught in the cloud or passing throughit will ta$e 7F9 /.F.. damage for each melee round !*< seconds" spent in the cloud, as well as being temporarily blinded for *F9 melees. 1hile

in the cloud, victims cannot see and are in pain% C: to stri$e, parry, and dodge. Hot effective against body armor or megaCdamage beings, but the

visibility while in the cloud is nil% effectively blind.

Create &i+ht

Ran+e: /ix foot !*. m" radius per level of the warloc$

)uration: *0 melees per level of the warloc$

Sayin+ thro.: Hone

'3'3E,%3S3'3,Chi: 7

The warloc$ is able to magically create a light that is approximately the e?uivalent of one candle per level of the warloc$. s with all spells, it

can be canceled at any time and the warloc$ can increase or decrease the light intensity by thought. The light can remain stationary or follow him.

1ill not affect vampires.

Create Mild Wind -5 mph,635 km/

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Ran+e: 870 foot radius

)uration: 4our melees per level of the warloc$

Sa(in+ thro.: Hone

'3'3E,%3S3'3,Chi:

This spell conAures up a mild wind of about two mph. The warloc$ can control the windDs direction and can direct it up to 00 feet away !*77 m".

Stop Wind

Ran+e: *00 foot radius !80.< m"

)uration: Three melees per level of the warloc$

Sa(in+ thro.: Hone

'3'3E,%3S3'3,Chi: <

The warloc$ is able to completely still the wind for a *00 foot !80.< m" radius. Ho breeze or wind can penetrate this area% all is still. This spellonly affects winds gusting under 7< mph !0 $m".

reathe Without Air

Ran+e: /elf or others by touch

)uration: *7 melees per level of experience

Sa(in+ thro.: Hone

'3'3E,%3S3'3,Chi: 8

This spell enables the person affected to function totally without air, whether it be underwater or in a vacuum or in an area with little or nooxygen. This spell does not protect the person from magic toxins !miasma, cloud of slumber" or any other type of magic, but does protect against

natural toxins such as gas.

Sun )ry:Ran+e: *0 foot !8 m" radius per each additional level of experience.)uration: InstantSa(in+ Thro.: Hone'3'3E,%3S3'3,Chi: 7 warm glow and thermal gust of wind will instantly dry everything within the area of affect. +ven if soa$ing wet, it will become dry as a bone.Felicate items such as paper will not only become dry again, but they will suffer no damaging effects from being moist !will not repair alreadydamaged paperKdelicates, however". lothing, no matter the layers, will become dry and warm. +ven damp wood will cure and can immediatelybe used for a fire. 'est yet, no static cling and no shrin$ageO

Electrical Mana shield:

'3'3E,%3S3'3,Chi: * or more.

Ran+e: touch.

)uration:  instantaneous.

Area of Effect: one person or creature.

)escription:

This spell transforms the recipientDs ;.;.+KI./.;.Khi into ablative armor against electrical damage. This is visible as a pale blue aura in dim light.

The number of points of protection is twice the recipientDs ;.;.+KI./.;.Khi. This protection is outside any other electrical armor and each point of

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electrical damage stopped removes a point of protection. This spell uses up the recipientDs ;.;.+KI./.;.Khi% unwilling recipients get a magic save

to avoid the effect. The caster may add 68 points of protection for 6 *  ;.;.+KI./.;.Khi.

Ma+e@s Eyes: 

'3'3E,%3S3'3,Chi: * or more.

Ran+e: none.

)uration: * day.

Area of Effect: caster.)escription:

This spell permits the caster to ma$e his eyes ta$e on the appearance of the open s$y. The caster may choose a clear day, clouds, storms, or a

glow li$e the sun or moon. The effect covers the entire eye and switch on and off at will. Furation is 7x per 6* ;.;.+KI./.;.Khi. Special mode: 

causes casterDs eyes small spar$les of sun or moonlight during the entire spell duration.

'aint Air:'3'3E,%3S3'3,Chi: * or more.Ran+e: targeting roll.)uration: *0 minutes.Area of Effect: *@ radius.)escription:This spell allows the caster to color the air in the area of effect according to his whim. Ee may also choose to color the air in such a fashion as toshow traces of anyone or thing that passed through the air colored recently !last few minutes". The spell is 7x duration or 6*@ radius per 6*;.;.+KI./.;.Khi. 4or 67 ;.;.+KI./.;.Khi  the air will color itself according to the nature of what has passed or happened recently. The colored air istransparent. 4or 6* ;.;.+KI./.;.Khi it may be made translucent. 4or 67 ;.;.+KI./.;.Khi a it may be made opa?ue.

Shock:

'3'3E,%3S3'3,Chi: 7 or more.

Ran+e: none.

)uration: 9 rounds or until used.

Area of Effect: touch.

)escription:

This spell allows the mageDs hand to deliver a substantial shoc$. The shoc$ will do 7d9 of electrical damage, 6d9 per 6* ;.;.+KI./.;.Khi, but the

shoc$ must be delivered with a bare hand or metal weapon with a conducting path all the way to the mage. The hand stays charged for 9 rounds,

69 round per 6* ;.;.+KI./.;.Khi. dditional shoc$s, that must be used before the time runs out, cost 6* ;.;.+KI./.;.Khi each. This spell does not

modify the appearance of the mages hand. Felivering the last shoc$ ends the spell. /pecial mode *& allows the caster to enAoy the shoc$ he has Aust delivered. /pecial mode 7& causes all in the adAacent area !*0ft" to the caster and his victim to also enAoy the shoc$. /pecial mode 8& cuts the

rounds available to deliver the shoc$ by 8 rounds.

>ephyr:

'3'3E,%3S3'3,Chi: *.

Ran+e: *00ft.

)uration: *0 minutes.

Area of Effect: see below.

)escription:

This spell is the e?ual of an inexpensive electric fan. Furation is 7x per 6* '3'3E,%3S3'3,Chi. This spell can be used for a number of things,

distracting a guard with a sudden puff of air, blowing papers off a des$, cooling the caster on an ugust afternoon. 4or 6* ;.;.+. the effect moves

with the caster. /pecial failure mode one causes a swirling zephyr. (ode two accompanies the moving air with giggles. (ode three causes the

zephyr to be mischievous.

Far si+ht: 

Ran+e: /elf or other by touch only

)uration: Mne minute per level

Sa(in+ Thro.: Hone

'3'3E3 Cost: 

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This spell increases the caster !or another by touch" vision to be e?ual to that of a person with modern binoculars. (agnification is four times at

first level, increases to eight times at third level, sixteen times at sixth level, and thirtyCtwo times at tenth level. The caster can vary their

magnification as needed up to their maximum ability. This spell does not magnify small close in obAects, only useful for long distance.

olt 5: 

Spell &e(el:  7, ir 1arloc$ or /pell (agic.Ran+e:  90ft6<ftKlvl)uration:  InstantEffect:  >aps target with better lightning bolts.Area of Affect:  80x80x80 cubic feet.'3'3E3 Cost& 7

)ama+e:  7F9Klvl of casterSpecial Conditions& (etal conducts electricity, so 'olt 7 ignores any (+TG armor. There is no saving throwCdodge with a natural *9 orhigher, or modified 7* or higher.)escription:  more advanced casting techni?ue of 'olt, which affects a slightly larger area and does significantly better damage.

Moonli+ht

Ran+e: /elf plus one additional person per each 8 levels of experience.

)uration:  melees !7 minutes" per level of experience.

Sa(in+ Thro.: Hone

'3'3E3 Cost: 

This spell grants the caster full vision, even in complete dar$ness !magical included", as if lit by a full moon on a clear night. 1hatDs more, the

casterDs vision will be partially extended into the ultraviolet range. This will ma$e items that reflect =P !such as many types of plants, flowers,

fruit, hair, even urine" to appear as if they are glowing, ma$ing them easy to distinguish in the dar$. The eyes of those affected will glow faintly

bluishCwhite.

Sun athe

Ran+e: /elf.

)uration: < minutes !70 melees" per level of experience.

Sa(in+ Thro.: Hone

'3'3E3 Cost: <

The caster will be able to absorb and convert the sunDs energy during the course of this spell. Immediately the character will become revitalized as

if he has rested for hours !all benefits included". Ee will also become immune to the affects of cold weather !coldCbased attac$s still do oneChalf

damage", feeling warm and toasty despite the temperature andKor lac$ of protection !up to *0 degrees 4ahrenheit". Hote& re?uires that the sun is

out !partly cloudy included, but full cloud coverage will negate this spell". annot be cast more than once a day.

W%") C#TTER:Ran+e: *<ft.6*ft. per level.''E: < per cutter.

)uration: Instant.

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)ama+e: *F9 /F per cutter. The aster can launch as many cutters as his Gevel of +B;, up to a total of 9 cutters, doing 9F9 /F, butexpending 80 ;;+ in the process. 1ind utters I2HMN+ NOSa(in+ Thro.: Fodge or parryOThis simple, effective spell allows the caster to fire bursts of /EN;, ondensed ir 'lades at an enemyO The best part of this spell is that thecaster can launch multiple cutters in the same time it ta$es to cast and launch * cutter. 1hile single cutters donDt do much damage, groups candrive off more heavily armed troops. 1ind utters have a 6* to stri$e, but HHMT be directed at multiple troops unless unaimed cutters !HM/tri$e bonus or target" are being launched into a group of troops, at which hits are random and up to the 2(. Hote that once cutters hit a person,they instantly disappear, and FM HMT go through 7 or 8 people. Mn rifts earth the wind cutters do /.F.. Famage to /.F.. targets and (.F..

to (.F.. targets

Chan+e Wind )irection:

Ran+e: 800 foot !:*.< m" radius

)uration: 4our melees per level of the warloc$

Sa(in+ thro.: Hone

'3'3E3 Cost: 9

This spell enables the warloc$ to change the direction of the wind to any direction he wants, as often as he wants, within the spellDs duration

period.

Create Air:

Ran+e: 4ive foot !*.< m" radius

)uration: 4our melees !one minute" per level of experience.

Sa(in+ thro.: Hone

'3'3E3 Cost: 9

The warloc$ is actually able to create breathable air in a six foot !*. m" area. This is not an air bubble, so it must be done in an enclosed area,

otherwise it will Aust dissipate. This spell does not wor$ under water.

Hea(y reathin+:

Ran+e: 90 feet !*.8 m"

)uration: 4ive melees per level of experience.

Sa(in+ thro.: /tandard, those who save are not affected Kfearful.

'3'3E3 Cost: <

The warloc$ is able to conAure a mysterious, frightful sound of heavy, labored breathing as if something invisible was lur$ing about. The warloc$

can mentally manipulate the sound, increasing or decreasing the breathing rhythm and move the sound around, up to 90 feet away. The breathing

can be heard in a six foot !*.m" radius. Those hearing the breathing will become fearful and panic$y. There is a 90L chance that the frightenedfellow will flee in terror. Those who hear the breathing but do not run will be C 7 to stri$e and C * to parry and dodge as they sha$e in their boots.

Ho.lin+ Wind:

Ran+e: *00 feet !80.< m"

)uration: 4our melees per level of the warloc$

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Sa(in+ thro.: /ave vs. horror factor *< every melee.

'3'3E3 Cost:

The warloc$ is able to create a mild wind which creates an ominous, ghostly howling. ll who hear the wind will become nervous andKor fearful,

reminiscent of a bansheeDs low moaning when death is near. reates a horror factor of *<. save vs horror factor must be made% those who fail to

save will lose one melee attac$ and initiative, and are C* to stri$e, but 6 7 to parry and dodge !panic$y, adrenalin flowing". There is also a *C0L

chance they will flee the immediate area, fearing ghosts, banshees, or worse. Those who hear the howl and save vs. E.4. are o$ay but tense.

&e(itate:

Ran+e: 80 feet !: m" per level of experience.

)uration: 4ive melees per level of experience.

Sa(in+ thro.: Hone

'3'3E3: /even

The warloc$ can lift himself, someone, or something, up into the air. (aximum weight is 700 pounds !:0 $g" per level of experience.

The maximum height is 80 feet !: m" per level of the warloc$. Gevitation is the ability to rise straight up into the air, horizontal movement is

impossible.

Mesmerism:

Ran+e: 4ive feet !*.< m"

)uration: 4our melees per level of the warloc$

Sa(in+ thro.: /tandard

'3'3E3: /even

The warloc$ conAures a nearly invisible, swirling mist which creates a hypnotic state on the person who sees it !affects one intelligent creature at

a time". The swirling mist places the victim into a trance in which all he can do is stand motionless, oblivious to all around him, loses all attac$s

and parriesKmelee actions.

Miasma

Ran+e: *00 feet !80.< m"

)uration: 4our melees per level of the warloc$

Sa(in+ thro.: /tandard

'3'3E3 Cost: 

This spell creates a poisonous vapor that can be cast up to *00 feet !80.< m" away and affects a 70 foot !9 m" area. Those affected will instantly

fall ill, struc$ with fever and vomiting. ll victims ta$e *F /.F..Khit points of damage each melee while in the vapor area, and are C 8 to stri$e,

parry, or dodge. Hot effective against megaCdamage armor or beings.

"orth .ind

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Ran+e: 700 foot !9* m" radius

)uration: 9 melees per level of the warloc$

Sa(in+ thro.: Hone

'3'3E3: /even

The warloc$ is able to create a biting cold wind gusting up to *< mph !7 $m". This wind will chill everyone to the bone unless they see$ shelter

or bundle up% drops temperature to about *0 degrees below freezing.

Silence:

Ran+e: *0 foot area !8 m" per level of experience.

)uration: 4ive melees per level of the warloc$

Sa(in+ thro.: Hone

'3'3E3 Cost: *0

reates an atmospheric condition that muffles all sounds, controlling the airDs vibrations the warloc$ can muffle any sound within the area of

affect, including radio transmissions, which are barely audible and must be repeated twice to be heard. The poc$et of silence can also be used to

prowl at a level of :0L, so even a small group clad in clan$ing armor is silent. The spell affects only sound within the area of atmospheric

manipulation.

Control Temperature:

'3'3E3 Cost: 8 or more.

Ran+e: none

)uration: *0 minutes.

Area of Effect: *000@ radius.

)escription:

This spell allows the mage to change the temperature within the area of effect by 6KC *0 degrees !entigrade, about *4". The area of modified

temperature moves with the mage for 67 ;.;.+KI./.;.Khi. 4or 6* ;.;.+KI./.;.Khi the mage may but 6< degrees of temperature variation, 7x

duration, or 7x area of effect. The temperature changes at a rate of < degrees per round at the casterDs whim throughout the spell duration. The

effects of exceptional temperatures are the province of the referee.

Control Cloud:

'3'3E,%3S3'3,Chi:: 8 or more.

Ran+e: targeting roll.

)uration: *0 minutes.

Area of Effect: *@ radius.

)escription:

This spell allows the caster to $eep a cloud of gas cohesive and move it at a rate of 8@. The radius is 6*@ per 6* ;.;.+KI./.;.Khi and the duration is

6*0 minutes per 6* ;.;.+KI./.;.Khi. If two control cloud spells collide then the casters use competitive stress saves to determine who controls.

The caster may add 6< to this save, or add 67@ to the velocity for 6* ;.;.+KI./.;.Khi. This spell may be cast with a spell that creates a cloud

adding the ;.;.+KI./.;.Khi costs and ta$ing the higher of the two ran$s to determine the spell casting roll.

Clear 1apor.

'3'3E,%3S3'3,Chi: 8 or more.

Ran+e: targeting roll or inherited, see below.

)uration: 9 rounds or inherited, see below.

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Area of Effect: 8@ or inherited.

)escription:

This spell can be cast on a cloud of a water derived or related substance and will render it transparent to sight. In this mode the area may be

increased by 67@ or the duration doubled for 6* ;.;.+KI./.;.Khi. This spell may also be cast with an air elemental spell that summons an airy

substance, e.g. 'rimstone, Eumorous Papors, Gethal Papors, adding casting times and ;.;.+KI./.;.Khi and ta$ing the highest ran$ involved. This

will cause the summoned substance to be transparent to sight throughout its normal duration. /pecial failure mode one causes this spell to modify

colors rather than rendering a substance transparent. /pecial failure mode two has about half effect C it increases translucency. /pecial failuremode three either halves the duration or causes the airy substance summoned to become visible half way through its natural duration.

)irect &i+htnin+3

'3'3E,%3S3'3,Chi: 8 or more.

Ran+e: none. .

)uration: * hour.

Area of Effect: *00@ radius.

)escription:

This spell allows the caster to ma$e a stress save to reCtarget lightning generated by natural or other sources. The mage could thus direct the

lightning from a storm into the target of his choosing. The lightning must be within the mageDs line of sight and some part of the bolt must be in

the area of effect of the spell. The caster concentrates on the desired target and lightning that occurs is redirected to the target if the mage ma$es a

stress save. This stress save is C8 per die of damage in the lightning bolt redirected and C*0 per additional redirection in the same combat round.

targeting roll with spell bonus is needed to target a specific creature. The caster may add 6*0 to his stress save, 69 hours duration, or 6*00@ radius

for 6* ;.;.+KI./.;.Khi. This spell allows the redirection of lightning from magical sources that are not under the control of some mind. 4or 6<

;.;.+KI./.;.Khi the caster may relax this constraint and redirect lightning from enemy spell casters or magic items. The size of naturally occurring

lightning bolts is the province of the referee but the are large compared to those generated by nominal lightning bolt spells. /pecial failure mode

one causes the casters stress save to redirect be at C80. /pecial failure mode two causes the lightning bolts to for$ if the caster fails his save and

hit random targets. /pecial failure mode three causes the bolts to target the caster when he tries to control them.

Fo+:

'3'3E,%3S3'3,Chi:: 8 or more.

Ran+e: targeting roll to center.

)uration: *0 minutes.

Area of Effect: <@ radius.

)escription:

This spell causes a slow, cold swirling in the air. If cast over a body of water it will cause a dense ban$ of fog in about a minute. The caster gets

6*0 minutes duration or 6<@ radius for 6* ;.;.+KI./.;.Khi. The fog spreads out from the area of effect and then behaves as normal for the

conditions. 4or 68 ;.;.+KI./.;.Khi the caster may summon up the water vapor needed to ma$e the fog. /pecial failure mode one causes the fog to

be patchy. (ode two causes the fog to move d8@ per round. (ode three causes the fog to center itself on the caster.

Fo+ See:

'3'3E,%3S3'3,Chi:: 8 or more.

Ran+e: none.

)uration: 80 minutes.

Area of Effect: aster.

)escription:

This spell allows the caster to see through fog, mist, or any other air derived vapors as if it were clear air. It does not allow the caster to see

through nonCairCelementCbased, opa?ue gases. The duration is 680 minutes per 6* ;.;.+KI./.;.Khi, and for 68 ;.;.+KI./.;.Khi this spell may becast on another character. /pecial failure mode causes the spells recipient to see only things inside clouds of waterCaligned vapors. (ode two

renders the recipient blind. (ode three divides the duration by 8d9.

Hold Earth Elemental3

'3'3E,%3S3'3,Chi:: < or more.

Ran+e: targeting roll.

)uration: see below.

Area of Effect: one elemental.

)escription:

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This spell permits the caster to focus their power of air on an earth elemental so as to paralyze it. If the caster hits the elemental then the

elemental and the caster ma$e competitive stress saves each round until the elemental wins one at which point the spell ends. The caster may also

end the spell by ceasing to concentrate. 4or 6* ;.;.+KI./.;.Khi the caster gets 6*0 to his stress save against the elemental. 1hile using this spell

the caster is normally concentrating on it and gets the combat penalties for concentration. 4or 68 ;.;.+KI./.;.Khi the caster can use their full

elusiveness C additional spell casting is not possible while holding an elemental in this fashion. This spell fails if cast on a nonCearth elemental.

/pecial failure mode one causes the caster to also be paralyzed while holding the elemental. /pecial failure mode two causes the elemental to

merely lose 80 off of its elusiveness. /pecial failure mode three reverses the effects of the spell.

%llusion &i+htnin+3

'3'3E,%3S3'3,Chi:: 8.

Ran+e: targeting roll.

)uration: concentration.

Area of Effect: see below.

)escription:

This spell is an illusion component that can only be learned by an air mage. Thus, use of the spell re?uires the caster have both illusion and ir.

ast as part of an illusion it permits the ;ain component of an illusion to do electrical damage. /pecial failure mode one changes the damage type

to a nonCopposed element. /pecial failure mode two causes the illusion to disappear in a giant arc as it forms. (ode three treats the illusion as a

ground zero blast of lightning with twice the dice delivered to the caster as the base damage done by the pain spell in the illusion.

Rechar+e:

'3'3E,%3S3'3,Chi:: 8.

Ran+e& none.

)uration: short.

Area of Effect: caster, see below.

)escription:

This spell can only be successfully cast in conditions where natural lightning might occur% lightning from a magically summoned storm is

considered @natural@& super dry desert during a moderate wind is also a possibility. t the end of the duration lightning stri$es the caster. The

caster is free to ta$e an measures he li$es to protect himself from the lightning. +very point of lightning damage that hits the caster may, if he is

still conscious, be used to restore hit points !*&8", stamina !*&*", ;.;.+KI./.;.Khi !*&*", or health !*&*0". These points of damage are computed

before subtracting defenses. The danger of this spell is that the size of a natural lightning bolt is ?uite variable. Special: this forces the caster to

save versus unconsciousness when he is hit, if successful then the bolt that hits the caster will be remitted in a random direction.

Saint Elmo@s Fire:

'3'3E,%3S3'3,Chi:: 8 or more.

Ran+e: none.

)uration: *0 minutes.

Area of Effect: caster, see below.

)escription:

This spell causes the casterDs hands to glow with /t. +lmoDs fire. The casterDs hands or any metal weapon the caster is using will deliver 7d9 of

lightning damage if they hit, 6* point per 6* ;.;.+KI./.;.Khi, with 6 treated as an added 6d9. The duration is 6*0 minutes per 6*

;.;.+KI./.;.Khi. The /t. +lmoDs fire is the e?ual of a torch for light cast.

Sparks3

'3'3E,%3S3'3,Chi:: 8 or more.

Ran+e: none.)uration: 9 rounds.

Area of Effect: 90C*0 degree fan, 7@ long.

)escription:

This spell causes a fan shaped spray of spar$s, 90C*70 degrees, to fly from the casters extended palms. The spell re?uires concentration and

prevents additional spell casting while the caster is maintaining the fan. The spar$s are painful doing 7d9 of lightning damage and re?uiring a

stress save to attac$ through if a creature ta$es damage from the lightning at all. The caster may add 7x duration, 67@ radius, or 67 points of

damage for 6* ;.;.+KI./.;.Khi. Necall that 6 points of damage become 6d9 points of damage. This spell ignites flammables about as well as a

burning stic$ would.

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1orte of Cleansin+3

'3'3E,%3S3'3,Chi:: 8.

Ran+e: targeting roll.

)uration: 9 rounds.

Area of Effect: 8@ radius.

)escription:

This spell summons up a vortex of sufficient strength to lift dust and scraps of paper or cloth. Its typical use is to dust a room. t the end of the

spellDs duration the dust and scraps will be deposited in a neat pile in the center of the area of effect. ast in a naturally dusty or sandy area, e.g. a

desert or dorm room, this vortex will bloc$ sight and cause mild discomfort from the swirling particles. The caster may add 69 rounds duration or

67@ radius for 6* ;.;.+KI./.;.Khi.

Wind3

'3'3E,%3S3'3,Chi:: 8.

Ran+e: short.

)uration: * hour.

Area of Effect: <@ radius.

)escription:

This spell summons a < $ph breeze, added to the current wind vector, in the area of the caster. The caster gets 670@ radius, 7x duration, or 6*0

$ph per 6* ;.;.+KI./.;.Khi. This spell is of great utility for nautical types.

Air u44le:

Ran+e: *< foot bubble

)uration: *< minutes per level of the warloc$

Sa(in+ thro.: Hone

;.;.+.& *0

The warloc$ is able to create a durable, *< foot air bubble. The air

bubble will contain breathable air for its duration and can be used under

water. The bubble can be pierced and popped by *F9 (.F. damage.

The bubble has *F9 (.F..

Resist Cold:

Ran+e: /elf

)uration: 80 melees per level of the warloc$

Sa(in+ thro.: Hone

'3'3E3 Cost: 

The warloc$ is able to resistKignore the effects of cold, functioning without discomfort or ill effects up to zero.

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#n4eara4le Humidity:Ran+e: 700 foot radius plus *0 feet per each additional level of experience.)uration: *9 melees plus melees per level of experience.

Sa(in+ Thro.: Hone'3'3E,%3S3'3,Chi: The surrounding atmosphere will become extremely warm and muggy. ll items will become damp from all of this moisture. Felicate items suchas paper are especially affected and can be easily damaged. Those without environmental protection will immediately begin to sweat profuselyand will feel ?uite uncomfortable. Items and hands will become slic$ from the excess moisture, ma$ing it difficult to perform dexterous tas$s. ll

within the area of affect !except for the caster" will suffer C7 to stri$e and parry, CL to dexterous s$ills and C* to initiative !due to discomfort".ll attempts to dry oneself !or items" while the spell is in effect, are useless. Mnce the spells expires, it will ta$e at least *< minutes in a warmclime to naturally dry off !faster if done artificially". 1iping dry the hands and items in use will negate any of the penalties !once the spells hasexpired". Negardless, a change of clothing is recommended due to the sweatCinduced odor lingering on the material !not even the strongestdeodorant will help out here". 'eings covered in fur will continue to smell of a dirty, wet dog until they bathe with soap.

Call &i+htnin+

Ran+e: *00 feet !80.< m" per level of experience.

)uration: Instant

)ama+e: *F9 (.F. per level of experience.

Sa(in+ thro.: Hone

'3'3E3: *0

This spell creates a lightning bolt which can be directed at any specific target up to *00 feet away per level. The lightning bolt shoots down from

the s$y, hitting the desired target. The target or area must be within the warloc$Ds line of vision.

Float in Air

Ran+e: /elf or other within 80 feet !9 m" per level of experience.

)uration: *0 melees per level of the warloc$

Sa(in+ thro.: Hone

'3'3E3: /ix

This spell creates air currents which hold a person or obAect aloft, hovering about one foot above the ground. It can be used to slow someoneDs

descent from a fall or used to float on top of water. (ovement is aw$ward and slow while in the air. /peed of the floating person is reduced to

half, all attac$s, stri$es, parries, and dodges are at # *.

)arkness

Ran+e: 4ive foot !*.< m" area per level of the warloc$

)uration: *0 melees per level of the warloc$

Sa(in+ thro.: Hone

'3'3E3: *0

This is an unnatural dar$ness which cannot be dispelled by normal flames. Hight vision and optic systems are cut to half in such enchanted

dar$ness, and passive night sight is blinded. Mnly the warloc$ can see clearly in the dar$ness% add 6 *<L prowl s$ill and 6* to stri$e. Pictims that

are blind in the dar$ness are # : to stri$e, parry and dodge.

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Fin+ers of the Wind

Ran+e: 0 feet !*7 m" per level of experience.

)uration: Three melees per level of the warloc$

Sa(in+ thro.: Hone

'3'3E3: +ight

The warloc$ can conAure a wind and manipulate it to touch, tap, bump, or press against a person or obAect. It can also put out candles, slam doors

shut, or move or $noc$ over small items weighing less than *0 pounds !.< $g".

"orthern &i+hts

Ran+e: ffects a 80 foot !: m" area and can be cast 90 feet !*.8 m"

away.

)uration: 4our melees per level of the warloc$

Sa(in+ thro.: /tandard

'3'3E3: *7

This spell conAures forth a $aleidoscope of swirling, changing colors, stunningKdazzling GG who behold it. Pictims will gaze helplessly into the

dancing colors, not spea$ing, moving, attac$ing, parrying, dodging, etc., for the duration of the light show. ll senses return at spellDs end. This

spell can be cast up to 90 feet !*.8 m" away.

Resist Cold

Ran+e: /elf

)uration: 80 melees per level of the warloc$

Sa(in+ thro.: Hone

'3'3E3: +ight

The warloc$ is able to resistKignore the effects of cold, functioning without discomfort or ill effects up to zero.

Walk the Wind

Ran+e: /elf or others

)uration: 70 melees per level of the warloc$

Sa(in+ thro.: Hone

'3'3E3: *0

This is a sort of limited fly spell, enabling those enchanted to hover up to 70 feet !9 m" off the ground and glide along the wind currents. 1arloc$s

love to impress people by casting this spell and wal$ing into the s$y as if climbing a staircase. /peeds& wal$ing is e?ual to the personDs normal

speed attribute, gliding on the wind up to 70 mph !87 $m". This spell offers maximum control and maneuverability, 6* to parry, 67 to dodge.

There are no restrictions in combat.

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Wind Rush -9= mph/

Ran+e: *70 feet !89.9 m"

)uration: !ne melee -28 seconds/3

Sa(in+ thro.: * or higher% to $eep balance.

'3'3E3: *0

This spell creates a short, powerful wind, gusting at 90 mph !:9.< $m", which is capable of $noc$ing people down, $noc$ing riders off mounts,

blowing small obAects about *00 feet !80.< m" away, or creating dust storms. The wind can be directed by the warloc$ at a specific target or a

general sweep !maximum wind width& 70 feetK9 m" can be made. ny caught in the wind are helpless and unable to attac$ or move forward. It

ta$es an additional melee to recover, and *C to gather up all the items blown away. /aving throw& a roll of * to 70 saves one from losing oneDs

balance andKor losing some item.

Autoimmunity: '3'3E,%3S3'3,Chi: 8.Ran+e: see below.)uration: see below.Area of Effect: see below.

)escription:This spell may only be cast with other spells in the same area of magic. The effect is to give the caster !or in the case of a magic item the triggerer

or wielder" immunity to damage caused directly by the spell. ast with an air spell, adding ;.;.+KI./.;.Khi cost and casting time and ta$ing the

higher ran$, it causes bounce bac$, blast bac$, or ground zero results to not harm the caster. mage might ma$e, for example, the wand of

defensive ball lightning by adding this spell to a normal ball lightning spell. The caster gets no immunity to secondary effects. /pecial failure

modes one and two are inherited but retain caster immunity, mode three permits the parent spell to fail with the protection from this spell deleted.

rimstone: '3'3E,%3S3'3,Chi: or more.Ran+e: targeting roll for center.)uration: 9 rounds.Area of Effect: *@ radius.)escription:This spell summons a cloud of brimstone. 'rimstone does 8d9 per round of poison damage to breathing creatures, save vs. poison to no damage.

It also effectively blinds any creature not used to brimstone, e.g. some dragons or all demons, and forces any creature not used to it that managesto inhale some to save vs. poison or bend all efforts toward leaving the cloud !if, for some stupid reason, they want to stay in the cloud". The

caster may add 69 rounds of duration or 6*@ of radius per 6* ;.;.+KI./.;.Khi. The brimstone cloud will move with the wind !/ee & control cloud"

but remain cohesive for the duration of the spell, unless an extraordinary wind is used.

Clear Air: '3'3E,%3S3'3,Chi: < or more.Ran+e: none.)uration: 9 rounds.Area of Effect: <@ radius.

)escription:This spell forms a sphere of breathable, sweet air. The spell acts only to purify air, e.g. counteract a brimstone spell, this spell cannot create air

where there was none. 4or 67 ;.;.+KI./.;.Khi the zone of clear air will move with the caster. 4or 6* ;.;.+KI./.;.Khi the caster may buy 7x radius

or 7x duration. 1hen the spell ends the noxious fumes donDt reappear but they may refill the area from outside.

Euaria:'3'3E,%3S3'3,Chi: or more.Ran+e: none.)uration: * Fay.Area of Effect: caster.)escription:This spell renders the caster effectively an air elemental for the duration. Ee is susceptible to the various control and summoning spells, gains a

flying movement appropriate to his body type or 9@, and need not eat or breathe while in contact with air. If hit with a dismiss air elemental spell

the caster will not be banished to the plane of air, rather the +uaria spell will end. The caster has any lightning damage he ta$es halved but ta$es

67d9 impact or 67d9 edge or point damage. 'eing surrounded by earthen materials ends this spell. The caster may add a day to the duration for

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6* ;.;.+KI./.;.Khi . Ee may cast it on another for 6< ;.;.+KI./.;.Khi !by touch" and unwilling victims get a save versus magic. 4or each 68

;.;.+KI./.;.Khi the caster may get a level of 6* or better weapons to hit, but not more than one third his ran$ with air element.

Humorous 1apors:'3'3E,%3S3'3,Chi: or more.Ran+e: targeting roll to center.

)uration: 9 rounds.Area of Effect: 8@ radius.)escription:This spell summons up a cloud of translucent, brownish vapors. nyone who breathes these vapors must save versus non lethal poison or laugh,

losing 70L off of any s$ill or C7 to hit rolls. The non lethal save is at C< per round in the cloud and 6*0 if the person ta$es hit point or worse

damage. The caster may get C< to the non lethal save, 67@ radius, or 69 rounds duration for 6* ;.;.+KI./.;.Khi.

 /pecial& The vapors is flammable C they wor$ normally unless exposed to open flame in which case they do 7d9 fire damage per action in the

cloud, for one round !foowooshO" and then the spell ends.

%nfuse &i+htnin+:'3'3E,%3S3'3,Chi: * or more.Ran+e: touch.)uration: until triggered.

Area of Effect: one obAect.)escription:This spell allows the mage to meditate over an obAect and infuse it with lightning. The lightning is bound within the obAect and ?uiescent until the

obAect is bro$en or until a simple trigger condition is met. The ;.;.+KI./.;.Khi for the spell is e?ual to the number of dice of lightning infused.

The time re?uired to infuse the lightning damage is one Famage ;oint per die up to the casterDs ran$ and three damage point per die thereafter.

1hen the damage is released only characters and obAects touching the infused obAect or connected to it by a conducting path ta$e the lightning

damage. The damage functions as an instantaneous attac$. The caster may choose to have the infused lightning destroy the infused obAect, if there

are enough dice of infused damage. Mne die of lightning can finish off a flower, two could deface a small coin, and seven could bend and melt a

sword. The caster may also choose not to have the obAect shred even if it could be destroyed. The caster may double the maximum volume of the

obAect infused with lightning for 6* ;.;.+KI./.;.Khi . If the number of dice times twenty exceeds the damage point cost of an elemental then the

infused lightning is a big enough QQsourceDD of air from which to summon an elemental.

&i+htnin+ olt:'3'3E,%3S3'3,Chi: or more.Ran+e: *000ft 6*00ft per level of caster)uration:  instantaneous.Area of Effect: see below.)escription:This spell allows the caster to throw a bolt of lightning. It will do <d9 of damage to its target, d9 to anything within the 8ft of its line of flight.

The bolt does 6d9 of damage, of both sorts, per 6* ;.;.+KI./.;.Khi . The bolt goes in a straight line from the mageDs finger tips to whatever the

mage aims it at C though this can be modified with other air spells. The mage may throw a second bolt with a delay of C9 actions for 67 added

;.;.+KI./.;.Khi , !and a third, fourth, etc. C9actions after the second for 6* more ;.;.+KI./.;.Khi ". /pecial failure mode one causes the bolt to be

wide and flat doing 8d9 less damage !to a minimum of one" but doing it in *0ft adAacent to and in its line of flight.

If the bolt hits a wall or and does not destroy the wall before reaching its maximum range then it will bounce bac$ to where it came from

damaging all targets in its path again and $eep moving till it has either been dismissed or reached its maximum range.

Harden Fo+:'3'3E,%3S3'3,Chi: < or more.

Ran+e: targeting roll.)uration: *0 minutes.Area of Effect: *@ radius.)escription:This spell causes fog or other watery gases !e.g. gasified potions or steam" within the area of effect to ta$e on the consistency of ?uic$sand. The

air in between the fog may still be safely breathed !this spell cannot suffocate people". The caster may add 67@ radius or 6*0 minutes duration for

6* ;.;.+KI./.;.Khi

. The fog affected will flow li$e weightless ?uic$sand C the same patterns but slower. Eardened fog may be controlled with a control cloud spell.Eardened fog slows missiles a great deal and may or may not scatter spells at referee discretion.

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Mist Walk:'3'3E,%3S3'3,Chi: < or more.Ran+e: none.

)uration: 2= minutes.Area of Effect: caster.)escription:This spell permits the caster to wal$ on mist, fog, or other airCaligned vapors as if they were a solid surface. The caster can also wal$ up the side

of fairly sheer walls of fog, etc. with relative ease. The caster uses his normal wal$ing movement on the level and half his normal wal$ing

movement while climbing. The caster may double duration for 6* ;.;.+KI./.;.Khi. This spell may be cast upon another for 68 ;.;.+KI./.;.Khi.

'ro+ram Cloud:'3'3E,%3S3'3,Chi: < or more.Ran+e: see below.)uration: see below.Area of Effect: see below.)escription:This spell is cast with any other cloud spell, e.g. ontrol loud, /tabilize, etc. and allows the caster to give the cloud simple instructions, i.e.

envelop any ships that sail through this strait or stay behind me. The ;.;.+KI./.;.Khi and casting time for this spell are added into the other spells

it is cast with and the ran$ of the combined spell is simply the largest ran$ of any of the spells involved.

'rotection from Air Elementals:'3'3E,%3S3'3,Chi: or more.

Ran+e: none.)uration: *0 minutes.Area of Effect: 7@ radius.)escription:This spell creates an invisible barrier that prevents the entry of magical winds !vortices, thunder, etc.", magical gases associated with the air

element !e.g. 'rimstone", or air elementals. n elemental may enter the radius of protection if it saves versus magic. (agic winds a&ter they are

initiate' , brimstone on#e it i ummone' , etc. react to the barrier as if it was a solid wall. The barrier does not stop spells that have not gone off

yet C targeting the caster successfully sets off the spell inside the radius of protection. /pells cast from inside the radius of protection also ignore

the protection. The barrier does not prevent effects from leaving the radius. 4or 6* ;.;.+KI./.;.Khi each the caster may get 6*@ radius, 7x

duration, or C< to the elementalDs save. 4or 67 ;.;.+KI./.;.Khi the radius of protection will move with the caster. If the caster crosses the circle of

protection, it is dispelled.

'rotection from &i+htnin+:'3'3E,%3S3'3,Chi: < or more.

Ran+e: none.)uration: *0 minutes.Area of Effect: caster.)escription:This spell adds 69 to the casters @lightning@ armor, 68 per 6* ;.;.+KI./.;.Khi. The duration may be increased by 6*0 minutes for 6*

;.;.+KI./.;.Khi. 4or 68 ;.;.+KI./.;.Khi the caster may cast this spell on another person. Special Mode: ma$es the recipient a lightning rod. (ode

three ma$es the protection fail after the first time it is used.

Soft &i+htnin+:'3'3E,%3S3'3,Chi: <.Ran+e: see below.

)uration: see below.Area of Effect: see below.)escription:This spell is cast with another spell that concerns lightning and modifies the lightning the other spell generates or calls. The lightning is

@softened@. /oft lightning does only stamina damage, not hit point or health damage, but forces an unconsciousness save at minus !damage notta$en" to targets that are out of stamina. This spell allows the caster to use lightning as a capturing tool rather than a destructive force. This spell

adds its ;.;.+KI./.;.Khi and casting time to other spells it is cast with and one selects the maximum ran$ of a cluster of spells to determine the

ran$ of the combined spell for figuring the casters roll to get the spell off. Furation, etc. are inherited from the lightning spell softened as are

special modes.

Spear of &i+htnin+:'3'3E,%3S3'3,Chi: < or more.

Ran+e: none.)uration: *0 minutes.

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Area of Effect: caster.)escription:This spell causes a spear or pi$e made of lighting to form in the casterDs hand. 1hile the casterDs hands a clenched the spear is present, when the

hand is open the spear vanishes. The spear uses spell to hit but it gets extra damage for good hits. The spear does 8d9 of lighting damage and has

a delay of C9. The caster may reduce the weapon delay by one, double the duration, or add 67 points of damage for 6* ;.;.+KI./.;.Khi, with 6

becoming 6d9. The spear may stri$e at a distance *@ per ran$ the caster has with air element 3 Special Mode: causes the spear to stri$e as a

lightning bolt, doing double damage but ending the spell.

Sta4iliBe:'3'3E,%3S3'3,Chi: .Ran+e: short.)uration: until repealed or bro$en or inherited.

Area of Effect: *@ radius.)escription:This spell allows the caster to nail a cloud, fog ban$, etc. in place and ma$e it cohesive. very strong wind will brea$ the stability and the caster

may repeal the stability when at short range. cloud so stabilized can be made less susceptible to ontrol loud at a rate of *< out of *00 less

li$ely to move per 6* ;.;.+KI./.;.Khi !a cloud normally has a *00 in *00 chance of moving". This added ;.;.+KI./.;.Khi also ma$es the cloud

harder to brea$ with wind. cloud that cannot be moved is immune to wind as well. The radius of this spell is 7x per 6* ;.;.+KI./.;.Khi, but may

only affect one contiguous cloud at short range from its edge. stabilized cloud may be moved around with a control cloud and will stay where it

is moved. If this spell is cast on a magical cloud it will last only as long as the magical cloud does% the duration is inherited. /pecial (ode& causes

the cloud to follow the caster around li$e a puppy.

1orte: '3'3E,%3S3'3,Chi: <.Ran+e: targeting roll.)uration:  instantaneous.Area of Effect: one person or creature.)escription:This spell allows the caster to throw a long thin vortex of air at a person. They must ma$e an ;.;. save to hold on to anything in their hands, will

have anything not strapped down or fastened on firmly blown loose !say, an open pouch of coins". Pictims of this spell will be blown 8d9 !C* per

extra size" scale inches and will ta$e 8d9 of impact damage. The caster may subtract < from the ;.;. saves to hold on and add a die of damage for

67 ;.;.+KI./.;.Khi.

Calm: '3'3E,%3S3'3,Chi: .Ran+e: none.

)uration: *0 minutes.Area of Effect: <0@ radius.)escription:This spell reduces wind velocity by 7 (;E within the area of effect. * added ;.;.+KI./.;.Khi buys 67C*0 (;E better, 7x radius, or 7x duration.

This spell is mostly of nautical import, but is useful for storm control.

Armor of &i+htnin+:

'3'3E,%3S3'3,Chi: or more.

Ran+e: none.

)uration: *0 minutes.

Area of Effect: caster.

)escription:

This spell surrounds the caster with a glowing blue or purple garment of lightning. It adds 68 to his magic armor, and does 8d9 of electricaldamage to anyone touching the mage or establishing a conductive path to him, say with a metal weapon. The mage may add 6d9 damage and 6*

armor for 67 ;.;.+KI./.;.Khi, or 6*0 minutes duration for 6* ;.;.+KI./.;.Khi. /pecial (ode& gives the damage aura a radius of 7d8 inches.

all &i+htnin+:

'3'3E,%3S3'3,Chi: : or more.

Ran+e: short.

)uration: 9 rounds.

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Area of Effect: see below.

)escription:

This spell allows the mage to summon up a ball of lightning. The ball does 8d9 of damage to anyone within *@ of it while it hovers. +ach round it

moves *C*0 inches in a random direction, rebounding off obstacles, doing d9 to anyone it passes within *@ of and 8d9 to obstacles, after which it

hovers. The mage may add 6d9 to the 8d9 for * ;.;.+KI./.;.Khi. 4or each such 6d9 he gets 6* point to the flyby damage, with 6 being treated as

6d9 instead. The mage may also add up to 69 rounds duration for 6* ;.;.+KI./.;.Khi or get 6* balls of lightning. There is a * in ten chance each

round that a ball of lightning that does more than 8d9 of hover damage will split into two balls that do d9 less each. Their first movement must bein opposite directions. This spell is mostly useful as a distraction or to cover a getaway. This chance may be increase by 6* chance in *0 for 6*

;.;.+KI./.;.Khi to a maximum of five chances in ten. /pecial failure mode one causes the initial damage of the ball lightning to be three no matter

what. /pecial failure mode two causes the chance of splitting to be ten out of ten and adds 68d9 damage. /pecial failure mode three gives each

ball a one in ten chance of detonating !for 9d96diceR8d9" in a three inch radius at the end of each round.

ind &i+htnin+: 

'3'3E,%3S3'3,Chi: .

Ran+e: touch.

)uration: until triggered.

Area of Effect: one metal obAect.

)escription:

This spell is cast with any lightning spell the mage has. It allows the mage to bind that spell into the metal obAect. The next time a living creaturetouches the obAect the spell will start as if it had been cast by the metal obAect. The ;.;.+KI./.;.Khi for this spell and the one embedded are added

together for figuring the spell roll, and the ran$ is the maximum of the ran$s of the two spells involved. 4or 68 ;.;.+KI./.;.Khi the caster may

specify trigger conditions other than @touch@. The caster could, for example, bind a lightning bolt into a metal arrowhead and ma$e firing the

arrow the trigger. This would allow the person firing the arrow to use his bow bonus to target the lightning bolt. This spell re?uires that the mage

paint or scratch a simple rune on the obAect to which the lightning is bound. This rune may be concealed by another layer of paint or by

placement. ast with a Firect Gightning spell this spell creates a metal obAect that attracts lightning as it the direct lightning spell has the metal

obAect as its target. /pecial failure mode one causes the spell to come out of the metal obAect at a random time. (ode two causes the spell to wor$

d8 extra times after the first. (ode three causes the spell to hiss and spit from 7d9 rounds before going off.

Control Air Elemental:

'3'3E,%3S3'3,Chi: or more.

Ran+e: targeting roll.

)uration: * day.

Area of Effect: one elemental.

)escription:

This spell allows the caster to force an an air elemental to save vs. magic or become subAect to his will. The elemental may save vs stress to

disobey specific orders that endanger its life. The caster may get 6* day or C< to the elementalDs magic save for 6* ;.;.+KI./.;.Khi. If the spell

fails, the elemental will $now something was thrown at it. /pecial failure mode one divides duration by 8d9. /pecial failure mode two gives the

elemental 680 to its magic save against the spell. /pecial failure mode three lets the elemental save versus magic to disobey each specific order it

is given.

Cyclone Shield:

'3'3E,%3S3'3,Chi: or more.

Ran+e: none.)uration: 9 rounds.

Area of Effect: *@ radius, see below.

)escription:

This spell creates a poc$et tornado around the caster. /aid tornado adds *00 to the casters physical elusiveness against hurled missiles li$e arrows

and spears. The referee should prorate this for heavier missiles, down to a minimum of 70 due to the fact the tornado obscures the casterDs

position. The shield adds <0 to the casterDs physical elusiveness against swords, etc, prorated down to *0 for things li$e a giantDs club. These

penalties are symmetric% the caster has trouble getting stuff out of the shield. The shield ma$es it ?uite difficult to hand anything through it and

totally screws up the casterDs arrow fire or whatever. The caster may spend 6< ;.;.+KI./.;.Khi to be able to accurately target air spells through the

vortex. 4or 6*0 ;.;.+KI./.;.Khi the caster may accurately target any sort of spell through the vortex. Mther details are left to the referee. 4or 6*

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;.;.+KI./.;.Khi the duration is 69 rounds or the shield may be enlarged to include another person. The vortex has a @strength@ of *, 67 per 6*

;.;.+KI./.;.Khi, and people must ma$e a strength roll to force their way through the vortex to grab the mage. /pecial failure mode one ma$es the

vortex wea$er halving the elusiveness benefits. (ode two renders the barrier opa?ue. (ode three ma$es the vortex move d9@ round !ta$ing the

caster with it and throwing him around.

)ismiss Cloud:'3'3E,%3S3'3,Chi: : or more.

Ran+e: line of sight. .

)uration:  instantaneous.

Area of Effect: one cloud up to *0@ radius.

)escription:

This spell allows the caster to dismiss a cloud of an air elemental substance, poison gas, brimstone, fog, etc. but not dust, acid, etc. consult with

your referee as per the exact elemental alignment of a substance. 'rimstone, for example, is both fire and air aligned. The caster must ma$e a

stress save at C< per ;.;.+KI./.;.Khi involved in the cloud !if any" to dismiss. The caster may add 6*0 to this save, add 6*0@ to the maximum

radius, or subtract ten from the casting speed for 6* ;.;.+KI./.;.Khi. The caster gets 6<0 to dismiss substances he summoned or created. /pecial

failure mode one reduces the stress save by 80. /pecial failure mode two causes only the half of the cloud nearest the caster to be dismissed if the

roll to dismiss is successful. /pecial failure mode three summons the cloud to the caster.

)ismiss Earth Elemental:

'3'3E,%3S3'3,Chi: : or more.

Ran+e: targeting roll.

)uration:  instantaneous.

Area of Effect: one earth elemental.

)escription:

This spell permits to target a blast of essential air on an earth elemental. If the target ta$es extra damage from lightning then it ta$es that much

damage from this attac$ and, if it is an earth elemental, it will definitely feel pain enough to ma$e it angry. The essential air will surround the

earth elemental sufficiently to invo$e, with some probability, the rule that states being surrounded by the counter element will dismiss an

elemental. The elemental must save versus stress to avoid being dismissed !the save is involuntary". The caster can subtract five from this save for

6* ;.;.+KI./.;.Khi and may cast another dismissal with a delay of C9 for 67 ;.;.+KI./.;.Khi. If cast on a nonCearth elemental then the target will

see a momentary blue blur and will feel a passing tingle as of static electricity !unless it ta$es extra damage from lightning". 4or 67

;.;.+KI./.;.Khi this spell may be stac$ed onto a lightning spell that does damage and will affect anyone within the area of effect of that spell.

Nan$ is the higher of the stac$ed spells and ;.;.+KI./.;.Khi costs and casting times add. /pecial failure mode one causes the caster to ta$e d8 d9Ds

of lightning damage. /pecial failure mode two teleports the elemental toward the caster 7C70@, stopping in front of the caster rather than

overshooting. /pecial failure mode three causes the caster to be suc$ed along with the elemental to the elemental plane i&  it blows its save.

Forked &i+htnin+:

'3'3E,%3S3'3,Chi: 8 or more.

Ran+e: targeting roll.

)uration: instantaneous, see below.

Area of Effect: see below.

)escription:

This spell, cast with a lightning bolt spell, allows the caster to cause a lightning bolt to for$ once and have 6* additional primary target. 'olt

may for$ only once every 8@. 4or 6* ;.;.+KI./.;.Khi the caster may have 6* for$. The caster is C< on his stri$e roll per additional target that hetries to hit% he may want the for$s to entitle people to ta$e the fringe damage in which case the terminals of the bolts are selected randomly. Garge

metal or metal coated obAects get priority. /pecial failure modes are inherited from the base spell except that mode three will cause additional

for$s.

&i+htnin+ Form:

'3'3E,%3S3'3,Chi: <.

Ran+e: targeting roll.

)uration: see below.

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Area of Effect: caster.

)escription:

This spell is cast with a Gightning 'olt. It allows the caster to travel with a lightning bolt, vanishing into it as it forms and reappearing at its end

as it hits. Ee ta$es no damage from the lightning bolt. It a lightning spell has additional bolts the caster may ma$e additional moves as lightning.

This allows the caster to travel remar$ably fast. The caster may ta$e 800G'/Klevel of caster of stuff through, including his body, 7x mass

!including other people" for 6* ;.;.+KI./.;.Khi. s always when spells are cast together one uses the largest ran$ involved and the total

;.;.+KI./.;.Khi. asting times are added. /pecial modes are inherited.

Soporific 1apors:

'3'3E,%3S3'3,Chi: : or more.

Ran+e: targeting roll to center.

)uration: 9 rounds.

Area of Effect: 8@ radius.

)escription:

This spell summons up a cloud of silveryCgray vapors. nyone who breathes these vapors must save versus magic or fall asleep. If in combat, this

save is at 6*0, li$ewise it is 6*0 more in any round when the person ta$es damage. The magic save is at C< per round in the cloud. The caster may

get C< to the magic save, 67@ radius, or 69 rounds duration for 6* ;.;.+KI./.;.Khi. Special Mode: ma$es the vapors inflammable C they wor$

normally unless exposed to open flame in which case they do 8d9 fire damage, for one round !foowooshO" and then the spell ends.

Sphere of Air:

'3'3E,%3S3'3,Chi: or more.

Ran+e: none.

)uration: * hour.

Area of Effect: *@ radius.

)escription:

This spell creates a sphere of magically fresh, breathable air about the caster. 4or 67 ;.;.+KI./.;.Khi the air will move with the caster. This spell

maintains the air underwater, in vacuum, etc. nything made of air !e.g. animate air" that leaves the radius after being created within it will

vanish. +ach 6* ;.;.+KI./.;.Khi buys the caster 7x duration or 6*@ radius. This spell will not stop air elemental substances, e.g. poison gas, from

mixing with the air formed but it will $eep out substances, e.g. water, aligned with other elements.

Suffocate:

'3'3E,%3S3'3,Chi: :.

Ran+e: targeting roll.

)uration: concentration.

Area of Effect: one creature.

)escription:

This spell removes most of the air from around the target. This does 9d9 of damage, ;.+. first with no defense, per round to breathing creatures

and forces them to save vs. unconsciousness each round with a cumulative penalty of C8 each round. The caster must maintain concentration each

round the spell continues or it will end. 4or 68 ;.;.+KI./.;.Khi the spell re?uires no concentration but rather ac?uires a duration of 9 rounds, 6*7

rounds per 6* ;.;.+KI./.;.Khi.

Thunder:

'3'3E,%3S3'3,Chi: or more.

Ran+e: none.

)uration:  instantaneous.

Area of Effect: see below.

)escription:

This spell finishes with the caster clapping his hands. +veryone within *0@ of the caster ta$es d9 of impact damage% people 70@ away ta$e 9d9,

and so on, rolled separately for each person. The caster gets 6*d9 damage per 6* ;.;.+KI./.;.Khi which increases the effective radius. The caster

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himself ta$es no damage. Those who ta$e hit point damage must save vs. shoc$ at minus hit points ta$en or be deafened. nyone who ta$es <d9

or more must save vs. agility !at C< per die over five" or fall.

1orte of %nterposition:

'3'3E,%3S3'3,Chi: : or more.

Ran+e: targeting roll.)uration: * hour.

Area of Effect: *@ radius, 8@ high !fills hexes".

)escription:

This spell creates a stationary poc$et tornado. ;assing through it re?uires an ;.;. save at C80, with the usual bonuses for size and density. 'lowing

the save flings the person in ?uestion out of the vortex in a random direction and entitles them to a +T. 'lowing this agility save also interrupts

any delicate s$ill rolls in progress, e.g. spell casting. The caster may increase radius and height by 6*@ for 67 ;.;.+KI./.;.Khi and may double

duration or subtract *0 more from the agility save for 6* ;.;.+KI./.;.Khi. control cloud spell can move such a vortex about.

Messa+es in the Wind: Ran+e: * mile !*.9 $m" per level of experience of the 1arloc$ casting the spell)uration: *0 minutes per level of experience of the 1arloc$ casting the spell

Sa(in+ Thro.: Hone'3'3E3: *0This spell uses a fragment of an air elemental essence to act as a spy for the ir 1arloc$ who cast the spell. The fragment cannot ta$e anyphysical action but can spy on a specific location per spell casting. The area is approximately a 80 ft !: meter" radius if the subAects are tal$ingnormally. Neduce area that can be spied on if they are whispering and increase area if they are shouting. The ir 1arloc$ can listen to an area upto * mile !*.9 $m" away from her location per level of experience. The 1arloc$ only gets sound and it will seem to blow in from the breeze froma long distance. The 4ragment /py will not be able to pass through a /anctum or other protections designed to wor$ against +lemental beings.The spy must have a complete path through the air to get to the warloc$ casting the spell. 4or example, this means that a being in an airtight roomcould not be listened to unless they are yelling loud enough to be heard outside the room. ;eople tal$ing inside of sealed environmental bodyarmors using radios will usually be unable to be heard for the same reason.

Thick Air: Ran+e: 90 feet !*.8 meter" away, covers a *0 foot !8 meter" by *0 foot !8 meter" area per level of the warloc$.)uration: * minute per level of experience of the 1arloc$ casting the spellSa(in+ Thro.: Hone'3'3E3: *<This spell creates a wall of air which is much denser than normal air, almost the consistency of water. The wall is relatively thin, only about 8 feet

!0.: meter" thic$. The effect of the wall is that most bullets and fast moving obAects will be either deflected and lose all velocity or willdisintegrate. Nelatively slow powered rounds such as pistol and blac$ powder rounds are deflected and lose all velocity. Eigh powered riflerounds will simply disintegrate when they hit the wall. The wall does not impede energy weapons and larger that *.< mm rounds !s well as(.F.. rounds" will penetrate the wall. Throw daggers will also be deflected by the wall although a spear or Aavelin can be thrown through thewall with a C penalty.

all &i+htnin+

Ran+e: 90 feet !*.8 m" per level of experience.

)uration of the hurled 4alls: Temporary.

Electrical Field )uration: 4our melees !one minute" per level.

)ama+e: Hurled 4alls: 8F9 (.F. plus one (.F. per level of experience.

Electric field: 8F96*F9 (.F. per level of experience.

Sa(in+ thro.: Hone

'3'3E3: *<

This spell creates three bas$etballCsized balls of lightning which will hover at the side of the caster. 1ith a simple gesture, the three balls are

hurled at their target. The warloc$ character must roll a 70Csided die to stri$e, Aust as if the balls were a normal thrown weapon, but the magic

balls are 6 < to stri$e. n electrical field can be created by placing the three balls in a triangular formation about four feet !*.7 m" apart. This

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creates an electrical energy field that covers approximately a *0ft area per level of the caster. nyone who touches the field or tries to pass

through it suffers damage. Festroying the field is possible if all three balls are destroyed. +ach ball has 70 (.F..

Calm Storm

Ran+e: :0 foot !7. m" radius per level of the warloc$.

)uration: *0 minutes per level of the warloc$.

Sa(in+ thro.: /pecial

'3'3E3: 70

The warloc$ can impose his will over the forces that be, reducing the intensity of a storm by half. The warloc$ can affectKinfluence a :0 foot !7.

m" radius per level of experience. /aving throw& This calming effect is automatic against normal storms of any $ind. alming magically created

storms is more difficult as it pits the warloc$ against the stormDs creator. This mental and magic duel is exactly li$e the wizard Hegate (agic.

)issipate 0ases

Ran+e: 80 foot !: m" radius

)uration: 4our melees per level of the warloc$.

Sa(in+ thro.: Hone

'3'3E,%3S3'3,Chi: *<

This spell dissipatesKdestroys all gases, including magical. It reduces all damages and sideCeffects by half and will completely dissipate a 80 foot

!: m" radius of gas in eight melees.

FreeBe Water

Ran+e: 80 feet !: m"

)uration: 1aries

Sa(in+ thro.: Hone

'3'3E3: *0

The warloc$ is able to instantly freeze 70 gallons !<. liters" of water per level of his experience. This water will remain frozen until it melts due

to normal conditions. This spell can be cast up to 80 feet !: m" away.

%n(isi4ility

Ran+e: /elf or 9 foot !*.m" area.

)uration: 4our melees !one minute" per level of the warloc$.

Sa(in+ thro.: Hone

'3'3E3: 70

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This spell renders the caster or everyoneKeverything in a six foot !*. m" area invisible. The spell re?uires intense concentration on the part of the

caster, preventing him from casting any additional spells unless he drops the invisibility. Ee cannot perform any complicated tas$ lest he lose

concentration and become visible. ll effects and abilities are identical to the wizard spell of invisibility.

&eaf Rustler -fra+mented elemental essence/

Ran+e: Immediate area

)uration: 80 minutes

Sa(in+ thro.: Hone

'3'3E3: *<

Through this spell the warloc$ is able to summon and command a simple, mischievous air elemental essence fragment from an intelligence. This

air elemental can be assigned an area or told to follow a particular person or group and rustle leaves, ma$e noise, breathe heavy, $noc$ over

obAects, slam doors, tap, thump, blow out candles, etc.

Geaf Nustler

S (.F..& 7<

S Invisible, three feet tall !0.: m", ;./. , ;.;. 9, flying speed 70

mph, 6 to dodge, two melee attac$sKactions.

The leaf rustler is too puny to steal any item weighing more than three pounds !*. $g" and is too dumb to spyKgather intelligence or follow

complicated orders. It will remain in this world until the spellDs duration ends or the warloc$ sends it bac$.

'hantom Footman -fra+mented elemental essence/

Ran+e: Immediate area.

)uration: *0 minutes per level of the warloc$.

Sa(in+ thro.: Hone

'3'3E3: 70This is another spell that enables the warloc$ to summon and command an air elemental essence fragment. This invisible assistant will

stay at the warloc$Ds side !within 700 feetK9* m" helping to carry items, open doors, locate secret compartmentsKdoors !:L", fly slightly ahead to

chec$ out a passage, etc.

'hantom Footman

M3)3C3: 0

S Invisible, six feet !*. m" tall, ;./. 70, ;.;. , flying speed 8< mph, 6* on initiative and parry, 6 to dodge, two melee attac$sKactions per melee,

and can see the invisible.

The footman can carry up to *000 pounds and still moves at its maximum speed. It can perform simple tas$s and simple reconnaissance. The

elemental servant will obey only the warloc$ and will stay within *000 feet !80< m" of him. It will remain in this world until the spellDs duration

elapses or it is sent bac$ by the warloc$. Its supernatural strength means it can inflict *F9 (.F. from a punch or 7F9 (.F. from a power punch.

'rotection from &i+htnin+

Ran+e: /elf

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)uration: *0 melees !7.< minutes" per level of the warloc$.

Sa(in+ thro.: Hone

'3'3E3: 70

The warloc$ is able to ma$e himKherself nearly impervious to lightning or electrical effects% no damage.

Fly:'3'3E,%3S3'3,Chi: ** or more.Ran+e: none. .)uration: *0 minutes.Area of Effect: aster.)escription:This spell 2ives the caster the ability of flight& glide and 4light& winged !with a special Eang 2lider /taff"

 Flight: Glide

This power allows the character to ride air currents to fly and hover in the air. (aximum gliding speed outdoors is 90C0$mph !pproximately*C78 meters a second"% half indoors. Fiving with a boost from strong winds or from an airplane or great height !s$yscraperDs roof top", is*:0$mph !pproximately <7 meters a second".'onuses when 2liding&6* on initiative6* to stri$e

6* to parry67 to dodge Flight: Winged 

this super being has a /pecial Eang 2lider wings that give himKher the power of flight.'onuses in 4light& pplicable only if there is room for the characterDs wings C he can hover several inches above the ground during combat inorder to use full bonuses./peed C 7<0$mph !pproximately 0 meters a second" plus *0$mph !pproximately 8 meters a second" per level.cceleration is 70$mph an action.67 to ;.'.dd one extra attac$ per round67 to stri$e67 to parry6 to dodge when hovering or flying under *70$mph69 to dodge when flying *7*$mph or faster.6 to damage for every 80$mph of speed.60 to /.F..,K(.F.. plus the hang 2lider has 80 /.F..K(.F.. ttac$ing a wing is a called shot. Ho /.F.. e?uals crippled wing. The caster

can use strength e?ual to his flying movement to carry obAects. The caster gets 6*0 minutes duration or 67@ movement for 6* ;.;.+KI./.;.KhiSpecial Mode: for the permanent cost of& ;.;.+.KI./.;.Khi lost the character gains the power of 4light glide and 1inged :with special hangglider permanently as at will power. nd always on power with flight glide. /pecial note& with this power the character will never ta$e damagefrom any falls ever.

reath of &ife

Ran+e: Touch

Furation& ;ermanent

/aving throw& Hone

;.;.+.& 90

The warloc$ can revive a recently dead person by invo$ing the elemental magic and pressing his mouth to the dead personDs mouth and blowing

his breath into the lungs of the corpse. The person will revive in *F melees if successful. /uccess Natio& 0L 6 *L per level of experience. This

spell can be attempted only once, although another warloc$ can try on the same body.

This is the only lifeCrestoring elemental magic spell that exists. It will restore life to any creature which has died within the past 7 hours.

The breath of life restores life into someone who is recently dead, but does not restore missing limbs, heal burns, or cure insanity. It only restores

oneChalf of the creaturesD original hit points, the rest must be regained through rest and medical means.

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Circle of Rain

Ran+e: 90 foot !*.8 m" radius per level of the warloc$.

)uration: *< melees per level of the warloc$.

Sa(in+ thro.: Hone

'3'3E,%3S3'3,Chi: 7<

Through this elemental magic the warloc$ can create a heavy downpour accompanied by thunder, lightning, and clouds. nyone in the circle of

rain will become soa$ing wet, chilled, movement slowed by oneCthird, and the sense of hearing and vision will be impaired !both normal and

night vision reduced to 80 feetK: m". This magic can be done indoors and outdoors.

)arken the Sky

Ran+e: 800 feet !:*.< m" per level of the warloc$.

)uration: 80 minutes per level of the warloc$.

Sa(in+ thro.: Hone

'3'3E,%3S3'3,Chi: 7<

The warloc$ is able to manipulate atmospheric conditions by causing the s$y to suddenly dar$en, causing grey and large, blac$, ominous clouds

to roll in as if a terrible storm were coming. slight chill also permeates the area. This can only be done outside.

)etect the %n(isi4le

Ran+e: 90 feet !*.8 m" in line of vision.

)uration: *0 minutes per level of the warloc$.

Sa(in+ thro.: Hone

'3'3E,%3S3'3,Chi: *0

The warloc$ is able to seeKdetect an invisible creature within his line of sight clearly and distinctly. The spell endows only the warloc$ with this

ability.

%n(isi4le Wall

Ran+e: 90 feet !*.8 m" away, covers a *0 foot !8 m" area per level

of the warloc$.

)uration: 4our melees !one minute" per level of the warloc$.

Sa(in+ thro.: Hone

'3'3E,%3S3'3,Chi: 80

This elemental magic creates an invisible wall composed of wind and water that cannot be easily penetrated because it continually renews itself%

<0 (.F.. per melee. dispel magic barrier spell will destroy it completely in the blin$ of an eye. Gi$ewise suffering double (.F.. damage

!*00 points" in a single melee will completely destroy it. This spell can be cast up to 90 feet away.

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'hantom -fra+mented elemental essence/

Ran+e: Immediate area.

)uration: *< minutes per level of the warloc$.

Sa(in+ thro.: Hone

'3'3E,%3S3'3,Chi: 80

This is another spell that enables the warloc$ to summon and command an air elemental essence fragment. This invisible assistant can be sent to

scout ahead, spy, hunt, $ill, defend, attac$, carry items, locate secret compartmentsKdoors !:L", etc. There is no limit to the distance it can travel

away from the warloc$.

'hantom

S (.F..& 0

S Invisible, eight feet !7. m" tall, ;./. 77, ;.;. *:, I.). e?ual to

*0, flying speed < mph, 67 on initiative, 6 to stri$e and parry,

6 to dodge, and can see the invisible.

S an cast all level *C air elemental magic% *00 ;.;.+.

S 4our physical attac$s per melee or two by magic, and inflicts 7F9

(.F. from punch or F9 (.F. from a power punch !counts as two attac$s".

The phantom can carry up to **00 pounds !:< $g" and still moves at its maximum speed.

The elemental servant will obey only the warloc$ and remain in this world until the spellDs duration elapses or it is sent bac$ by the warloc$. Its

supernatural strength means it can inflict megaCdamage. 1hen ordered to $ill someone it will use what weapons that are at hand andKor magic.

Whirl.ind

Ran+e: 800 feet !:*.< m" distance per level of the warloc$, but must

always be within sight.

)uration: 4our melees !one minute" per level of the warloc$.

Sa(in+ thro.: Hone

'3'3E,%3S3'3,Chi: 80

The warloc$ creates a whirlwind, which is a rotating windstorm of limited intensity, moving in an inward and upward spiral motion. Its< mph

!*70 $m" winds will suc$ up, hurl and dash to the ground anyone or anything within its 70 foot !9 m" area. +veryone caught in the whirling wind

cannot attac$, cast spells, spea$, etc., for one full melee before being hurled to the ground about 0 feet !*7m", suffering 7F9 6 7 (.F. and are

dazed for an additional *F melees !all attac$s

and bonuses are reduced to half". /.F.. obAects such as wooden doors, fences, walls, cars, etc., exposed to the full force of the whirlwind will be

smashed within one melee. /.F.. stone and metal is hammered into scrap at a rate of ten feet per every four meleesKone minute.

The whirlwind can move in all directions at once, but must be directed by the warloc$, re?uiring his full attention. This means that the whirlwind

can be sent to stri$e a foe e?ual to the warloc$Ds number of hand to hand melee attac$s. The whirlwind can stri$e targets within a 800 foot area,

traveling at < mph. warloc$ cannot cast any other spells while maneuvering a whirlwind and must be within 800 feet of it.

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Wall of Wind:

'3'3E,%3S3'3,Chi: ** or more.

Ran+e: none.

)uration: * round.

Area of Effect: 7@ wide path <0@ long.

)escription:

This spell causes a mighty wind to blow away from the caster along a path in front of him. It blows humans bac$ d8 inches per round, C* inch perlevel of extra size. +ach points of strength can be used to substitute for a level of extra size if there is something to hold onto. reatures not

blown bac$ may save vs agility to move forward at a rate of * per *0 they made the save by, up to their full movement. The caster may get 6*

inch of blow bac$ !with 67 treated as 6d8", 6* round duration, 6*@ of width, or 67<@ of length on the path for 6* ;.;.+KI./.;.Khi. /pecial failure

mode one starts the effect Aust behind the caster with predictable effect. /pecial failure mode two causes the wind to blow away from the caster

both ahead and behind. /pecial failure mode three causes the wind to be a pleasant breeze.

Air 0em:

'3'3E,%3S3'3,Chi: :.

Ran+e: touch.

)uration: see below.

Area of Effect: see below.

)escription:

This spell allows the caster to condense air into an obAect that loo$s li$e a gem. The gem has one apparent $arat per ;.;.+KI./.;.Khi spent. The air

may be released later in any of several fashions. nyone may release the air explosively by brea$ing the gem. ;eople within a radius of * meter

per $arat must save vs. ;.;. or fall over and there may be other effects if the gem contains more than simple air. ll other methods re?uire an air

mage, who may release the air at will or someone with magic s$ill that ma$es their magic s$ill roll. ny such person may breathe the air !the gem

shrin$s" if it is touching their s$in, * hour per $arat. n air mage may use it as a source of air for summoning an elemental !70 ;.;.+.KI./.;.Khi in

the elemental per $arat". This spell may also be used to condense fog, brimstone, lethal vapors, or any other primarily airy substance. This spell,

once started, will cause such substances to last until they are released from the gem. In particular, an air mage may cast a spell that generates a

particular type of gas at the end of the air gem spell, causing the air gem to be formed of that substance without releasing any of it. The thermal

and humidity properties of the air or airy substance in ?uestion are also preserved. The appearance of the gem is highly dependent on the gases

used to create the gem. /pecial failure mode one causes the gem to slowly evaporate. /pecial (ode& causes the gem to be weightless when it

forms% this may be somewhat inconvenient C it will be mildly buoyant even in air.

Harden Air:

'3'3E,%3S3'3,Chi: : or more.

Ran+e: targeting roll.)uration: 9 rounds.

Area of Effect: *00 cubic meters of air.

)escription:

This spell turns air into a substance with the strength of sandstone. The air still loo$s li$e air. The caster may add 6*00 cu meters of air or may

double the duration of the spell for 6* ;.;.+KI./.;.Khi. The shape hardened must be relatively simple unless the caster ta$es a long time

visualizing said shape first. 4or 68 ;.;.+KI./.;.Khi the air will become as hard a stone, for 6 as hard as steel. The air will not become more

massive as a result of this spell. MbAects encased in this @hard@ air may still breathe. /pecial failure mode one causes the effect to leave a web

wor$ of tunnels li$e /wiss cheese through the hardened area. (ode two ma$es the hardened air visibly different. It may dar$en, glow, or

otherwise announce itDs presence. (ode three combines mode one and two.

&ethal 1apors:

'3'3E,%3S3'3,Chi: ** or more.

Ran+e: 6< roll to center, *000ft.

)uration: 9 rounds.

Area of Effect: 80ft radius, 680ftKlv.

)escription:

This spell summons up a cloud of awful, poisonous vapors. They do 8d9 per round of poison damage, save vs. poison to half. The mage may get

6d9 of damage, 69 rounds of duration, C< poison save, or 67@ of radius for each 6* ;.;.+KI./.;.Khi. This spell forces any that want to stay in it to

save vs stress to do so. nyone who ta$es hit point damage from the gas must save vs. shoc$ or be blind until cured, with the onset of blindness

ta$ing d9 rounds. This save must be made each round a character ta$es hit point damage. /pecial failure mode one reduces the duration to one

round. /pecial failure mode two ma$es the vapors inflammable C they wor$ normally unless exposed to open flame in which case they do fire

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damage, e?ual to the poison damage they would have done, for one round !foowooshO" and then the spell ends. /pecial failure mode three causes

the cloud to center on the caster when it forms.

&i+htnin+ Capture:

'3'3E,%3S3'3,Chi: < or more.

Ran+e: /tri$e roll at C*K*@.

)uration:  instantaneous.

Area of Effect: see below.)escription:

This spell is cast with a lightning bolt using the higher ran$ and adding the ;.;.+KI./.;.Khi costs. asting times are added. It allows the bolt to

transport the primary target of the bolt to a position next to the caster. The target ta$es full damage from the lightning bolt. The victim of this spell

gets a magic save at minus the amount of lightning damage that got past his defenses to avoid being transported. If the caster has a multiple bolt

or for$ed spell the lightning capture will wor$ with each of those bolts. This spell inherits its special modes from the base spell except mode

which reverses the effect sending the caster to the terminus of the bolt.

Rune of &i+htnin+:

'3'3E,%3S3'3,Chi: : or more.

Ran+e: touch.

)uration: 9 rounds.

Area of Effect: one weapon.

)escription:

This rune is engraved in a weapon, a process that re?uires *9 Famage ;oints. Mnce the rune is engraved then it may be activated by anyone that

$nows the rune of lightning spell by dumping in the re?uired ;.;.+KI./.;.Khi. 1hile a rune of lightning is active it causes the weapon it is

engraved upon to become solid lightning. The weapon hits and does damage as it always has but the damage done is lightning damage. The

weapon also hits as if it is a 68damage and stri$e weapon. The caster may get 7x duration for 6* ;.;.+KI./.;.Khi dumped into the rune.

Summon Air Elemental:

'3'3E,%3S3'3,Chi: * or more.

Ran+e: short yet incredible.

)uration: * day.

Area of Effect: see below.

)escription:

This spell permits the caster to summon an air elemental from tin air. It will appear close by. The elemental will have little or no warning and may

be ?uite grouchy. The caster has no control over the elemental !see& ontrol ir +lemental". t the end of the spellDs duration the elemental may

vanish or may elect to stay on earth, no matter what $ind of control the caster has on it !the caster can order it to leave before the spell is up,

assuming he has controlled the elemental". The elemental has up to 70 designKexperience points per ;.;.+KI./.;.Khi spent. If the caster $nows an

elemental he may summon it in particular, otherwise he will get a random elemental of about the point value he tried for. Pery small !*00 point"

elementals are rare. The referee should prepare a list of elementals for the elementalist that represents those he is aware of as a result of his

training. The caster may double the duration of the elementalDs stay for 6* ;.;.+KI./.;.Khi. /hould provide a list of well $nown types !see the

monster rules". /pecial failure mode one does the elemental d*00 points of magic damage as he comes through. /pecial failure mode two causes

the elemental to teleport 8d*00@ as he appears in a random direction. /pecial failure mode three causes the elemental to come with d8 added

elementals, possibly of different types.

1apor Form:

'3'3E,%3S3'3,Chi: ** or more.Ran+e: none.

)uration: *0 minutes.

Area of Effect: caster.

)escription:

This spell gives the caster he power of lter ;hysical /tructure& 1indK(ist&

Alter 'hysical Structure: Wind,Mist:

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This is an impressive ability that enables incredible the character to convert the molecules of his body and clothing into a gaseous form, as well as

the ability to manipulate and control aspects of the atmosphere and wind. The character retains his attributes and s$ills but also becomes semiC

intangible. 1hen in gas the character cannot be harmed by any form of attac$ !including psionic" except flame. ll electrical attac$s do no

damage with fire inflicting half damage. The character can manipulate hisKher surroundings Aust li$e other lter ;hysical /tructure characters.

23 Epand into fo+

The character can fill a room with his gaseous form to either hide or ambush. If he is hiding in natural fog, then the prowl roll is :L. Hote that

psionic attac$s will not wor$ against the character, but a see invisible spell, sixth sense, see aura, or ;yro$inesis will affect him.

Ran+e: 99ft !70m"8 !90x90x90ft"

)uration: indefinite

)ama+e: none except hand to hand

Attacks per Melee: none except hand to hand

onuses: 0L prowl when not hiding in natural fog.

 

53 1apor Com4at

The character can alter the density of his molecules so that a section of gas can be used li$e a psionic ectoplasmic arm. It has the /.F. of the

character in normal form, cannot be regenerated when /.F. is depleted and can carry 0lbs !*$g" per level of experience.

Ran+e: 80ft !:.*m"

)uration: indefinitely or until /.F. runs out.

)ama+e: /ame as normal hand to hand as a punch or throttling.

Attacks per Melee: same as hand to hand

onuses: 6* to /tri$e, 67 parry and dodge

Hote that characters with lter ;hysical /tructure& Ice or ontrol +lemental& ir could be very dangerous to this character. The iceCman could

attempt to freeze the characterDs moisture and thereby bringing all his /.F. and Eit ;oints to one each. The ir +lementallist could disperse the

fog through atmospheric manipulation. The gas character has a saving throw of *9 against these sorts of attac$s. 1hen $noc$ed unconscious he

reverts bac$ to human form.

 

63 Ran+ed Attack: Air

Ran+e: :0ft 6*0ft per level

)ama+e: Hone

)uration: (inimum of instantaneous !one attac$" or a maximum of half a melee !multiple attac$s"

Attacks 'er Melee: ounts as one hand to hand attac$ for an instant air burst, while a constant wind ta$es half of the characterDs melee attac$s.

onuses: 68 to stri$e aimed or 6* on a wild shot.

This minor super ability is a DshorterD version of the ontrol +lemental 4orce& ir powerDs 1ind Nush. <0mph wind is created that can $noc$

people down, shatter glass, and blow away obAects weighing less than 7< pounds. There is a 0L chance of $noc$ing down a single personK

obAect that weighs less than 7<0 pounds, while a *0ft wide gust of wind can $noc$ down a group of people !each weighing less than 7<0 pounds"

with a 90L chance. +veryone caught in the wind is staggered C /pd. is reduced by <L, one melee attac$ is lost, and all attac$s are C9 to stri$e

!penalties apply to those over 7<0 pounds also". MbAects weighing less than 7< pounds will get blown 8dx*0 feet away. gainst vehicles, the

character can force an immediate control roll with a penalty of C*<L !increase the penalty by C<L at levels four and eight".

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Control Elemental Force: Air

The power to manipulate and control aspects of air and atmospheric conditions.

23 Wind Rush: 

Nange& *00mFamage& Hone

;enetration& Hone

Furation& (inimum of instantaneous !one attac$" or can be maintained for a number of actions e?ual to double the characters level.

'onus& 68 to stri$e

The air manipulator can create a short, powerful wind gusting to *00$mph, and can direct it at a specific target or area. The wind is so powerful

that it will stagger or $noc$ people down, and blow away all obAects in its path weighing less than *<$g, as well as brea$ ordinary window glass.

Firected at one specific target, the wind is a hardChitting, focused blast that has a 0*C0L li$elihood of $noc$ing down a person and items

weighing up to *0$g. If a 9m wide gust of wind, the li$elihood of being $noc$ed down is marginally less% 0*C90L. +veryone caught in the wind

is staggered !if not sent sprawling", speed is reduced to *K, one action is lost, and all attemts to attac$ are C9 to stri$e. Items weighing *<$g or

less, will be sent flying *d9x*0 meters away. Pehicles or characters weighing over *0$g have no fear of being $noc$ed over, but speed is still

reduced and combat penalties still apply. Pehicles are also forced to ma$e a control chec$ at C70L !add C<L to the penalty at levels three, five,

eight, and ten".

53 Whirl.ind:

The character can summon winds to create a rotating wind storm. (oving in and inward and upward spiral motion, the *70$mph winds will suc$,

hurl, and dash to the ground anyone or anything within 9m of it. nyone caught in the wind cannot attac$ or spea$ for * seconds. They will be

snatched up and hurled approximately *d9x*0 meters away, ta$ing d9 points of damage. The wind will affect anything weighing less than

870$g.

It is never advisable to fly into or through a whirlwind, at any speed.

Nange& The whirlwind has a 9m radius and can be created up to *00m away.

Furation& :0 seconds.

63 Ride the Wind

The ability to 2lide on currents of air. +?uivalent of the minor flight ability of 2lide.

73 Chan+e Wind )irection

The character can change the direction of the wind in a small area by manipulating air currents.

Nange& *00m radius from the character.

Furation& 4our minutes per level of experience.

83 Stop Wind,Control Wind Speed:

gain, by manipulating wind currents, the character can completely stop or merely slow down the wind in a small area.

Nange& <0m radius from the character.

Furation& 4our minutes per level of experience.

93 Create Air u44le:

This character can create an maintain a a bubble or poc$et of air. This can be done underwater or in a place where there is at least a minute

?uantity of oxygen. The bubble offers protection from gases, smo$e, foul odors, etc. If moving from an area with atmosphere to an area with no

atmosphere, the character can pull a bubble with them into the vacuum, however once the duration comes up the atmosphere will swiftly disperse,

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and most li$ely flash freeze any ambient moisture.

Nange& /elf, with a radius of *m per level of experience.

Furation& *7 minutes per level of experience.

/peed& Gimited to a /peed attribute of *0 !about *9$mph".

3 Call &i+htnin+: 

The character has incredible control over the chaotic forces that bring about lightning, and can summon it up to stri$e a specific target. ll

attempts to dodge are at C8.

Nange& 90m69m per level of experience.

Famage& 9d968 per level of experience

;enetration& 9. 8 against dense targets. utomatically damages ;ower rmours, ybernetics, Nobots, Pehicles, and ;/& (etal mutants, dealing

double damage.

'onus& 67 to stri$e.

;3 Atmospheric Manipulation: 

This incredible power enables the character to alter atmospheric conditions.

Nange& *<0m680m per level of experience radius from the character.Furation& *< minutes per level of experience.

ttac$s& +ach act of manipulation ta$es up two actions.

Altered Atmospheric Conditions: The character can create any one effect per minute, and maintain it or combine effects, adding one to another.

+ffects stay in play for the duration without any additional effort on the part of the character, and all effects can be dispelled in about 80 seconds.

() *ar+en S+y Eeavy overcast, with blac$, ominous clouds.

-) .hun'er#la" 1ill frighten animals !0*C0L chance of panic$ing", and startle people !/ave vs. Eorror 4actor *7".

 /) In#reae0*e#reae 1in' S"ee' 6KC*0$mph every ten seconds, up to a maximum of 6KC90$mph per level of experience.

2) In#reae0*e#reae Pre#i"itation 6KC*0L every ten seconds, up to 6KC:0L. an create extremely humid conditions with a 0*C<L chance of

light fog, and a 0*C7<L chance of light rain.

3) Create0*i"el $og t a rate of 8 s?uare meters every ten seconds.

4) Create Clou' Co5er 1ithin 80 seconds, the s$ies fill with clouds, ma$ing seeing above the clouds impossible !will also hamper radar".

<3 East Wind:

powerful wind blows from the east, strong enough to lift most people off their feet and send them flyingO The wind is hurricane force, but only

lasts for a mere *< seconds !one melee". ll things weighing less than 700lbs are lifted up and tossed around li$e crazy. nything weighing

700lbsC7<0lbs suffers $noc$down unless it ma$es a successful maintain balance roll, and even if they succeed, they are unable to move, and the

slightest push or impact might cause them to lose their balance and be carried off by the wind. Those weighing over 7<0lbs are able to move, but

do so at *K their usual /peed. 4lyers must be able to reach speeds of over *<0mph or they will be tossed about haphazardly by the wind.

The power lasts an additional *< seconds !one melee" per level at levelDs 9, *7, and *<.

2=3 Coriolis Storm:

This +lemental ;ower creates a powerful whirlwind blows from the east, bringing with it the sand and dust of the desert, at speeds fast enough to

scour the s$in.

Ran+e: an be cast on an area up to 80m !*00ft" away.

Area of Affect: ffects a *d*0x*0ft by *d*0x*0 ft by *d*0x*0ft area per level, doubling at levels , , *7, and *<.Affect: Those without proper eye protection !goggles wor$" will not be able to open their eyes during the storm without causing severe damage

to their retinas. If they do open their eyes, they will be blinded by searing pain for <d9 minutes, and their vision will be reduced by 7<L for 8

days while their eyes heal up. ll unprotected areas of the body are also seared by the strong wind, ta$ing

)uration: The whirlwind lasts for *< seconds !one melee", plus an additional *< seconds at levels and *<.

223 Hurricane

Ran+e: ffects a *70 foot !89.9 m" area and can be cast up to <00 feet away !*<< m".

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)uration: 4our melees per level of the warloc$.

Sa(in+ thro.: Hone

'3'3E3: <0

This elemental power creates a great sea storm with *00 to *<0 mph winds blowing around within a *70 foot 6*70 foot area per level. The sea is

lashed into huge waves 80 feet !: m" tall which will batter and destroy all but the largest ships. Inflicts 8F9x*0 (.F. per melee. Torrential rains,thunder and lightning accompany these terrific winds. ny person foolish enough to be above dec$s during this storm will ta$e *F9 (.F. per

melee due to flying debris, wind, and hail.

253 Tornado

This is a storm, caused by causing the collision of a high pressure and low pressure system.

Ran+e: ffects a *00 feet6*00 feet per level area and can be cast up to 900 feet 6900 feet per level !*8 m" away.

)uration: 4our meleesKone minute per level of the ontroller, plus one additional minute at levels <, *0, and *<.

Sa(in+ thro.: Hone

The controller creates the most severe storm possible, a tornado, accompanied by heavy rain, hail, thunder, lightning, and roaring winds. ;eople ahundred feet !80.< m" away from of the funnel cloud ta$e 7F9 (.F. each melee from flying debris. The awesome, blac$ funnel cloud is the

center of the storm, with winds of *70 to *0 mph !*:7 to 7 $m". The funnel suc$s in everything within its *00 foot !80.< m" area of swirling

wind, destroying all wood, clay, stone and other /.F.. structures, and uprooting trees in one melee. nything actually caught in its funnel suffers

F9x*0 (.F. per melee. fter *F9C *d9x*0 melees, the obAect will be hurled from the funnel, enduring another 7F9 x*0 mega damage with

automatic $noc$out3. If a robot or living creature, the being will be stunned and immobile for 7F9 minutes. The controller can maneuver the

tornado as heKshe desires, in any direction. This re?uires the full attention of the controller, so heKshe may not cast any other spells for the duration

of the tornado. /hould the controller be $noc$ed unconscious or $illed, there is a 9L chance the tornado will run wild and uncontrolled,

disappearing only after the full power duration has elapsed.

<3 %n(isi4ility -impro(ed/ Created 4y Antinimicus modified 4y Trademark

=TEMND/ HMT+& The original invisibility power was pathetic and suitable only as a minor super ability rather than a maAor power. The

Invisibility power is the ability to warp to entire light spectrum to produce the illusion of invisibility. The improved power warps the infrared

spectrum and is truly only susceptible to motion !detection of eddy currents in the air" and olfactory detection. The GightC/hifting ability also

enables the character to cancel out any single spectrum of visible or invisible light !infrared, ultraviolet, etc." Turning invisibleKvisible ta$es one

melee action.

The follo.in+ a4ilities apply:

The ability lasts for as long as the character re?uires.

Invisible field& circular field of affect can be created to turn obAects invisible. This field has no protective properties and no (.F. rating. The

maximum size is a *8m area plus 8m per level of experience.

If inAured, the characterDs body fluids !blood etc" will remain invisible until the area of affect has been exceeded. blood trail will appear not

from directly under the character but will appear once the Invisible field has moved out of the area of affect. Hote that canines would still be able

to trac$ the invisible blood trail.

an ma$e obAects or living matter invisible 78$g per level. Nange& *00m.

an turn any part of hisKher body !or another personDs" invisible or visible !e.g. leg, hand, head".

utomatically receives the 'end Gight minor power.

Mther 'onuses& 670L ;rowl !or use it as a base", 6*0L pic$poc$ets and 6<L to any deceit and @sleight of hand@ related s$ill, 6*F9 (..

2=3 M3)3C )ura4ility

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The haracter can withstand (.F. damage amounting to his normal body5s Eit ;oints and /.F. combined60 to (.F.. K/.F.. per level.

223 !ther A4ilities D onuses:

Impervious to cold electrical attac$s !Ho Famage"

The character may flow through crac$s, etc.

It re?uires magic weapons, fire, necromancy, or magical damage to harm the mage while in this form.

4ire U energy attac$s to half damage

an accurately sense the air temperature within *d degrees.

This power is mental, and so benefits from a high (.+. dd a 6* to stri$e and deflectK parry to each of the above powers for an (.+. of *9C7*, a

67 to each if the (.+. is 77C7, or a 68 bonus for an (.+. of 7 or higher.

. Ee has a movement of @ plus any wind vector. The character may flow through crac$s, etc. This is not possible with the spell 'low, which

re?uires space to blow through and in. The mage must pay 6* *K7x ;.;.+KI./.;.Khi to cast spells while in this form. It re?uires 68 or

better weapons, fire, necromancy, or magical damage to harm the mage while in this form. The first immunity is the e?uivalent of 68

or better weapons to hit from the section on powers. If the mageDs vapor form is caught by a breeze it wonDt hurt him but it may blow

him all over the place. /pecial failure mode one renders the mage faintly visible in the fog. /pecial failure mode two causes the caster

to be unable to control its movement. (ode three ma$es the caster ta$e d9 points of stamina first damage with no defense each time

the wind moves him.

Electrical Field

Nange& ffects a ten foot !8 m" area per level of the warloc$, up to

700 feet !9* m" away.

Furation& Two minutes per level of the warloc$.

Famage& F96 *0 (.F.

/aving throw& Hone

;.;.+.& 8<

The electrical field is a crac$ling wall of energy that inflicts megadamage

on anyone who attempts to pass through it. There is also a

<0L chance of being stunned for 7F9 melees, ta$ing an additional F9

(.F. for each melee caught in the field. ll damage is subtracted fromhit points and not armor /.F.. The field cannot be attac$ed or destroyed,

but a dispel magic barrier or negate magic spell will destroy

it instantly.

Electroma+netism

Nange& ffects a 0 foot !*7m" area and can be cast up to 800 feet

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!:*.< m" away.

Furation& 4ive minutes per level of the warloc$.

/aving throw& Hone

;.;.+.& 0

This spell creates an area that is super magnetized. ny iron or iron

alloy that enters its radius will be irresistibly drawn to the center or the

field and held there until pulled away or the spell elapses. This will

include iron obAects in $napsac$s, poc$ets, belt buc$les, tools, rail guns

and their ammunition, vehicles, bots, etc. !borgs and cybernetics are

not made of iron". The magnetic force is invisible and undetectable

except for its irresistible pull. To remove an obAect re?uires a combined

strength !;./." of 900. The force can pull and hold a single obAect

weighing up to *000 pounds per level of the creating warloc$. The

magnetism is so strong that it will rip swords from their scabbards,

iron utensils from poc$ets, and draw to it an entire suit of iron armor,

man and all. dispel magic barrier or negate magic spell can destroy

the field% the magnetic field has a 6 < to save, however.

Mist of )eath

Nange& :0 foot distance !7. m", affects a *0 foot !8 m" area.

Furation& Mne melee

/aving throw& /tandard

;.;.+.& 0

This elemental magic spell creates a toxic, red mist that covers a *0

foot area !8 m", inflicting 80 points of damage direct to hit point damage

to everyone who breathes it or touches it with bare s$in. Mr *< (.F.

to megaCdamage creatures. The mist lasts only one melee !*< seconds",

then dissipates. Foes not affect people in environmental armor or airtight

compartments.

Sno. Storm

Nange& ffects a 80 foot !: m" area per level of the warloc$ and can

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be cast <0 feet !*<.< m" away per level of experience.

Furation& Two minutes ! melees" per level of the warloc$.

/aving throw& none

;.;.+.& <0

Frops the temperature to *< degrees 4ahrenheit, creates 80 mph

winds and snow and hail with a three foot !0.:" accumulation every

other meleeK80 seconds. Neduces speed by half and vision, including

optics, to 70 feet !9 m", and inflicts *0 /.F.. points of damage each

melee.

1acuum

Nange& ffects two foot !0.9 m" area per level of the warloc$ and can be cast up to *0 feet !8 m" away.

Furation& Mne minute ! melees" per level of the warloc$

/aving throw& /pecial

;.;.+.& 0

The warloc$ is able to create a vacuum !an area devoid of air". If the vacuum is placed around a personKanimal the person will immediately begin

to cho$eKgasp for air and will be rendered unconscious in two minutes and dies from suffocation within six minutes. ir elementals caught in a

vacuum suffer 7F 6 7 (.F. each melee. The warloc$ can manipulate the vacuum as he desires, at a speed of . /aving throw& the standard roll is

made but it is to indicate if the person can escape from the vacuum area. The victim can roll two times every minute until unconscious.

Whisper of the Wind

Ran+e: 0 miles !9 $m" per level of the warloc$.

)uration: /pecial

Sa(in+ thro.: Hone

'3'3E,%3S3'3,Chi: 80

This spell enables the warloc$ to send a verbal message !under *00 words" on the tongue of the wind. The message will travel on a gust of wind

!0 mph" and can be sent to anyone within range as long as their general location is $nown. The person receiving the message will hear it clearly

whispered in his ear as the wind caresses his chest. The message is only spo$en once.

Animate Air:

'3'3E,%3S3'3,Chi: *8 or more.

Ran+e: short.

)uration: * hour.

Area of Effect: see below.

)escription:

This spell creates a barely visible, man sized servant. It has a strength of *7 and is made of air. This means it is totally invulnerable to !well,

transparent to" weapons. 1eapons that are 68 or better may hit the creature !6*< or more to hit or 68 or more extra damage from magic". +ach

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time it ta$es damage the caster must save vs magic at C* per point of damage ta$en or the servant will vanish. The servant has a flying movement

of . The servant must stay within *00 meters of the caster or it will vanish. 4or 6< ;.;.+KI./.;.Khi the servant will become as transparent as air.

4or 6* ;.;.+KI./.;.Khi the caster may cause each of the following effects. 7x duration, 6* strength, 67 movement, 7x maximum range from

caster, or 6< to the casterDs save to sustain the servant. 4or 68 ;.;.+KI./.;.Khi the caster may get 7x as many separate servants. The servant is only

modestly intelligent but will follow the casters instructions implicitly. The servant borrows itDs casterDs speeds and combat bonuses. It can pic$ up

physical obAects. Mne $arat of air gem suffices for < ;.;.+KI./.;.Khi worth of animated air !/ee & ir 2em". Heedless to say air is necessary to

summon one of these creatures. ompletely imprisoning an animated air servant in earth or stone will dismiss it. /pecial failure mode one causes

the servant to obey the casterDs orders literally rather than implicitly. /pecial failure mode two causes the servant to play Ao$es on the caster in itDsspare time. /pecial failure mode three divides the duration by 8d9.

lo.:

'3'3E,%3S3'3,Chi: ** or more.

Ran+e: none.

)uration: until repealed.

Area of Effect: caster.

)escription:

This spell turns the caster into a wind. Ee is invisible and insubstantial. Ee may move at any speed the wind can reasonably move at in the area

he is in, forming a gust from a few meters to a few tens of meters wide. The mage may revert to normal at any time and this ends the spell. It

costs 7x as much ;.;.+KI./.;.Khi to cast spells from windy state. (agic items not designed !8 F; of additional crafting time" with this in mind

will probably not function from this state. 4or 68 ;.;.+KI./.;.Khi the mage may ta$e 7x as much mass into wind form with him, where the base

mass is *00 $g% the caster and a modest amount of e?uipment. 1hile in this state the mage is effectively possessed of the ability 6 or betterweapons to hit. /pecial failure mode one renders the mage faintly visible. /pecial failure mode two ma$es the duration 7d*00 rounds instead of

until repealed. (ode three ma$es the caster blow with the prevailing wind.

Contain Air Elemental:

'3'3E,%3S3'3,Chi: *8 or more.

Ran+e: touch, see below.

)uration: permanent.

Area of Effect: one container, see below.

)escription:

This spell is normally cast on a bottle with a stopper. It can be cast on any sort of container with a lid, stopper, valve, or other such obAect. It

re?uires 70 F; to finish the container. Mnce the spell is cast the container gains the ability to imprison an air elemental. If an empty, open

container created with a contain air elemental spell touches an air elemental, outside of the plane of air, the elemental must save versus magic at

C80 or be suc$ed into the container. The caster may reduce the save by C*0 per 6* ;.;.+KI./.;.Khi. The wielder of the container then has a roundto close the container or the elemental gains the right to save versus stress to come out. t any time when the elemental is in the container it gets

6< per round to its next set of stress saves to come out. It may only come out when the container is open. The caster may cast control spells on the

container and they affect the imprisoned elemental. 1hile the container is closed the elemental perceives the passage of time at a very low rate,

returning to normal when the container is opened. 'rea$ing the container releases the elemental and destroys the spell, including the special

focus. /pecial failure mode one gives the elemental the right to save versus stress once every 8d9 days to force the container open and escape.

/pecial failure mode two creates a container that put the elemental into a suspended state so that it does not come out unless the container is

bro$en. /pecial failure mode three creates a container that explodes for d9 of lightning per *< design points in the elemental.

Elemental Air 0ate:

'3'3E,%3S3'3,Chi: *8.

Ran+e: short *0ft.

)uration: see below.

Area of Effect: 7@ radius.

)escription:

This spell can only be cast on a place where wind can easily blow and where wind is blowing. The spell lasts as long as the wind it is cast upon or

with. It opens a mystical gate to the elemental plane of air that allows transport. The radius is 6*@ per 6* ;.;.+KI./.;.Khi. 4rom both sides, the

gate appears as a a zone of fog and is used by wal$ing through the fog. Hormally the gate shows nothing of its far side until after transport. 4or

68 ;.;.+KI./.;.Khi the far side is visible to those near the fog. If the caster is familiar with the plane of air he may locate the exit of the gate as he

wishes, otherwise it will appear at random. The gate freely passes creatures with a design point cost of no more than 8< points per <$ph of wind

speed. ;oints in excess of this limit re?uire a stress save, at C* per < points over the limit, to use the gate. This roll may be made once per round

but leaves one standing in the wind.

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Mass Suffocation:

'3'3E,%3S3'3,Chi: *8.

Ran+e: stri$e roll.

)uration: concentration.

Area of Effect: 8@ radius.

)escription:

This spell removes most of the air from the area of effect. This does d96* of damage, stamina first with no defense, per round to breathingcreatures and forces them to save vs. unconsciousness each round with a cumulative penalty of C8 each round. The caster must maintain

concentration each round the spell continues or it will end. 4or 68 ;.;.+KI./.;.Khi the spell re?uires no concentration but rather ac?uires a

duration of 9 rounds, 6*7 rounds per 6* ;.;.+KI./.;.Khi. The radius is 67@ per 6* ;.;.+KI./.;.Khi. /pecial failure mode one allows small amounts

of air to lea$ through, reducing the damage to d8 and starting the unconsciousness saves at 670. /pecial failure mode two forces the caster to use

stress saves to maintain the spell each round. (ode three causes the suffocation to center on the caster.

1orte of %mprisonin+:

'3'3E,%3S3'3,Chi: *8 or more.

Ran+e: targeting roll.

)uration: * day.

Area of Effect: <@ radius by 8@ tall.

)escription:

This spell creates an incredible vortex of air at the edge of the area of effect. The caster may wal$ in and out of the vortex as if it were clear air.

Mtherwise, the vortex will not permit anything to exit it and will suc$ in anything that touches it that fails to save vs magic. =se strength versus

strength roll with the vortex having a strength of 7067x casters ran$. +xiting the vortex does *9d9 less d9 per point the person trying made or

blew the strength versus strength roll by of impact damage% if you blow the roll you are stuc$ inside. The caster may add 6<@ radius, 68@ height or

7x duration for 6* ;.;.+KI./.;.Khi. ttempts to tunnel under the vortex will cause it to bore into the ground to bloc$ the escape at a rate of *K7@

per round. It is possible to fly over the top but this re?uires an ;.;. save at minus the strength of the vortex with recapture and d9 of impact

damage if you fail. The vortex appears to be smo$ed glass with dust and fog writhing around in it and is remar$ably ?uiet. This spell will not

wor$ in an area enclosed in dirt or roc$ !e.g. underground or in a roofed stone castle". 4or 68 ;.;.+KI./.;.Khi the vortex can move at a rate of 8@

!67@ per 6* ;.;.+KI./.;.Khi", ta$ing its contents with it. /pecial failure mode one causes a <L per round per obAect in the vortex that the obAect

will be eAected and ta$e d*00 points of impact damage. /pecial failure mode two halves the strength of the vortex. /pecial failure mode three

leaves the top open so as to render flying in and out safe.

Command Air Elementals:'3'3E,%3S3'3,Chi: *< or more.Ran+e: none.)uration: * day.

Area of Effect: caster.)escription:This spell draws elemental air into the caster and causes the caster to change in a number of ways. The caster gains small rills of lightning on theirbody and features li$e eyes or hands become surrounded by blue fire. The caster becomes immune to lighting damage and becomes susceptible tocontrol air elemental spells, cannot be protected against edge, point, or impact damage, becomes able to fly at 1;K7@ per round, and gains greatpower over air elementals. ir elementals will react with deep respect or fear !depending on their personality" and will tend to obey the casterwhen in the casterDs presence. They must save versus stress at C*0 per ran$ the caster has with air element to attac$ the caster. 'y concentratingthe caster may bind an air elemental to his orders, forcing them to do his bidding% this re?uires a competitive mind control save. This control lastsas long as the spell does. HonCsentient elementals can be forced to do things by continuous concentration after they lose a competitive mindcontrol save. Those of at least animal intelligence will follow orders they can comprehend. This spell permits the caster to ma$e his will $nown toelementals by gazing at them and thin$ing at them. The caster may subtract C*0 from elemental mind control saves associated with this spell for6* ;.;.+KI./.;.Khi or may double the duration for 6* ;.;.+.KI./.;.Khi

Cloud %sland:'3'3E,%3S3'3,Chi: *8 or more.Ran+e: touch.)uration: until caster repeals spell or dies.Area of Effect: one contiguous cloud, not more than 900ft radius.)escription:This spell solidifies a cloud so that it can be used as if it were land. The caster must leave the ;.;.+.KI./.;.Khi for this spell embedded in the cloudor it reverts to normal. 4or each 6* ;.;.+.KI./.;.Khi the caster may give the cloud 6*@ of movement !which adds to the wind vector", from a baseof no movement. /oil will tend to form in the depressions on the top of the cloud from windblown dust in a matter of a few years. The mage maytransplant life etc. if he wishes. There are some life forms that live in the s$y anyway that may settle on the island. /pecial failure modes are atreferee inspiration.

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&i+htnin+ Storm:'3'3E,%3S3'3,Chi: *8 or more.Ran+e: none.

)uration: concentration.Area of Effect: see below.)escription:This spell summons up a field of swirling electrical force in a 8@ radius around the caster. This material covers the area with wal$ing spar$s swirlsand emits small bolts of lightning. Those within 8@ ta$es d9 per round of lightning damage, those within 9@ ta$e the same damage but may save

versus magic to avoid it, unless they are wearing a lot of metal. The caster gets 670 dodgeKparry versus missiles and targeted spells and anmetallic missiles up to <0lbs are thrown away. The caster may focus his attention throwing a blast of lightning !filling a line of *00ft wide and*000ft long" that does !7d967" dice of lightning damage. (oving obAects re?uire a targeting roll to hit with these attac$s% static obAects permit thecaster to target the area. The bolt is up to *7o@ long. The caster may add 67d9 lightning damage to all attac$s and 70@ to the length of bolts for 6*;.;.+. KI./.;.Khi. The caster may throw an additional bolt with a delay of C9. The caster is immune to the damage of the lightning storm. Thestorm is not very mobile, restricting the caster to 80@ per round of movement, with a ;.+. /ave needed at 00@ of movement and C< to this savefor each 6*00@ of movement. /pecial failure mode one causes the caster to ta$e damage from the spell. /pecial failure mode two causes the casterto be C80 to hit with bolts. /pecial failure mode three forces the caster to ma$e a stress save after each round to $eep the storm going.

ind Air Elemental: '3'3E3,%3S3'3,Chi: *<.Ran+e: short.)uration: until dispelled or reversed.Area of Effect: see below.)escription:This spell is cast on an air elemental, usually imprisoned nearby, and also on the special focus of the spell C which may be any physical obAect themage chooses. t the completion of the spell the elemental is drawn into the item. This spell can draw an elemental from one item and into

another. ny of the elementalDs innate, continuously functioning powers that the referee Audges could reasonably function through the item as amagic item do. +xamples of such powers are damage reduction or immunity to a given type of damage, night sight, or movement powers li$esand swimmer. These must be innate abilities that do not re?uire the elemental5s volition to exercise. bilities that re?uire volition to exercise arenot transferred though the item unless extra ;.;.+.KI./.;.Khi is spent as described below. If the item imprisoning the elemental is a weapon then itgains 6* to hit for each 6< to hit, !or missile or bow as appropriate" that the elemental had and 6* damage for each 6 damage bonus theelemental had. This damage bonus is also added to the weaponDs brea$. In the case the item is bro$en the elemental is released. Gi$ewise, thecaster of the spell may release the elemental at short range by expending one ;.;.+.KI./.;.Khi per <0 (.F.. the elemental has at a delay of C9.=nless some bizarre bargain has been made, the elemental will emerge utterly hostile when such an item is bro$en.4or an additional 68 ;.;.+.KI./.;.Khi the magic item can bestow volitional powers !that the imprisoned elemental has" upon the possessor of themagic item when it is on their person. This re?uires that the elemental specifically allow this use of its powers. This can be done in a number ofways, sacrifice, magic that compels the elemental, magic that renders the elemental a compliant fool, bargains in advance, or offers to release theelemental. /omeone with spiritual awareness can conduct spiritual combat with the imprisoned elemental and compel it to lend its powers to themuntil the elemental heals up. In this mode the possessor of the item can tal$, mentally, to the elemental and it can tal$ to them. This power to tal$can give an intelligent elemental a lot of leverage. 4or 67 more ;.;.+.KI./.;.Khi the owner of the item can compel the elemental to let the owneruse one of its powers if he wins a competitive mind control save.

Atmosphere Manipulation:

Ran+e: 800 foot !:* m" radius per level of the warloc$.

)uration: *< minutes per level of the caster.

Sa(in+ thro.: Hone

'3'3E3,%3S3'3,Chi: <0

This elemental magic enables the warloc$ to actually manipulate atmospheric conditions. In this way he can increase condensation and air

temperature to cause heavy or light rain, a storm, frost, snow, dar$ness in the s$y, clouds to roll in, etc. Ee can also increase, slow or stop rain,

ma$e clouds go away, etc. /pecifically, the warloc$ can&

() *ar+en S+y Eeavy overcast, with blac$, ominous clouds.-) .hun'er#la" 1ill frighten animals !0*C0L chance of panic$ing", and startle people !/ave vs. Eorror 4actor *7".

 /) In#reae0*e#reae 1in' S"ee' 6KC*0$mph every ten seconds, up to a maximum of 6KC90$mph per level of experience.

2) In#reae0*e#reae Pre#i"itation 6KC*0L every ten seconds, up to 6KC:0L. an create extremely humid conditions with a 0*C<L chance of

light fog, and a 0*C7<L chance of light rain.

3) Create0*i"el $og t a rate of 800ft area every ten seconds per level of experience.

4) Create Clou' Co5er 1ithin 80 seconds, the s$ies fill with clouds, ma$ing seeing above the clouds impossible !will also hamper radar".

6) Raie or lo7er the tem"erature (8 'egree "er le5el o& e9"erien#e

:) Create normal &og #o5ering a /88 &oot area "er le5el o& e9"erien#e)

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The proper manipulation of temperature and water vapor can create any number of different atmospheric conditions. The controller can create any

one effect per melee, maintain it or combine effects, adding one to another. 4or +xample& Ee might first dar$en the s$y, increase the wind speed,

then create a fog, and throw in a thunderclap or two. +ffects such as fog or dar$en s$y will last for *< minutes, enabling the warloc$ to go about

other activities or use other powers.

Hurricane

Ran+e: ffects a *70 foot !89.9 m" area and can be cast up to <00 feet away !*<< m".

)uration: 4our melees per level of the warloc$.

Sa(in+ thro.& Hone

'3'3E3,%3S3'3,Chi: 90

This elemental magic conAures a great sea storm with *00 to *<0 mph !*90 to 790 $m" winds blowing around within a *70 foot !89.9 m" area.

The sea is lashed into huge waves, 80 feet !: m" tall, which will batter and destroy all but the largest ships. Inflicts 8F9 x *0 (.F. per melee.

Torrential rains, thunder and lightning accompany these terrific winds. ny person foolish enough to be above dec$s during this storm will ta$e

*F9 (.F. per melee due to flying debris, wind, and hail.

Rain4o.

Ran+e: Mne mile !*.9 $m"

)uration: *< minutes per level of the warloc$.

Sa(in+ thro.: /tandard

'3'3E3,%3S3'3,Chi: 90

The warloc$ creates a rainbow extraordinary in its prismatic color display arcing across the s$y. The gentle beauty of this site will raise the

morale of all who view it, instilling a deep feeling of wonder, self worth, hope and Aoy.

Tornado

Ran+e: ffects a *00 foot !80.< m" area and can be cast up to 900

feet !*8 m" away.

)uration: 4our meleesKone minute per level of the warloc$.

Sa(in+ thro.: Hone

'3'3E3,%3S3'3,Chi: 90

The warloc$ creates the most severe storm possible, a tornado, accompanied by heavy rain, hail, thunder, lightning, and roaring winds. ;eople a

hundred feet !80.< m" away from of the funnel cloud ta$e 7F9 (.F.. each melee from flying debris.

The awesome, blac$ funnel cloud is the center of the storm, with winds of *70 to *0 mph !*:7 to 7 $m". The funnel suc$s in everything

within its *00 foot !80.< m" area of swirling wind, destroying all wood, clay, stone and other /.F.. structures, and uprooting trees in one melee.

nything actually caught in its funnel suffers F9x*0 (.F.. per melee. fter *F9 melees, the obAect will be hurled from the funnel, enduring

another 7F9 x *0 megaCdamage. If a bot or living creature, the being will be stunned and immobile for 7F9 minutes.

The warloc$ can maneuver the tornado as he desires, in any direction. This re?uires the full attention of the warloc$, so he may not cast any other

spells for the duration of the tornado. /hould the warloc$ be $noc$ed unconscious or $illed, there is a 9L chance the tornado will run wild and

uncontrolled, disappearing only after the full spell duration has elapsed.

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Wind last

Ran+e: *000 feet !80< m" plus 00 feet !*77 m" per level of experience.

)uration: Instant

)ama+e: 7Fx*0 6 80 (.F.

Sa(in+ thro.: Hone

'3'3E,%3S3'3,Chi: 0

The spell caster creates a titanic, but concentrated blast of wind with hurricane force. This blast of wind has the punch of a missile or particle

blast. The warloc$ must aim and hurl the blast, 6 9 to stri$e.

Wind Cushion

Ran+e: *000 feet !80< m"% covers a 0 foot !*7 m" area plus *0 feet per level of experience.

)uration: Mne melee per level of experience.

Sa(in+ thro.: Hone

'3'3E,%3S3'3,Chi: <0

The warloc$ can create a swirling, tornado li$e cone or cushion of wind and air around himself or others. The effect is li$e standing in the eye of

a hurricane. The wind is not designed to move nor to inflict damage, but to negate the impact of explosions and deflect proAectile attac$s. Eurled

obAects, arrows, and rail gun blasts are completely negated and the air cushion absorbs up to 700 (.F. per level of the warloc$ from explosions.

Gi$ewise, the cushion can be used to cushion a crashing air vehicle and set it on the ground gently. The cushion also negates sonic booms.

Tornado

Ran+e: ffects a *00 foot !80.< m" area and can be cast up to 900 feet !*8 m" away.

)uration: 4our meleesKone minute per level of the warloc$.

Sa(in+ thro.: Hone

'3'3E,%3S3'3,Chi: 90

The warloc$ creates the most severe storm possible, a tornado, accompanied by heavy rain, hail, thunder, lightning, and roaring winds. ;eople

a hundred feet !80.< m" away from of the funnel cloud ta$e 7F9 (.F. . each melee from flying debris.

The awesome, blac$ funnel cloud is the center of the storm, with winds of *70 to *0 mph !*:7 to 7 $m". The funnel suc$s in everything

within its *00 foot !80.< m" area of swirling wind, destroying all wood, clay, stone and other /.F.. structures, and uprooting trees in one melee.

nything actually caught in its funnel suffers F9x*0 (.F.. per melee. fter *F9 melees, the obAect will be hurled from the funnel, enduringanother 7F9 x *0 megaCdamage. If a bot or living creature, the being will be stunned and immobile for 7F9 minutes.

The warloc$ can maneuver the tornado as he desires, in any direction.

This re?uires the full attention of the warloc$, so he may not cast any other spells for the duration of the tornado. /hould the warloc$ be $noc$ed

unconscious or $illed, there is a 9L chance the tornado will run wild and uncontrolled, disappearing only after the full spell duration has

elapsed.

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Wind Cushion

Ran+e& *000 feet !80< m"% covers a 0 foot !*7 m" area plus *0 feet per level of experience.

)uration: Mne melee per level of experience.

Sa(in+ thro.: Hone

'3'3E,%3S3'3,Chi: <0

The warloc$ can create a swirling, tornado li$e cone or cushion of wind and air around himself or others. The effect is li$e standing in the eye of

a hurricane. The wind is not designed to move nor to inflict damage, but to negate the impact of explosions and deflect proAectile attac$s. Eurled

obAects, arrows, and rail gun blasts are completely negated and the air cushion absorbs up to 700 (.F. per level of the warloc$ from explosions.

Gi$ewise, the cushion can be used to cushion a crashing air vehicle and set it on the ground gently. The cushion also negates sonic booms.

Creature of the Wind

Ran+e: /elf

)uration: Mne melee !*< seconds" per level of experience.

Sa(in+ thro.: Hone

'3'3E,%3S3'3,Chi: 0

Alter 'hysical Structure: Wind D or ElectricityThis is an impressive ability that enables incredible the character to convert the molecules of his body and clothing into a gaseous form with theappearance a semiCtransparent vapor in a humanoid form. In this vapor form the ir benderK1arloc$ can fly at a speed of <00 mph !00 $m" or.8 miles per minute !*8 $m", and or a living electrical conduit and battery, as well as the ability to manipulate and control aspects of electricityand the wind. The super being either ripples with electrical energy crac$ling from the eyes, or actually turns into a humanoid with the t appears tobe an energy being composed of electricity. The character retains his attributes and s$ills but also becomes semiCintangible. 1hen in gas orelectrical form the character cannot be harmed by any form of attac$ !including psionic" except flame. ll electrical attac$s do no damage withfire inflicting half damage. The character can manipulate hisKher surroundings Aust li$e other lter ;hysical /tructure characters.

23 Epand into fo+The character can fill a room with his gaseous form to either hide or ambush. If he is hiding in natural fog, then the prowl roll is :L. Hote that

psionic attac$s will not wor$ against the character, but a see invisible spell, sixth sense, see aura, or ;yro$inesis will affect him.Ran+e: 99ft !70m"8 !90x90x90ft")uration: indefinite)ama+e: none except hand to handAttacks per Melee: none except hand to handonuses: 0L prowl when not hiding in natural fog.

 53 1apor Com4atThe character can alter the density of his molecules so that a section of gas can be used li$e a psionic ectoplasmic arm. It has the /.F. of thecharacter in normal form, cannot be regenerated when /.F. is depleted and can carry 0lbs !*$g" per level of experience.Ran+e: 80ft !:.*m"

)uration: indefinitely or until /.F. runs out.)ama+e: /ame as normal hand to hand as a punch or throttling.Attacks per Melee: same as hand to handonuses: 6* to /tri$e, 67 parry and dodgeHote that characters with lter ;hysical /tructure& Ice or ontrol +lemental& ir could be very dangerous to this character. The iceCman couldattempt to freeze the characterDs moisture and thereby bringing all his /.F. and Eit ;oints to one each. The ir +lementallist could disperse the

fog through atmospheric manipulation. The gas character has a saving throw of *9 against these sorts of attac$s. 1hen $noc$ed unconscious hereverts bac$ to human form. 63 Ran+ed Attack: AirRan+e: :0ft 6*0ft per level)ama+e: Hone)uration: (inimum of instantaneous !one attac$" or a maximum of half a melee !multiple attac$s"Attacks 'er Melee: ounts as one hand to hand attac$ for an instant air burst, while a constant wind ta$es half of the characterDs melee attac$s.onuses: 68 to stri$e aimed or 6* on a wild shot.This minor super ability is a DshorterD version of the ontrol +lemental 4orce& ir powerDs 1ind Nush. <0mph wind is created that can $noc$people down, shatter glass, and blow away obAects weighing less than 7< pounds. There is a 0L chance of $noc$ing down a single personKobAect that weighs less than 7<0 pounds, while a *0ft wide gust of wind can $noc$ down a group of people !each weighing less than 7<0 pounds"

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with a 90L chance. +veryone caught in the wind is staggered C /pd. is reduced by <L, one melee attac$ is lost, and all attac$s are C9 to stri$e!penalties apply to those over 7<0 pounds also". MbAects weighing less than 7< pounds will get blown 8dx*0 feet away. gainst vehicles, thecharacter can force an immediate control roll with a penalty of C*<L !increase the penalty by C<L at levels four and eight".

73 Fire Electrical Ray: line of electricity emitted from the fingers or eyes. This is the characters most powerful blast.Nange& 80m69m per level of experienceFamage& *d9x*067 per level of experience

;enetration& , against dense targets. utomatically damages ;ower rmours, ybernetics, Nobots, Pehicles, and ;/& (etal mutants.'onus& 67 to stri$e.

83 Mini&i+htnin+ olt:The discharge of a small electrical energy bolt.Nange& 80m69m per level of experienceFamage& *d9 per level of experience.;enetration& *6* per level of experience. Fivided in half against dense targets. utomatically damages ;ower rmours, ybernetics, Nobots,Pehicles, and ;/& (etal mutants.'onus& 68 to stri$e

93 &i+htnin+ olt:This is the characterDs second most powerful blast and has the most range. bolt of electricity that can be emitted from the fingers or eyes.Nange& *00m6*0m per level of experienceFamage& <d967 of damage per level of experience.;enetration& 8, * against dense targets. utomatically damages ;ower rmours, ybernetics, Nobots, Pehicles, and ;/& (etal mutants.

'onus& 68 to stri$e.

3 Electrical Fli+ht:The individual can transform into a bolt of living energy and roc$et short distances.Nange& *$m per level of experience./peed& <00mph6*00mph per level of experience. (inimum speed is 870$mph.Famage& *dx*06*0 damage per level of experience.;enetration& 6* per level of experience. Fivided in half against dense targets. utomatically damages ;ower rmours, ybernetics, Nobots,Pehicles, and ;/& (etal mutants.ctions& ounts as two actions'onus& 6* to stri$e.

;3 0enerate Electricity:The character generates a field of electrical energy around himself !anyone who hits them will ta$e the listed damage" or can will an electricalfield with a radius of *m per level of experience around himself or anchor it elsewhere. The field can be used to trap and attac$. This attac$consumes four of the characterDs actions.Nange& The electrical field can be proAected up to 8m away.

Famage& 8d9 damage 6 8 per level of experience.Furation& 80 seconds. <3 %n(isi4ility -impro(ed/ =TEMND/ HMT+& The original invisibility power was pathetic and suitable only as a minor super ability rather than a maAor power. TheInvisibility power is the ability to warp to entire light spectrum to produce the illusion of invisibility. The improved power warps the infraredspectrum and is truly only susceptible to motion !detection of eddy currents in the air" and olfactory detection. The GightC/hifting ability alsoenables the character to cancel out any single spectrum of visible or invisible light !infrared, ultraviolet, etc." Turning invisibleKvisible ta$es onemelee action.

The follo.in+ a4ilities apply:The ability lasts for as long as the character re?uires.Invisible field& circular field of affect can be created to turn obAects invisible. This field has no protective properties and no (.F. rating. Themaximum size is a *8m area plus 8m per level of experience.If inAured, the characterDs body fluids !blood etc" will remain invisible until the area of affect has been exceeded. blood trail will appear notfrom directly under the character but will appear once the Invisible field has moved out of the area of affect. Hote that canines would still be ableto trac$ the invisible blood trail.an ma$e obAects or living matter invisible 78$g per level. Nange& *00m.

an turn any part of hisKher body !or another personDs" invisible or visible !e.g. leg, hand, head".utomatically receives the 'end Gight minor power.Mther 'onuses& 670L ;rowl !or use it as a base", 6*0L pic$poc$ets and 6<L to any deceit and @sleight of hand@ related s$ill, 6*F9 (..2=3 M3)3C )ura4ilityThe haracter can withstand (.F. damage amounting to his normal body5s Eit ;oints and /.F. combined6700 to (.F.. K/.F.. per level.223 !ther A4ilities D onuses:Impervious to cold electrical attac$s !Ho Famage"4ire U energy attac$s to half damagean accurately sense the air temperature within *d degrees.This power is mental, and so benefits from a high (.+. dd a 6* to stri$e and deflectK parry to each of the above powers for an (.+. of *9C7*, a67 to each if the (.+. is 77C7, or a 68 bonus for an (.+. of 7 or higher. an s?ueeze through $eyholes and crac$s in one melee action, and is

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67 on initiative, 6 to dodge, 6 70L to prowl, but cannot inflict megaCdamage, Aust normal /.F.. damage. lthough he can pic$ up and carry upto <00 pounds, the warloc$ is C7 to stri$e using weapons of any $ind.

Comet:'3'3E,%3S3'3,Chi: *8.Ran+e: none.)uration: see below.

Area of Effect: see below.)escription:This spell calls a comet down out of the s$y. It will hit in 7d*0 hours right on the spot where the spell was cast. It will demolish a radius of 7d9C*$ilometers and cause huge windstorms and fires in the surrounding areas. The caster had best be careful to leave ?uic$ly unless heDs committingsuicide. This spell is powerful enough to attract the attention of a god if his followers are hit with it. This spell tends to create a spectacular crater.The comet will be visible for *0d*0 minutes before it hits. If a comet is actually visible in the s$y it may be called down, in which case it hits in*0d*0 minutes and does @more@ damage.

Rasen+an 旋丸 literally GSpiralin+ SphereG

The /piraling /phere is a techni?ue invented by the ninAa ir 'ender with the power of aero $inesis after three years of development. Itre?uires a very high level of cha$ra control. The /piraling /phere incorporates the cha$ra control learned from the treeCclimbing and waterCwal$ing exercises to create a ball of concentrated, spinning cha$ra in the userDs hand that is slightly larger than a baseball, very similar to theforces in a tornado. 4or training purposes, teaching the techni?ue is bro$en into three steps. The first, emphasizing rotation, the user has to learnto pop a water balloon by spinning the water inside in multiple directions with their cha$ra. The second step, emphasizing power, they do thesame with a solid rubber ball. /ince the rubber is thic$er and air is completely different from water, it forces the user to rely mostly on densercha$ra to brea$ it. The final step, emphasizing control, the user has to form a complete /piraling /phere by combining what they learned in theprevious two steps and ma$ing a ball shape shell around the spinning cha$ra to hold it in regular shape. regular balloon is often used to trainma$ing the shell. In ;art II, The /piraling /phere re?uires no hand seals to perform, instead relying entirely on the cha$ra control of the user.Mnce the user creates a stable /piraling /phere, however, it becomes selfCsustaining, so the user does not need to provide any more cha$ra afterforming it. The force of the spinning cha$ra grinds into whatever it touches, causing maAor damage. The force of the attac$ also causes significantinternal inAury. The user can also release the spinning cha$ra, creating a violent explosive force at the point of contact. !8F9xl0 /F", landing

8Fxl00 feet away automatically $noc$ing the opponent down and $noc$ing them outVspinning the whole wayW, automatically $noc$ing themdown and out..The one drawbac$ of the /piraling /phere, if it can be considered as such, is that it re?uires great cha$ra control. Mf course, thiswill not be a drawbac$ if the user has learned the techni?ue, because they already possess the necessary cha$ra control. It can be a problem ifsome force is disrupting the userDs ability to mold cha$ra. =nli$e the Mne Thousand 'irds, there is no definite limit to the amount of times thistechni?ue can be used in a day. 'ecause it uses far less cha$ra in comparison, it doesnDt carry the same overCuse ris$ as the Mne Thousand 'irds,either.The techni?ue of the /piraling /phere can be used as an @allCpurpose Autsu@. It can be used to mix the ingredients for noodles ?uic$ly and evenly,li$e a blender. The user can uses it to create a path through a maze of houses, in order to see through everything behind the walls. 1hileoutrunning some ninAa, the user can use it to as a propeller for a boat. The attac$ costs 7< hiK;.;.+. KI./.;.

Rasen+an "irentotsu literally GT.in Spiralin+ SphereG

4irst, the ir 'ender clones himself. The clone each form a /piraling /phere of two different colors in both of the ninAaDs hands !one red from thefire energy cha$ra, the other green from wind energy". The ninAaDs clones ta$e the left hand and right hand and together they hit the opponent.Foing an attac$ that hurls the character5s opponent away in a mighty blow !9F9xl0 /F", landing 9F9xl00 feet away Vspinning the whole wayW,automatically $noc$ing them down and out..

$aBeton Rasen+an 風遁・ 旋丸 literally GWind Release: Spiralin+ SphereG

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The ir 'ender combines the /piraling /phere with 1ind based cha$ra to $noc$ the opponent even farther bac$ away from them& This is anattac$ that hurls the character5s opponent away in a mighty blow !8F9xl0 damage 68d9x*0 wind damage", landing 8Fxl000 feet awayVspinningthe whole wayW, automatically $noc$ing them down and out.. The attac$ costs <0 hiK;.;.+. KI./.;.

dama Rasen+an 大玉 旋丸 literally G0reat all Spiralin+ SphereG

This is simply a larger and more powerful version of the  /piraling /phere, but also more unstable. The ir 'ender will need clones to form andcontrol the energy. This is an attac$ that hurls the character5s opponent away in a mighty blow doing massive damage& !*0F*0xl0 /F", landing*0F*0x700 feet away Vspinning the whole wayW, automatically $noc$ing them down and out. The attac$ costs *00 hiK;.;.+. KI./.;.If the wind master has some sort of device made to allow a normal human to fly such as a hang glider then the ir master can flight with the samebonuses and penalties as the super power of 4light winged and 4light 2lideFli+ht: 0lideThis power allows the character to ride air currents to fly and hover in the air. (aximum gliding speed outdoors is 90C0$mph !pproximately*C78 meters a second"% half indoors. Fiving with a boost from strong winds or from an airplane or great height !s$yscraperDs roof top", is*:0$mph !pproximately <7 meters a second".onuses .hen 0lidin+:6* on initiative6* to stri$e6* to parry67 to dodge

Fli+ht: Win+edthis super being has actual wings that give himKher the power of flight. =nfortunately, wings are difficult to conceal !average wing span is 8.<C<.<m". They are incredibly hard to conceal. 1ings can be carefully folded, tuc$ed and restrained with minimal discomfort. 1ings that are pulledbac$ and strapped in place impair the characters mobility. !or use a hangglider"'enalties:C* on initiative.C* to stri$e.C* to parry.C* to dodgeNeduce on foot speed by *0Lonuses in Fli+ht: pplicable only if there is room for the characterDs wings C he can hover several inches above the ground during combat inorder to use full bonuses.

/peed C 7<0$mph !pproximately 0 meters a second" plus *0$mph !pproximately 8 meters a second" per level.cceleration is 70$mph an action.67 to ;.'.dd one extra attac$ per round67 to stri$e67 to parry6 to dodge when hovering or flying under *70$mph69 to dodge when flying *7*$mph or faster.6 to damage for every 80$mph of speed.60 to /.F.., plus each wing has 80 /.F.. ttac$ing a wing is a called shot. Ho /.F.. e?uals crippled wing. 1ings heal *d6 /.F.. per dayand membranes, feathers, and tissue will regrow in *d wee$s.

Standard Mo(es

These moves are used by other martial artists, but have !to a certain extent" been adopted by the ir 'enders as their own. The following moves

are available from those listed in HinAas and /uperspiesK(ystic hina& ll 'ody Eardening +xercises, including Femon Eunter +xercises !exceptontrol Nevulsion and Femon 1restling"% the temi bilities of Heural temi, 'lood 4 low temi, and 2rasping Eand temi% hi wareness!must be ta$en separately from any other hi ;ower, as must all other abilities that are normally automatic for selecting a hi ;ower"% the (artialrts Techni?ues of 4alling and'rea$ing, and the hi 'all 3ata.

a 0ua Circle $ata: This is a highly defensive 3ata that involves circling to cover all eight directions from attac$. ll parries for the entiremelee round are made at 6 8 and GG attac$s can be parried from any direction. In addition, one attac$ per melee round may be delivered thatinflicts the normal damage with either a 3nifeCEand or 'ac$hand.

'un 0un+ i Weapon $ata: Includes a special 1.;. allowing the character to use Pun Gung Bi) These are paired weapons designed for use withthe open palm techni?ues of Ba Gua) +asy to hide on the body, the character slips them on li$e rings, one on each middle finger. 1hen using  Pun

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Gung Bi, the 3nifeCEand and 'ac$hand stri$es both do an additional *F9 point of damage. ;lus, the Pun Gung Bi can be used to parry sharpobAects without damage to the hand.

Ei+ht Tri+rams Empty 'alm"ame: Ea$$e 3XshY,八卦空掌, literally @+ight Trigrams +mpty ;alm@ or @+ight Trigrams Pacuum ;alm@ or @+ight Trigrams ir ;alm@

This Techni?ue is similar in practice to +ight Trigrams ;alms Eeavenly /pin, but has a specific target rather than a general area. To perform it,the character does a palm thrust at an opponent while expelling a large burst of cha$ra from his palm. This violently pushes the opponent away.

The opponent does not need to be within his reach for the attac$ to be effective, this attac$ does no damage and bypasses armor effects are&A+ony: particularly cruel and painful attac$ that incapacitates its victim with pain. =nder the influence of the attac$, the victim has no attac$sper melee, cannot move or even spea$% only writhe in agony. lthough there is no physical damage !no /.F.. or hit points are lost", the pain ivery real, and it will ta$e another minute for the victim to regain his full composure. Furing that minute his number of attac$s per melee arereduced by half, speed is reduced by half, and he suffers a penalty of # * to stri$e, parry and dodge.lind: Temporarily $noc$s out the victimDs optic nerves, rendering that person ?uite helpless. Pictims are C*0 to stri$e, parry and dodge.)eafness: an be caused by manipulating the eardrum. Pictims cannot hear anything, and are C9 to parry or dodge attac$s from behind. Inaddition, the shoc$ of suddenly becoming deaf ma$es them C8 to stri$e, parry or dodge any other attac$s, and they automatically lose the initiativeon all attac$s while deaf.Ecstasy: This attac$ is a very dangerous reversal of the gony attac$. 1hile the gony attac$ activates all of the victims pain centers, the+cstasy power does the reverse and activates all of a victims pleasure centers. The attac$ creates the same effects to a targets activity that theagony attac$ does but does it for the opposite reasons. 4or the first minute, the victim will be able to do nothing but writhe in pleasure. fter thatinitial minute, the target ta$es another full minute to regain full composure and during that time the number of his attac$s will be reduced by half,speed will be reduced by half, and will have a penalty of C* to stri$e, parry, and dodge, and has a *0L chance of victim being addicted to it perapplication cumulative.The big danger of the power is not the effect the power has in combat but that some psychics have used the spell to profit off of victims similarlyto the way drug dealer will addict people to drugs. They can do this by using the power for free or a reduced price and then once the person is

addicted, they raise the cost of the power astronomically or ma$e the person do Aobs for them under the threat of not using the power anymore.The process of addiction ta$es from two to four wee$s normally. The other disadvantage is that addicts of this power will get no save against thepower even if it is cast on them in combatNumored and only whispered is that some psychics have used the powers agony and ecstasy together. 4or every two sessions of this, the targetmust save against insanity. If this power combination is used often for over two months, their pleasure and pain centers will get mixed up andwhenever a person feels pain, they will feel pleasure as well !2(Ds choice of actual effects".Mute: Impairs the victimDs vocal cords, ma$ing speech impossible. Pictims are li$ely to be shoc$ed and panic, ma$ing them C7 to stri$e, parryand dodge for the first melee MHG-.!R0ASM: +ffect& ;robably the gentlest and most pleasurable incapacitation attac$ to date that functions by stimulating the victimDs body intofeeling an intense sexual orgasm. 1hile under the power of the attac$ the victim will have no melee actions, can barely move, and cannot ma$eany intelligible sounds other than a faint moan of pleasure. There is no physical damage inflicted by this attac$ , although the character may wishto clean their shorts shortly after succumbing to the spellDs effects. fter the brief incapacitation period, the victim will need another *F minutesto regain their composure. =ntil such time the characters attac$s per melee and speed will be reduced by half. They will also suffer a C* penalty toall combat bonuses and C<L to s$ill performance. Mnly one person may be affected per use of this attac$. It should be noted that although thisattac$ suffers from a shorter incapacitation time than the gony attac$, of which it is derived, it is more sought by characters of good alignmentswho would not bring such pain as the gony attac$ on any living creature while at the same time, totally incapacitating the victim of the attac$.

'ain: 'y manipulating the nerve centers the psionic can induce terrible pain, shooting throughout the body. Pictims are C9 to stri$e, parry, anddodge, and ta$e one point of damage off their Eit ;oints !not /.F.." per each minute affected.'aralysis: Immobilizes the motor part of the brain, causing legs and arms to stop functioning. Pictims are completely incapacitated for theduration. Hote& paralyzed character can still use psionics but only if he has line of sight on his intended target. /pell casters need to spea$, sothey cannot cast spells while paralyzed.'%"S D "EE)&ES: +ffect& This uni?ue attac$ causes its victim to experience the stinging @pins and needles@ sensation as if the blood flow inthat particular limb of the casters choice has been temporarily cut off and then restored. If used on a leg the victim will run at *K7 speed, C tododge, and have a C<L s$ill penalty from the distraction. ny s$ill re?uiring the use of a leg will be at C7<L. If used on an arm, that particulararm will be C to stri$e and parry, and any s$ills re?uiring manual dexterity will be at C7<L, other s$ills will only have a C<L penalty. If used onthe head, the victimDs face will become flush and is very distracting giving them a C* on initiative, stri$e, parry, and dodge bonuses as well as aC<L s$ill penalty unless trying to spea$ in which the character has a C0L language penaltyO They will also have a temporary C7 to their (.. and;.'. as no one can ta$e their appearance and voice seriously. =sing this attac$ on the torso will give the victim a C7 initiative, C* stri$e, parry, anddodge, and a C<L s$ill penalty. lso when used upon the torso, sex will be no pleasure less no matter how hard the victim tries, even if affectedby the orgasm spell. Mn the plus side, however, any limb affected by this spell is impervious to all other pain, which can be a boon to woundedpeople with no anesthetics handy.Release: The attac$er manipulates the victimDs pressure points in such a way that the victim either vomits or defecates or urinates. This attac$re?uires a natural /tri$e roll of * or better. The attac$er chooses the effect. If the attac$ is successful, the victim loses initiative, and *F9 melee

actions, must have art of offense and art of defense to gainStun: This attac$ disorients and confuses its victims. Pictims forfeit one attac$ per melee, speed is cut by half, and the character is C to stri$e,parry, dodge, disarm, and all combat moves.Tissue Manipulation: ffects the tissueDs connecting nerve fibers which can cause a variety of effects. 'y irritating the nerve fibers, a victim willsuddenly feel itchy, as if brea$ing out in a severe rash. Through endothermic manipulation the victim can also be made to suddenly feel cold orhot while everyone around him feels fine. GG three conditions are more annoying or frightening than physically impairing. In each case thevictims are C* to stri$e, parry and dodge, and this attac$ pushes opponent bac$ *C*00 ft per time hit.

)uatsu: Includes a thorough study of the art of acupuncture !healing by inserting needles into the body". The result is the ability to resuscitate acharacter by touch alone. Fuatsu can be used to instantly reverse the effect of any other temi attac$, except Fim (a$O It can also be used tosnap a character out of a 3noc$CMut, /tun, ;aralyze or any other form of temporaty shoc$. It only ta$es one melee round attac$Kaction to performEealing temi. Hote& Eealing temi does nor restore hit points, /F. or hi. Fim (a$& vailable to characters with the TienCEsueh (artial rt4orm automatically. Mne of the most insidious attac$s in the history of martial arts, a successful Fim (a$ dooms the victim to a slow and

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wasting death This wor$s by disrupting the bodies natural ability to regenerate chi and therefore loses the ability to heal. 2radually the victim5sthi wears away to zero. t zero chi the victim can not recover /.F.. or hit points, becomes more and more vulnerable to inAury, disease anddeath. =nable to heal themselves, the characters are in serious peril and a legendary cure must be sought.haracters must use a one finger attac$ in order to deliver the Fim (a$. /tri$e. ;arry and Fodge rolls wor$ in the usual way. If successfullyparried or bloc$ed Fim (ali is avoided. If the parry or dodge roll fails the character is struc$, but can try to roll with the Fim (a$ attac$ to avoidfull damage. successful Noll with ;unchK4allllmpact means the victim ta$es one !* point of damage, plus the attac$er5s damage bonus, direct tohit points, but is not afflicted by Fim (a$. HMT+& haracter5s with good alignments will never use Fim (a$. It5s Aust too evil. /ee the 2ame(aster /ection for finding a cure to Fim (a$

Chian Hsi Tien Hsuh -Seal the reath 1ital 'oint/1hen this atemi point is struc$, it interferes with the targetDs ability to breath. There are three different points, with three different levels of effect.The first re?uires a Hatural *7 or better to hit, and reduces the targets effective ;.+. to 8K of what it originally was. The second re?uires Hatural*< or better to hit, and reduces the targets effective ;.+. to *K7 of what it originally was. The third re?uires a Hatural * or better to hit, andreduces the targets effective ;.+. to *K of what it originally was. This lasts for *F hours. If the target manages to successfully Noll with;unchK4allKImpact this is reduced to 8F minutes.)im Mak: vailable to characters with the TienCEsueh (artial rt 4orm automatically. Mne of the most insidious attac$s in the history of martialarts, a successful Fim (a$ dooms the victim to a slow and wasting death This wor$s by disrupting the body5s natural ability to regenerate chi andtherefore loses the ability to heal. 2radually the victim5s chi wears away to zero. t zero chi the victim cannot recover /.F.. or hit points,becomes more and more vulnerable to inAury, disease and death. =nable to heal themselves, the characters are in serious peril and a legendarycure must be sought. haracters must use a one finger attac$ in order to deliver the Fim (a$ /tri$e. ;arry and Fodge rolls wor$ in the usualway3 If successfully parried or bloc$ed Fim (ali is avoided. If the parry or dodge roll fails the character is struc$, but can try to roll with the Fim(a$ attac$ to avoid full damage. successful Noll with ;unchK4allKImpact means the victim ta$es one !* point of damage, plus the attac$er5sdamage bonus, direct to hit points, but is not afflicted by Fim (a$. HMT+& haracter5s with good alignments will never use Fim (a$. It5s Austtoo evil. /ee the 2ame (aster /ection for finding a cure to Fim (a$

Ei+ht Tri+rams SityFour 'alms

+ight Trigrams /ixtyC4our ;alms

"ame: Ea$$e No$uAXyon /hY,八卦六十四掌, literally @+ight Trigrams /ixtyC4our ;alms@

This Techni?ue closes off sixtyCfour specific cha$ra points !ten+etu" on an opponentDs body with the 'a 2ua style, effectively eliminating theirability to use cha$ra for ?uite some time and ma$ing it ?uite difficult for them to move. It begins with the closing of two cha$ra points, followedby four more, then eight, then sixteen, then thirtyCtwo, and then sixtyCfour stri$es. +ach set of stri$es is done at an increasing pace. The symbol

that appears beneath the user while performing this techni?ue is the Taoist symbol, 'agua.In the ;aruto video games the number of stri$es is approximately halved, with the number of stri$es adding up to sixtyCfour rather than the finalblow consisting of sixtyCfour individual stri$es& !<0 chi to activate" =ses all attac$s for the melee round 9 hit 6*d96ps dmg per hit can belayered with other techni?ues, never misses, must be first attac$ of the round and removes Z of opponents !;.;.+.KI./.;.Khi" *C* hour durationEi+ht Tri+rams 'alms Hea(enly Spin

+ight Trigrams ;alms Eeavenly /pin

"ame: Ea$$eshY 3aiten,八卦掌回天, literally @+ight Trigrams ;alms Eeavenly /pin@, Englih .<  @+ight Trigrams ;alm Notation@

This Techni?ue utilizes the cha$ra control gained through 'a 2ua training to release a huge amount of cha$ra from the userDs cha$ra points whenstruc$. The released cha$ra bloc$s any possible attac$. The user then spins themselves rapidly to parry the attac$, both creating a shield of cha$raaround themselves and tossing away any wouldCbe attac$ers& ;+6(+ x*006*006*00Klv *C*00ftr 6<parry no actions possible while the techni?ueis in action while up *hr6*hrKlv.

Ei+ht Tri+rams !ne Hundred T.entyEi+ht 'alms"ame: Ea$$e Eya$u HiAXhachi /hY,八卦百二十八掌, literally @+ight Trigrams Mne Eundred TwentyC+ight ;alms@ !a.$.a. @Fivination 4ield&

Fivine Mne EundredCTwenty +ight /tri$es@"This techni?ue is essentially a doubled version of +ight Trigrams /ixtyC4our ;alms. Gi$e the former, it closes off the opponentDs cha$ra points inan exponentially increasing number of ?uic$ successive stri$es. =nli$e the former, it closes off twice as many at twice the speed. lternatively, itcan be used to hit a great number of targets very ?uic$ly. It has a slightly different stance than the lesser form in which the upper body is slightlyrotated to the right. This stance activates the characters at the edge of the divination field to begin the techni?ue. & !*00 chi to use uses all attac$s

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for the melee round" *7hit 6*d96;./. dmg per hit can be layered with other techni?ues, never misses, must be first attac$ of the round andremoves all !;.;.+KI./.;.Khi from the opponent"*C* hour duration.

Soul spark& touch *Kh *C*d*0 6*d*0Klv 6 ;./.! an be Gayered with other attac$s"

Shoryuken: *d*0[*0Klv 6;./. 6 ;unch [7 6$b U up *d70 670ftKlv 6*ftK;/ can be used to counter an attac$ if you have anticipation s$ill

Flash $ick: *d*0[*0Klv 6;./. 6 $ic$ [7 6$b U up *d70 670ftKlv 67ftK;/ can be used to counter an attac$ if you have anticipation s$ill

Hurricane $ick: *d*0[*0Klv 6$ic$ [ 6;./. hits times

Me+a Hurricane $ick: hurricane $ic$ [*0

Hurricane 0ra4: *d9[:0 6$b 70ft 6 auto 3noc$ Fown 63M

Multi%ma+e: creates 6Klv images of fighter when multiCimage is active opponents need a natural * stri$e roll to actually hit the real fighter,image is destroyed as soon as it is hit

Sonic 4oom& *Kh *C*d*0[*0 6*d*0[*0Klv *C70ftr 000ft 6<s can be used to counter an attac$ if you have anticipation s$ill

Sonic 4litB& sonic boom x*0Kh

&i+htnin+ 4olt: *Kh *C*d*0[*0 6*d*0[*0Klv *C<ftr 000ft 6<s can be used to counter an attac$ if you have anticipation s$ill

Electric 4litB& lightning bolt x*0Kh

Wind last Shock.a(e: *C*00ftr point blan$ range $b:00ft 6*d9[:0

Wind: Fist punch, Aab or open hand stri$e that inflicts an additional IFx*0 (.F. !in addition to normal hand to hand damage" to supernatural beings,demons, elementals, and creatures of magic, including dragons and, incidentally, other ir 'enderO This attac$ costs hi and counts as two meleeattac$sKactions and can be combined with a power punch.Cost: < hi per stri$e.

Wind: $ickThe ir 'ender learns to channel his hi into a powerful $ic$ that does *F9x*0 (F. !in addition to normal hand to hand damage" to supernaturalbeings, demons, elementals and creatures of magic, including dragons and other ir 'ender. The attac$ counts as two melee attac$sKactions andcan be combined with a power punch $ic$.Cost:  hi per attac$

Wind: &eap 'unch:

powerful leap punch that inflicts 8Fx*0 (.F. to supernatural beings, elementals and creatures of magic, including dragons. This must be thecharacterDs first and only attac$ for that melee !the leap concentration and focus uses up all other attac$s". ll the character can do after the $ic$ isdefend himself.Cost: *0 hi per $ic$.

Wind: &eap $ick powerful leap $ic$ that inflicts 8F9x*0 (.F. to supernatural beings, elementals and creatures of magic, including dragons. This must be thecharacterDs first and only attac$ for that melee !the leap concentration and focus uses up all other attac$s". ll the character can do after the $ic$ isdefend himself.Cost: *0 hi per $ic$.

Wind: Spirit Fist punch, Aab or open hand stri$e that unleashes a powerful tele$inetic force that inflicts the e?uivalent of the characterDs normal (.F. punch.Nange& five feet !*.< m" per level of experience. ounts as a normal melee actionKattac$. annot be used as a power punch or dragon fist.Cost: *0 hi per stri$e.

Wind: Spirit $ick

$ic$ stri$e that unleashes a powerful tele$inetic force that inflicts the e?uivalent of the characterDs normal (.F.. $ic$.Nange& five feet !*.< m" per level of experience. ounts as a normal melee actionKattac$. annot be used as a power punch or dragon fist.Cost: *0 hi per stri$e.

Wind Aura of )efenseThe ir 'ender uses his hi to create a s$inCtight force field around his body. This barrier has ;.+. 6 (.+. 6*<0 (.F.. plus *<0 (.F.. perlevel of experienceO The aura can be maintained for one minute ! melees", but can be reactivated at the beginning of each new melee round forthe cost of *0 hiCost: *0 hi. are ;+N(H+HTG- lost when this techni?ue is initially learned, plus it costs *0 hi per minute.

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Wind stars: This power wind user creates 8 throwing stars made out of 1ind +nergy per hand the character has that can be thrown *000ft 6 tostri$e with them.Chi Cost:*0

)uration:<min 6<minKlv)ama+e: *d[*0 6*d[*0Klv 6<sKint can be lin$ed to a regular star

Wind )a++er: This power wind user creates * Fagger% of creator5s choice, made out of 1ind +nergy per hand the character these weapons cannever be $noc$ed out of a characters hand, and can never be loaned to another person, these daggers can also be thrown *000ft.

Chi Cost:<)uration:<min 6<minKlv)ama+e: *d9[*0 6*d9[*0Klv 6<pKsKint can be lin$ed to a regular dagger

Wind s.ord: This power wind user creates * /word% of creator5s choice, made out of 1ind +nergy per hand the character these weapons cannever be $noc$ed out of a characters hand, and can never be loaned to another person.Chi Cost:*<)uration:<min 6<minKlv)ama+e: *d[*0 6*d[*0Klv 6<pKsKint can be lin$ed to a regular sword

Wind .eapon: This power wind user creates * 1eapon% of creator5s choice, made out of 1ind +nergy per hand the character these weapons cannever be $noc$ed out of a characters hand, and can never be loaned to another person.Chi Cost:70)uration:<min 6<minKlv)ama+e: *d*0[*0 6*d*0[*0Klv 6<pKsKint can be lin$ed to a regular weapon

Special Weapons:

>hou )ao !+lbow 3nives"& pair of $nives, roughly 9@ long, single edged, with a slight curve. Mne is used for parrying, while the other is usedfor thrusting. Mriginally used by soldiers to disable cavalry, by means of rolling under the horse and driving the blades up !while being held in abac$hand slash position supported by the forearms" with their elbows, hence the name. )ama+e& *F each.a+ua )ao !'agua /aber"& n extremely large saber, with a single edged heavy blade over ft. long. )ama+e& 8F9.

&u *iao )ao !Feer ntler 3nives"& Goo$ing li$e a pair of crossed crescent blades, these paired weapons usually from C: inches, to up to 7ft.long. The four points, hoo$s, and edges of the $nives allow a 'agua artist to catch, hoo$, and loc$ empty hand and weapon attac$s, while at thesame time attac$ing with the other blade. It was thought that this 'agua exclusive weapon may have originally been designed to defeat the sword.)ama+e& *F9 each.

Emei Ci !+mei /tingers"& lso $nown as 'rass hopstic$s by some, this pair of thin metal rods, connected to a pivoting ring, which fits upon themiddle finger, was thought to be an underwater fighting weapon. Its design allows for a 'agua artist to apply his open hand techni?ues, as well asto deflect weapons. )ama+e& *F each.

*i >hua Iin Ian+ Rui !hic$en law -in -ang /harp"& distinctive weapon of 'aguazhang, using techni?ues based off of 'aguaDs emptyhanded combat style. +ssentially held by a handle, connected to a large blade running down the length of the forearm, ending in a sharp hoo$.bove the point where it is held, there are 8 sharp hoo$s, and the blade ends in a doubleCedged point, useful for stabbing. large curved andsharp hand guard protects the hand. Techni?ues for this weapon include thrusting, hoo$ing, cutting and sliding. Gi$e many other claw and hoo$weapons, they are useful in a pair. )ama+e& *F967.

0iau ChiB D 0iau ChiB *in -Staff/ manCsized staff, generally tall enough to come up over the wielderDs head and narrow enough so the thumband forefinger can overlap. It can be used to sweep, thrust, or bloc$. favored martial art techni?ue is to handle the weapon in the center,spinning it in a figure eight motion. haracters with a ;./. of ** or less will find a 2iau hiz easier to use, while those with a ;./. of *7 or morecan use the 2iau hiz Jin with no penalty !C* to stri$e and parry if ;./. is under *7". Weapon 'roficiency Type: 1.;. /taff. )ama+e: 7F for2iau hiz, 7F9 for 2iau hiz U 0iau Jin.