[Order of Nephomancy]

Copyright © 2001 by Robert J. Hall

Return to Fantasy HERO®.


The wizards of this order study and practice the interactions between the elemental plane of air and the other three elements. They can create, manipulate, and utilize the properties of various clouds of mist, vapor, dust, powder, and gas. To do so, however, the wizard must have contact with the surrounding air and must have a sample of the elements that he wants to manipulate. Thus the spells of this order will not function while underwater or in a vacuum. The magic of the clouds also tends to be somewhat unstable and chaotic in practice, and can cause some unpleasant health effects if the elements are not properly channeled and aligned.

The spells of a nephomancer usually express themselves with the emission of wispy vapors, a faint hissing of steam, and a vaguely dusty sensation on the flesh. The caster will often sweat profusely while manipulating these spell energies, and will frequently need to refresh himself with water if he is invoking prodigious amount of magic. Since nephomancy is more a state of mind than an arcane formula, the spells have no incantation requirements. Instead the caster must carefully clear and focus his mind, a task that can prove difficult in stressful circumstances.

Typical Limitations: Gestures (-1/4), 1/2 DCV Concentrate (-1/4), Characters must have at least 30 points in spells from the air college or this order (-3/4), Requires (Magic) Skill Roll which must be EGO-based (-1/2), OAF Sample of Element (-1), Side Effects (-1), Not underwater or in a vacuum (-1/4), Extra Time - Full Phase (-1/2).

Because of the ephemeral nature of this study, nephomancers are a rare breed and it is unusual to find more than one or two practitioners in a region. In addition, the knowledge they gain from their arcane studies is all but impossible to transcribe into written form, and so there is no large body of literature from which a student of this art can draw. The exception to this is the "Gathering of the Elements", a broad, wide-ranging treatise on para-elemental and quasi-elemental properties. An entire chapter of this tome is devoted to a discourse on the properties of steam and dust, and is invaluable for the would-be cloud adept. However, the large majority of the practitioners of this order are instead drawn from the ranks of those who have already mastered some form of elemental magic, particularly that of the air.

Those wizards who would study the properties of wind-borne elements are often found in areas where the elements clash, such as the earth and water along the slopes of mountains, or the air and earth in a dust bowl. However nephomancers eventually learn the secrets of dwelling in safety on the elemental planes, and often spend long periods in those strange realms investigating their properties. There are even rumors of a flying mist-shrouded fortress in these realms where a clique of nephomancers has banded together for some mysterious goal.


Adventure Hooks

  • A lonely sea village has been cloaked in mists for weeks and no ships have been able to visit or leave. The crazy old mist mage who lived in the lighthouse is rumored to be responsible, but nobody has seen the eccentric spinster since summer. People have started disappearing from the village, with no clue as to how or why they left. Now the daughter of the missing mage has shown up and has begun asking everybody a lot of questions about her mother.
  • Nobody in recorded memory has ever safely traveled across the great dust bowl. There are said to be strange, swirling creatures dwelling in that harsh region that can strip the flesh from the bone. Now an efreet has kidnapped the lovely daughter of the sheik and taken her to his brass palace in the heart of that dusty desert. A foreign cloud magi has been commissioned to lead a rescue party into the heart of the forbidding land.
  • Over the great capital a stationary cloud has appeared and has been hovering in place over the summer. Since then several mysterious events have been reported, including clouds of mist that moved with a purpose; toxic vapors erupting from the sewers; and fog banks that suddenly appear and then vanish almost as quickly. Strangely though nobody has been harmed by these events, or at least no corpses have been found. A messenger was dispatched to the mountain provinces and a now flight of hippogriff cavalry has arrived to investigate the cloud.

Magic Items

Horn of Fog

This bronze horn is over a meter in length, gradually tapering outward toward the end where it flares outward. The horn is straight for most of its length, bending only slightly before the end. The only adornment of note is an elaborate ring of gems encrusting the flare at the end. There are a variety of precious gems, all of which glow faintly when the horn is played.

The sound of this horn is low and sonorous, and can be heard for many kilometers. If the horn is blown continually for a period of five seconds or more, a steady stream of mist will begin to pour from the end. This mist will sink to the ground, covering the floor in a dense layer of fog. This mist remains low lying, never rising more than a few meters above the ground and sinking into any depressions. It will form a large mass of fog, spreading to form a cloud covering several kilometers.

Abilities:

  • Change Environment - Cloud of Fog (512" Radius), 0 END (+1/2), OAF Horn (-1), Independent (-2), Not underwater or in a vacuum (-1/4), Dispersed by normal environmental factors (-1/4), Extra Time - Full Turn (-1).

Active Cost: 75; Real Cost: 14

Mist Form Ring

A beautiful silver ring set with an alternating series of emeralds and rubies, this piece of jewelry would bring a handsome price all by itself. However it is also endowed with a powerful magical ability that can be activated by the command word inscribed on the inside of the band. Upon activation the body of the wearer will slowly become transparent and dissolve into a cloud-like form. While in this state the wearer can freely travel through any opening and can not be harmed by mundane physical weapons. However he is vulnerable to many forms of elemental magic and is unable to interact physically with the material world. He can return to his normal form at will.

It requires 5 END per phase to maintain this form. The wearer can return to normal at will.

Abilities:

  • Desolidification, Only pass through holes or porous materials (-1/4), Can not run (-1/2).
  • 2" Flight, 0 END (+1/2), Linked (-1/2).
  • Shapeshift (Patch of Mist), Linked (-1/2).

Combined: OIF Ring (-1/2), Independent (-2), Not underwater or in a vacuum (-1/4), Extra Time - Full Turn (-1).

Active Cost: 65; Real Cost: 12

Smoking Flask

What prompted the obscure Nephomancer Arris Steele to build this odd device is difficult to ascertain. Some speculate that it was made purely as an acedemic exercise by the eccentric and reclusive elementalist. Others believe it actually served to produce an environment to the summoning of certain rare beings from the elemental planes. At present, however, the only useful ability of the flask is to create a cloud of smoke that is all but inpenetrable to sight and excedingly unpleasant to attempt to traverse.

Flask will appear as a plain brass decanter sealed by a stopper that is attached to the mouth by a hinge. It has a somewhat slender neck that has two raised rings, allowing it to be readily proped up on its side. The round body of the flask has a curious bas relief image that wraps its way smothly around the vessel. This image depicts three dancing holding burning torches.

The decanter will feel hot to the touch and can only be handled comfortably by the handle. When the stopper is swung open the vessel will begin to emit a constant stream of smoke that will normally expand to form a dense, choking cloud. In even a mild breeze, however, the smoke will be swept away. The emission of this cloud will continue until the vessel is sealed once more.

Abilities:

  • 2d6 EB, NND (Appropriate life support, target holds his breath, immunity to smoke) (+1), Area Effect (2" Radius) (+1)
  • Darkness to Sight Group, 2" Radius, Linked (-1/2)

Combined: 0 END Persistent (+1); No Range (-1/2), Gestures (Open Stopper) (-1/4), Not in vacuum or a wind stronger than 5 kph (-1/2), OAF Decanter (-1), Independent (-2).

Active Cost: 120; Real Cost: 22

Staff of Clouds

This hollow copper staff is shaped like a shepards crook, with a gluted horn at the end of the hook. Many odd knobs project along the length of the staff, each forming a smooth, rounded protrusion with a puckered opening in the center. These openings occasionally make a hissing sound and emit a small cloud of various substances. The staff is surprisingly light in weight but is somewhat hot to the touch and uncomfortable to hold for long periods of time unless gloves are worn.

The exact origins of this staff and lost to history, although it is clearly the work of a master of the nephomantic arts. Small bands of runes can be faintly seen circling the staff, forming a sequence of odd icons from some unknown tongue. The staff possesses a number of magical powers, but the method of activating these abilities will require some experimentation. Each such power will requires breathing heavily into one of the puckered openings. When activated the horn of the staff will emit a unique tone, followed by steady emission of the activated cloud power.

Abilities:

  • END Reserve (180 END, 6 REC), Recovery halved when not inside a cloud of some type (-1/4).
  • Elemental Control (25 points) Nephomantic Powers, Gestures (-1/4), Not underwater or in a vacuum (-1/4)
    • Change Environment, 16" Radius, Vary (+1), Only to create or disipate clouds (-1/2), Uses END Reserve (5 END) - Form Clouds
    • Darkness to normal and infrared sight, 5" Radius Uses END Reserve (5 END) - Dense Mist
    • 5d6 Energy Blast versus ED - Steam, Area Effect (7" Cone) (+1), Personal immunity (+1/4), No Range (-1/2), Uses END Reserve (6 END) - Steam Eruption
    • 6d6 Energy Blast versus PD - Acid, Explosion (+1/2) Penetrating (+1/2), Uses END Reserve (5 END) - Acid Cloud
    • 10d6 Mind Control, Only versus cloud being (-1-1/2), Uses END Reserve (5 END) - Command Cloud Creature
    • Summon (120 point creature), Any Cloud Creature (+1/4), Uses END Reserve (7 END) - Summon Cloud Servant

Combined: OAF Staff (-1), Independent (-2).

Active Cost: 227; Real Cost: 59


Order Spells

Acid Fog

A cloud of mists is summoned, forming a fog at the affected location. This vapor is highly acidic and will eat away at any vulnerable materials for as long as it remains in effect. This cloud will only effect solid, non-glassy materials that are vulnerable to acids. Gaseous, plasma, or incorporeal creatures are uneffected.

A full liter of clean water is required to cast this spell. If the spell is improperly cast, however, the wizard will suffer intense, painful acid burns all over his body. These burns are quite painful and could be lethal if the caster is already weak. They may require much recuperation to heal.

Power: 1d6 RKA versus ED - Acid
Modifiers: Area Effect (4" Radius) (+1), Continuous (+1), Penetrating (+1/2); Reduced Penetration (-1/4), Only versus non-glassy solid targets (-1/2).
Power: Change Environment - Fog, 4" Radius
Modifiers: Linked (-1/2).
Combined: Gestures (-1/4), 1/2 DCV Concentrate (-1/4), Characters must have at least 40 points in spells from the air college or this order (-1), Requires (Magic) Skill Roll which must be EGO-based (-1/2), OAF Liter of water, expended (-1), Side Effects (2d6 RKA) (-1/2), Not underwater or in a vacuum (-1/4), Extra Time - Full Phase (-1/2). Active Cost = 67 points.
END Cost: 6; Magic Roll: -6; Casting Time: Full Phase.
Real Cost: 11.

Barrier of Steam

This spell will create a barrier of dense, scalding hot steam that will burn anything that attempts to pass through. The steam is super heated to temperatures beyond that which would be found in a kitchen, and anything more than a brief exposure will result in severe burns. The steam also limits visibility, making it very difficult to aim through the boiling cloud. The steam cloud is powered by extra-dimensional vents, which allows this spell to be maintained at relatively little cost energy from the wizard.

A full liter of clean water is required to cast this spell. If the spell is improperly cast, the wizard is scalded by a blast of steam.

Power: 1d6 RKA versus ED
Modifiers: Area Effect (3" Radius) (+1), Continuous (+1)
Power: Darkness to Sight, 3" Radius
Modifiers: Linked (-1/2).
Combined: 1/2 END (+1/4); Gestures (-1/4), 1/2 DCV Concentrate (-1/4), Character must have at least 30 points in spells from the air college or this order (-3/4), Requires (Magic) Skill Roll which must be EGO-based (-1/2), OAF Water, expended (-1), Side Effects (2d6 RKA Steam) (-1/2), Not underwater or in a vacuum (-1/4), Extra Time - Full Phase (-1/2). Active Cost = 79 points.
END Cost: 4; Magic Roll: -8; Casting Time: Full Phase.
Real Cost: 13.

Body of Mist

The body and equipment of the caster blurs and shifts into the form of a cloud, becoming a nebulous patch of mist. While in this shape the wizard is able to fly gently about and pass through any opening or porous material. He can not interact physically with the material world, however, and he remains vulnerable to fire, wind, and any elemental magic or magical beings that will effect air or water.

Casting this spell requires an amount of water at least equal in volume to the caster and his equipment. The water must be reasonably free of impurities and within touching distance of the caster. A lake, river, brook, or ocean will suffice, as will a large fountain pool. If the spell is not properly cast, however, the severe disruption to the body will cause dizziness and poor coordination lasting up to several hours.

Power: Desolidification
Modifiers: Only pass through holes or porous materials (-1/4), Can not run (-1/2).
Power: 2" Flight
Modifiers: 0 END (+1/2); Linked (-1/2).
Power: Shapeshift (Patch of Mist)
Modifiers: Linked (-1/2).
Combined: Gestures (-1/4), 1/2 DCV Concentrate (-1/4), Characters must have at least 40 points in spells from the air college or this order (-1), Requires (Magic) Skill Roll which must be EGO-based (-1/2), OAF Pool of clean water, Bulky (-1-1/2), Side Effects (4d6 DEX Drain, Recover 5/hour (+3/4)) (-1/2), Not underwater or in a vacuum (-1/4), Extra Time - Full Phase (-1/2). Active Cost = 65 points.
END Cost: 5; Magic Roll: -6; Casting Time: Full Phase.
Real Cost: 12.

Burning Smoke Cloud

When this spell is cast an irregular black lump flies toward the target location and immediately spews forth a dense cloud of noxious, burning smoke. The lump is completely consumed by the eruption, although it emits a rapid crackling noise while doing so. The smoke at the center of the cloud completely blocks all sight. Anybody caught within the cloud will suffer severe problems trying to breathe as the smoke will burn the tissues of the respiratory system, and cause them to clench shut. The smoke also burns the eyes and is uncomfortably hot to all but the most extreme heat-innured creatures, such as those beings from the elemental plane of fire.

A lump of charcoal as large as a fist is required for this spell, and the material is completely consumed by the casting attempt. If the spell is improperly cast, the wizard and anybody in the immediate vicinity will be painfully burned by a stinging cloud of fiery sparks.

Power: 2d6 Energy Blast versus PD
Modifiers: Area Effect (3" Radius) (+1), Continuous (+1), NND (Hold breath or appropriate life support) (+1).
Power: 1d6 Drain Sight Sense
Modifiers: Recover 1/hour (+1), Area Effect (3" Radius) (+1), Continuous (+1); Linked (-1/2), Not while eyes are shut (-1/2), No effect against extreme heat life support (-1/4).
Power: Darkness to Sight Group, 2" Radius
Modifiers: Side Effects (4d6 Energy Blast, Explosion (+1/2)) (-1/2), Linked (-1/2).
Combined: 1/2 END (+1/4); Gestures (-1/4), 1/2 DCV Concentrate (-1/4), Characters must have at least 40 points in spells from the air college or this order (-1), Requires (Magic) Skill Roll which must be EGO-based (-1/2), OAF Charcoal Lump, expended (-1), Not underwater or in a vacuum (-1/4), Extra Time - Full Phase (-1/2). Active Cost = 122 points.
END Cost: 6; Magic Roll: -12; Casting Time: Full Phase.
Real Cost: 23.

Clear Air

This spell will create a pocket of clear, breathable air wherever a cloud-based effect has taken hold. Thus it will clear away visible gas, choking dust, hot steam vapors, and so forth. Once cleared the air can be subject to further cloud-based effects that make their way in from the edges. If the air is still, however, this may require a few minutes. This spell can also be used to dispel certain types of magic spells.

Casting this spell requires a flexible bladder that must be inflated by the caster. If the spell is improperly cast, the wizard will be severely nauseated for a few minutes.

Power: 10d6 Dispel
Modifiers: Any cloud-like effect (+1/4), Explosion (+1/2); Gestures (-1/4), 1/2 DCV Concentrate (-1/4), Characters must have at least 30 points in spells from the air college or this order (-3/4), Requires (Magic) Skill Roll which must be EGO-based (-1/2), OAF Inflated bladder (-1), Side Effects (6d6 Drain STUN) (-1), Extra Time - Full Phase (-1/2). Active Cost = 52 points.
END Cost: 5; Magic Roll: -5; Casting Time: Full Phase.
Real Cost: 12.

Cloud Awareness

Upon casting this spell, barely perceptible tendrils of vapor will stream forth from the forehead of the wizard. These will pierce the gloom of any cloud, mist, haze, or gas to serve as a type of sight for the nephomancer. The effectiveness of this spell is limited, however, as the tendrils can only percieve the outlines of physical objects in the cloud. It also becomes much less useful at distances beyond a range of 4".

Any wind stronger than 5 kph will completely negate this spell, as the tendrils will be torn apart. They can also be damaged by heat and will evaporate in temperatures above 50 Celsius. A half liter of water is required to cast this spell. If the spell casting roll is failed, the wizard suffers from profuse sweating and will become dizzy and light headed for several minutes.

Power: Spatial Awareness
Modifiers: PER reduced by double normal range penalty (-1/4), Gestures (-1/4), 1/2 DCV Concentrate (-1/4), Characters must have at least 20 points in spells from the air college or this order (-1/2), Requires (Magic) Skill Roll which must be EGO-based (-1/2), OAF Clean Water, expended (-1), Side Effects (4d6 Drain DEX, Recover 1/minute (+1/2)) (-1), Not underwater or in a vacuum (-1/4), Not in temperatures above 50 celsius (-1/4), Not in winds greater than 5 kph (-1/4), Extra Time - Full Phase (-1/2). Active Cost = 25 points.
END Cost: 2; Magic Roll: -2; Casting Time: Full Phase.
Real Cost: 4.

Cloud of Incense

Curling wisps of multi-colored smoke arise from the ground in the area where this spell is cast, producing a cloying scent that overwhelms the olfactory senses. The odors will be a combination of unusual but pleasant scents that overwhelm even the most unpleasant smells, but the scent is present in such an overwhelming quantity that it becomes unpleasant merely from its intensity. Attempts to track an odor theough the scented area will prove nearly impossible. A steady wind will soon disperse the incense odor, but will also remove the scent it was intended to mask.

A mixture of finely ground flower petals is required to cast this spell. If the wizard does not properly cast the spell, however, he will temporarily become dizzy and nauseous from inhaling powerful odors.

Power: 2d6 Drain Tracking Scent
Modifiers: Area Effect (4" Radius) (+1), 0 END Persistent (+1); Costs END to cast (-1/4), Gestures (-1/4), 1/2 DCV Concentrate (-1/4), Characters must have at least 30 points in spells from the air college or this order (-3/4), Requires (Magic) Skill Roll which must be EGO-based (-1/2), OAF Flower Petal powder, expended (-1), Side Effects (3d6 Drain DEX) (-1/2), Not underwater or in a vacuum (-1/4), Not in winds greater than 10 kph (-1/4), Extra Time - Full Phase (-1/2). Active Cost = 60 points.
END Cost: (6); Magic Roll: -6; Casting Time: Full Phase.
Real Cost: 11.

Cloud Stride

When this spell is completed the body of the caster will become partially vaporous and much lighter in weight. Clouds will swirl around the legs of the caster, supporting his form. Normally these mists will only serve to slow the descent of the caster's lightened form. When his lower body is completely inside a cloud, however, the caster can climb or descend through the vapors merely by walking. A half-liter of water is required for this spell. If the spell is improperly cast, the body of the wizard will become very lax and he will suffer from temporary weakness.

Power: 6" Flight
Modifiers: Only to descend as 6" Gliding when lower body is not inside a cloud (-1/2), Flight limited to maximum Running rate (-1/4), Gestures (-1/4), 1/2 DCV Concentrate (-1/4), Characters must have at least 20 points in spells from the air college or this order (-1/2), Requires (Magic) Skill Roll which must be EGO-based (-1/2), OAF Clean Water, expended (-1), Side Effects (3d6 Drain STR) (-1/2), Not underwater or in a vacuum (-1/4), Extra Time - Full Phase (-1/2). Active Cost = 12 points.
END Cost: 1/5"; Magic Roll: -1; Casting Time: Full Phase.
Real Cost: 2.

Dense Vapors

This spell will create a roughly spherical cloud of highly condensed vapors that will completely block normal sight into or through its volume. The sight of the wizard is unaffected by this mist, however, and he can aim his ranged attacks without hindrance. This cloud is useful for hiding from the missiles of an opponent. It is especially effective when used in an area that is already foggy, as it will blend more naturally into the surroundings. If a sufficiently strong wind blows through the spell area, it will disperse the vapors within a phase.

A half-liter of water is required for this spell. If the spell is improperly cast, the sinus of the wizard will become painfully dry and swell up. This will make breathing more difficult and temporarily neutralize any sense of smell.

Power: Darkness to Sight, 4" Radius
Modifiers: Gestures (-1/4), 1/2 DCV Concentrate (-1/4), Characters must have at least 30 points in spells from the air college or this order (-3/4), Requires (Magic) Skill Roll which must be EGO-based (-1/2), OAF Clean Water, expended (-1), Side Effects (2d6 Drain Smell PER, Recover 1/hour (+1); 4d6 EB versus ED) (-1), Dispersed in one phase by 10 kph or stronger wind (-1/4), Not underwater or in a vacuum (-1/4), Extra Time - Full Phase (-1/2). Active Cost = 40 points.
END Cost: 4; Magic Roll: -4; Casting Time: Full Phase.
Real Cost: 6.

Disintegrate

Upon completing this spell a dazzling green ray will project from the fingertip of the caster and strike the target. This beam will gradually and inexorably pulverize any solid matter it strikes, turning the target into a fine ash that settles to the ground. This beam is effective against any solid target and can be maintained as long as the caster remains within range. It can be slowed somewhat but not stopped by denser protective materials, such as armor.

A handful of very fine dust is required to successfuly cast this spell. This dust is a specific mixture of various finely ground ingredients that are readily available bu must be meticulously prepared. If the wizard does not cast this spell properly, however, his entire body is severely disrupted. He will feel unwell for a period lasting several weeks while his body gradually heals itself. Magical healing will not serve to restore the wizard to full health.

Power: 1d6+1 RKA Disintegration
Modifiers: Continuous (+1), Armor Piercing (+1/2), Penetrating (+1/2); Only versus solid targets (-1/4), Gestures (-1/4), 1/2 DCV Concentrate (-1/4), Characters must have at least 30 points in spells from the air college or this order (-3/4), Requires (Magic) Skill Roll which must be EGO-based (-1/2), OAF Very fine dust, expended (-1), Side Effects (3d6 Drain CON, Recover 5/week, x2 Difficult to Dispel) (-1), Not underwater or in a vacuum (-1/4), Extra Time - Full Phase (-1/2). Active Cost = 60 points.
END Cost: 6; Magic Roll: -6; Casting Time: Full Phase.
Real Cost: 10.

Dream Cloud

A faint cloud of gray haze appears in the target location, the only indication that the spell is in effect. Those within the cloud are effected by its gaseous composition, causing them to sink into a deep state of lethargy and possibly even falling into a waking dream. The gas seeps in through the flesh, effecting even those who do not need to breathe. However the gas has no effect on beings that are unable to sleep, or those with a suitable life support that sustain them without rest or protect them from the surrounding air.

A powdery chemical prepared by an alchemist is required to cast this spell. The chemical has no effect until it is converted into a gas by this spell. If the caster does not properly cast this spell, then he will be effected by a powerful lethargy lasting a turn or more

Power: 6d6 Suppress SPD
Modifiers: Area Effect (3" Radius) (+1); No effect on targets with no need to sleep life support (-1/4), Gestures (-1/4), 1/2 DCV Concentrate (-1/4), Characters must have at least 30 points in spells from the air college or this order (-3/4), Requires (Magic) Skill Roll which must be EGO-based (-1/2), OAF Alchemical powder, expended (-1-1/4), Side Effects (6d6 Drain SPD) (-1), Not underwater or in a vacuum (-1/4), Dispelled by 10 kph or faster wind (-1/2), Extra Time - Full Phase (-1/2). Active Cost = 60 points.
END Cost: 6; Magic Roll: -6; Casting Time: Full Phase.
Real Cost: 9.

Dust Demon

The wizard summons a powerful swirling vortex of stinging dust that batters and abrading everybody caught within. The dust is much less harmful to anybody wearing protective armor, but the surging winds will effect all but the heaviest and most powerful individuals. The dust demon will swirl about the center of the area where it was summoned, periodically effecting everybody within its radius of effect.

A handful of very fine dust is required to cast this spell, which must be hurled high into the air when the spell is completed. If the spell is improperly cast, however, the dust demon will appear centered on the caster for a full minute.

Power: 4d6 Energy Blast versus PD - Dust
Modifiers: Area Effect (3" Radius, Nonselective) (+3/4), Double Knockback (+3/4); Reduced Penetration (-1/4), Gestures (-1/4), 1/2 DCV Concentrate (-1/4), Characters must have at least 30 points in spells from the air college or this order (-3/4), Requires (Magic) Skill Roll which must be EGO-based (-1/2), OAF Fine Dust, expended (-1), Side Effects (Dust demon centered on caster for one minute) (-1), Not underwater or in a vacuum (-1/4), Extra Time - Full Phase (-1/2). Active Cost = 50 points.
END Cost: 5; Magic Roll: -5; Casting Time: Full Phase.
Real Cost: 9.

Dust of Revelation

A large, thin cloud of sparking dust floats gently in the air, forming a faint haze around the caster. Anything solid that enters this area will displace the dust motes and become coated in the sparkling matter. This will serve to outline any invisible creatures within the spell area, making them easy targets. The dust appears to be hanging in mid air, but is only slightly disturbed by even the strongest winds and will not be dispersed until the spell duration ends. Those who pass through the cloud will remain coated in the dust while the spell is being maintained.

A handful of finely ground silver is required to cast this spell, and the metal is consumed. If the spell is improperly cast, the wizard will become covered in the dust. This will make it all but impossible to use magic to hide from sight.

Power: Sense Invisible to Sight, Ranged, 360 Degree
Power: Images to Sight
Modifiers: 4" Radius (+1/2); Only to outline sensed invisible physical objects or beings (-1), Linked (-1/2).
Combined: Gestures (-1/4), 1/2 DCV Concentrate (-1/4), Characters must have at least 20 points in spells from the air college or this order (-1/2), Requires (Magic) Skill Roll which must be EGO-based (-1/2), OAF Silver powder, expended (-1-1/4), Side Effects (6d6 Drain Invisibility to Sight, Recover 1/hour) (-1), Not underwater or in a vacuum (-1/4), Extra Time - Full Phase (-1/2). Active Cost = 35 points.
END Cost: 3; Magic Roll: -3; Casting Time: Full Phase.
Real Cost: 6.

Enshroud in Mist

The wizard wraps himself in a dense cloak of swirling mists, making it very difficult for opponents to determine exactly where he is located. The mist occupies a radius of approximately 1", and is in constant but gentle motion as wisps float away in all directions. Anybody attempting to peer through the mist in order to locate and identify the wizard will have a very difficult time doing so, and the caster is effectively invisible for the purpose of defense. (See the Insivibility power description for details.) However his own sight is only slightly impeded, suffering a -1 penalty to sight PER checks.

A half-liter of water is required to successfully cast. If the wizard fails to properly cast this spell, however, his skin will burn with severe dehydration.

Power: Images to Sight Group, -5 PER
Modifiers: Only to make a thick cloak of mist (-1).
Power: Change Environment (Cool Mist), 1" Radius
Modifiers: Linked (-1/2). Combined: No Range (-1/2), Gestures (-1/4), 1/2 DCV Concentrate (-1/4), Characters must have at least 30 points in spells from the air college or this order (-3/4), Requires (Magic) Skill Roll which must be EGO-based (-1/2), OAF Clean Water, expended (-1), Side Effects (9d6 EB versus ED) (-1/2), Not underwater or in a vacuum (-1/4), Extra Time - Full Phase (-1/2). Active Cost = 45 points.
END Cost: 4; Magic Roll: -4; Casting Time: Full Phase.
Real Cost: 6.

Fog Bank

Upon successfully completing this spell, the air around the wizard suddenly grows chill and wisps of vapor will start to appear. These wisps will quickly coalesce into a large foggy cloud, reducing clear visibility to less than ten meters. Within the fog cloud any hearing perception rolls will be penalized by -1, while sight perception rolls will be reduced by half the range modifier for a ranged attack. Moisture from the mist will dampen surfaces, giving a -1 penalty to climbing skill checks. It will also shield the area from the harsh rays of the sun, providing some relief from hot temperatures and protecting creatures that are vulnerable to direct sunlight.

The fog will be dispersed within a turn by a steady breeze, or at an even faster rate by a stronger wind. It is not effected by non-magical heat sources, including the sun. This spell requires a half-liter of clean water to successfully cast. If the wizard fails to properly cast this spell, however, he will suffer from sever dehydration and wooziness. This unpleasant effect can be reduced somewhat if the caster drinks a liter of water.

Power: Change Environment (Cool Fog Cloud), 250" Radius
Modifiers: No Range (-1/2), Gestures (-1/4), 1/2 DCV Concentrate (-1/4), Characters must have at least 30 points in spells from the air college or this order (-3/4), Requires (Magic) Skill Roll which must be EGO-based (-1/2), OAF Clean Water, expended (-1), Side Effects (2d6 STUN Drain, 2d6 DEX Drain, Recover 1/minute (+1/2), Recover rate doubled if a liter of water is drunk) (-1), Not underwater or in a vacuum (-1/4), Dispersed by steady winds (-1/4), Extra Time - Full Phase (-1/2). Active Cost = 40 points.
END Cost: 4; Magic Roll: -4; Casting Time: Full Phase.
Real Cost: 7.

Lethargic Smoke

This spell will generate a billowing cloud of wispy blue smoke that is in a constant state of motion. Anyone who try to pass through this eerie smoke will find their motions resisted by coiling wisps of denser smoke that have a strangely dulling effect on the mind and body. The smoke constantly clings and grab at solid objects, resisting their movements. As a result activity within the cloud is performed at a much slower rate than normal with both physical and mental actitivies being inhibited. Those with the ability to magically resist such draining powers, however, are much less effected by the smoke.

Pellets of special incense are required to cast this spell, and the ingredients must be ignited while casting this spell. If the spell is not properly cast, however, then the lungs of the caster fill with the cloying gas and he becomes very drowsy and deeply lethargic for a few minutes.

Power: 3d6 Suppress SPD
Modifiers: Area Effect (Radius) (+1), Continuous (+1); Gestures (-1/4), 1/2 DCV Concentrate(-1/2), Characters must have at least 20 points in spells from the air college or this order (-1/2), Requires (Magic) Skill Roll which must be EGO-based (-1/2), OAF Burning Incense Pellets, expended (-1), Side Effects (6d6 Drain SPD) (-1), Not underwater or in a vacuum (-1/4), Extra Time - Full Phase (-1/2). Active Cost = 45 points.
END Cost: 4; Magic Roll: -4; Casting Time: Full Phase.
Real Cost: 5.

Nebulous Body

Upon completing this spell the caster and his possessions will become faintly nebulous, but still solid enough to interact with material objects. His mass will effectively become as light as the air he displaces, and he can float in mid air like a cloud. If there is a surface nearby which he can grasp, he can also change his location by pulling himself about. However even the lightest of breezes will propel him forward, and he has an effective BODY of zero when checking for Knockdown.

A half-liter of water is required to cast this spell. If the spell is not properly cast, however, the wizard will suffer from weakness due to the shock effect of water being improperly distributed in the muscle tissue.

Power: 5" Flight
Modifiers: 0 END (+1/2); Gestures (-1/4), 1/2 DCV Concentrate (-1/4), Characters must have at least 20 points in spells from the air college or this order (-1/2), Requires (Magic) Skill Roll which must be EGO-based (-1/2), OAF Clean Water, expended (-1), Side Effects (4d6 STR Drain, Recover 1/minute (+1/2)) (-1), Not underwater or in a vacuum (-1/4), Only to be moved by wind or contact with solid objects (-1), Effective BODY of zero for knockback checks (-1/4), Extra Time - Full Phase (-1/2). Active Cost = 15 points.
END Cost: 0; Magic Roll: -1; Casting Time: Full Phase.
Real Cost: 2.

Nephomantic Mastery

The wizard relies upon this spell to command the alien denizens of the nephomantic planes. When the spell is cast, the nephomancer can attempt to control the actions of any being whose body consists of a quantity of very fine particles. This includes any creature formed from mist, steam, dust, sand, or visible gas. It will also effect any being that has shape-shifted into a cloud-like form.

The ability of the caster to command the actions of the target creature is not certain, however, and it may resist or eventually throw off the mental control if its will is sufficiently strong. The effectiveness of this spell also grows weaker with increasing distance, and will be completely negated once out of sight.

Casting this spell requires a spherical glass bulb that is filled with water and completely free of air. The water contains a fine powder that must be stirred whenever a command is given to the target creature. If the spell is improperly cast, however, the caster suffers from severe disorientation and is unable to think clearly for up to a minute.

Power: 10d6 Mind Control
Modifiers: Only versus cloud-like or particulate beings (-2), Reduced by Range (-1/4), Gestures (-1/4), 1/2 DCV Concentrate (-1/4), Characters must have at least 30 points in spells from the air college or this order (-3/4), Requires (Magic) Skill Roll which must be EGO-based (-1/2), OAF Glass Bulb of Powder and Water, Fragile (-1-1/4), Side Effects (6d6 INT Drain) (-1), Not underwater or in a vacuum (-1/4), Extra Time - Full Phase (-1/2). Active Cost = 50 points.
END Cost: 5; Magic Roll: -5; Casting Time: Full Phase.
Real Cost: 6.

Part Clouds

This spell will create a swirling region that is quickly blown free of all mists and vapors. Dust, smoke, visible gases, and sand are also cleared from this volume, as are para- or quasi-elemental beings that fall under the domain of the nephomancer. However few nephomantic or other elemental magical abilities are effected by this spell.

The cleared area can be located anywhere within range of the spell, up to a maximum of 50" from the caster. No solid beings are effected by this spell, including any swarms of tiny insects, and it protects anybody standing within the affected radius.

A piece of dry sponge is required for this spell. If the caster fails to properly cast this spell, however, his lungs will become choked with water and he will suffer coughing spasms for several hours.

Power: 10 STR Telekinesis
Modifiers: Area Effect (2" Radius) (+1), Affects Desolidified (+1/2), Only to repel clouds including vapor, steam, dust, sand, and visible gas (-1/2).
Power: Change Environment (Clear Air), 2" Radius
Modifiers: Linked (-1/2).
Combined: Gestures (-1/4), 1/2 DCV Concentrate (-1/4), Characters must have at least 30 points in spells from the air college or this order (-3/4), Requires (Magic) Skill Roll which must be EGO-based (-1/2), OAF Dry Sponge, expended (-1), Side Effects (3d6 CON Drain, Recover 1/hour (+1)) (-1), Not underwater or in a vacuum (-1/4), Extra Time - Full Phase (-1/2). Active Cost = 47 points.
END Cost: 5; Magic Roll: -5; Casting Time: Full Phase.
Real Cost: 8.

Partially Nebulous Form

The wizard can cause limited portions of his body to become nebuluous and cloud-like, allowing them to pass through narrow openings and to reach a greater distance. This spell will allow the caster to readily escape from certain types of bonds, and to slip through the grip of an opponent as if the wizard were made of mist. He can also access awkward locations, including those normally beyond his reach.

A half liter of water is required to cast this spell. If the spell is not properly cast, the muscles of the wizard will temporarily grow flacid and weak.

Power: Contortionist 20-
Power: 2" Stretching
Modifiers: Can not use STR while stretching (-1), Linked (-1/2).
Power: Double Jointed
Modifiers: Linked (-1/2).
Combined: Gestures (-1/4), 1/2 DCV Concentrate (-1/4), Characters must have at least 30 points in spells from the air college or this order (-1/2), Requires (Magic) Skill Roll which must be EGO-based (-1/2), OAF Clear Water, expended (-1), Side Effects (3d6 Drain STR) (-1/2), Not underwater or in a vacuum (-1/4), Extra Time - Full Phase (-1/2). Active Cost = 38 points.
END Cost: 4; Magic Roll: -4; Casting Time: Full Phase.
Real Cost: 8.

Puff of Smoke

The nephomancer can use this spell to create a thick puff of smoke in order to cover his actions. The smoke will have an unpleasant, sulfurous odor, but will not hinder breathing or cause an adverse physical reaction. The smoke will almost completely obscure all forms of sight in the immediate vicinity of the caster, but intermittent openings will permit him to see outside with a -4 penalty to his vision PER checks. The smoke will continue to spew forth for as long as the caster doesn't move and pays the energy cost.

A handful of powdered sulfur and charcoal is required to cast this spell. If this spell is not properly cast, the wizard will choke and gag from noxious fumes.

Power: Darkness to Sight Group, 1" Radius
Modifiers: Personal Immunity (+1/4); No Range (-1/2), Ends when caster leaves hex (-1/4), Gestures (-1/4), 1/2 DCV Concentrate (-1/2), Characters must have at least 20 points in spells from the air college or this order (-1/2), Requires (Magic) Skill Roll which must be EGO-based (-1/2), OAF Powder, expended (-1), Side Effects (6d6 NND Fumes) (-1/2), Not underwater or in a vacuum (-1/4), Extra Time - Full Phase (-1/2). Active Cost = 25 points.
END Cost: 2; Magic Roll: -2; Casting Time: Full Phase.
Real Cost: 4.

Roiling Dust

The wizard summons into being a compact cloud of whirling dust that constantly spin around him. The dust vortices will deflect most missile weapons directed in the vicinity of the caster, providing protection from ranged attacks. The vortices must be directed to deflect the incoming misiles, or the protection provided will be less effective. A handful of dust is required to cast this spell. If the spell is miscast, however, the wizard will be battered by stinging dust.

Power: +5 Missile Deflection, Arrows or Projectiles
Modifiers: Adjacent Attacks (+1/2).
Power: +4 PD Force Field
Modifiers: Only versus missile attacks (-1), Linked (-1/2).
Combined: Gestures (-1/4), 1/2 DCV Concentrate (-1/2), Characters must have at least 20 points in spells from the air college or this order (-1/2), Requires (Magic) Skill Roll which must be EGO-based (-1/2), OAF Dust, expended (-1), Side Effects (6d6 EB versus PD) (-1/2), Not underwater or in a vacuum (-1/4), Extra Time - Full Phase (-1/2). Active Cost = 40 points.
END Cost: 4; Magic Roll: -4; Casting Time: Full Phase.
Real Cost: 8.

Shape Vapors

The spell caster can weave and mold wisps of vapor or smoke within the area of effect into any form that they choose. The caster could thus shape a cloud into a recognizable form or even create a simple message. The size of cloud that can be effected by this spell can have a diameter of over sixty meters. This will be sufficient to be visible for a kilometer or more under normal seeing conditions. The spell can also be used to create the illusion of forms moving through the clouds, or to hide beings within the cloud with thicker mists.

This spell requires a handful of very fine powder which must be blown into the air during the casting. If the spell is cast improperly, however, the wizard will suffer from severe displacement of his bodily fluids. As a result he will suffer from temporary imbalance and light headedness lasting for several hours.

Power: Images to Sight
Modifiers: 16" Radius (+1), 0 END (+1/2); Only to shape a non-living cloud form (-2), Costs END to cast (-1/4), Gestures (-1/4), 1/2 DCV Concentrate (-1/2), Characters must have at least 20 points in spells from the air college or this order (-1/2), Requires (Magic) Skill Roll which must be EGO-based (-1/2), OAF Fine Powder, expended (-1), Side Effects (2d6 Drain DEX, Recover 5/hour) (-1/2), Not underwater or in a vacuum (-1/4), Extra Time - Full Phase (-1/2). Active Cost = 25 points.
END Cost: (2); Magic Roll: -2; Casting Time: Full Phase.
Real Cost: 3.

Smoke Bridge

When cast across a gap of open air, this spell will cause a horizontal cylinder of rolling gray smoke to appear. This smoke is quite dense and is capable of supporting a limited amount of solid matter. Up to 32 individuals selected by the caster can safely traverse this smoke volume, although the instability of the surface limits their rate of progress. The length of the bridge is limited only by the range of the spell, but the caster will need to maintain concentration in order to sustain the smoke bridge for the full period while it is being traversed.

A vessel filled with charcoal powder is required to cast this spell, and the contents must be ignited while casting this spell. If the spell is not properly cast, however, then the powder explodes causing painful burns.

Power: 1" Flight
Modifiers: Useable by Any 32 (+1+1/2), Ranged (+1/2); Limited to a horizontal flight along a line of hexes (-1), Gestures (-1/4), 1/2 DCV Concentrate Throughout (-1/2), Characters must have at least 20 points in spells from the air college or this order (-1/2), Requires (Magic) Skill Roll which must be EGO-based (-1/2), OAF Burning Charcoal Powder, expended (-1), Side Effects (6d6 Energy Blast) (-1/2), Not underwater or in a vacuum (-1/4), Extra Time - Full Phase (-1/2). Active Cost = 30 points.
END Cost: 1/5"; Magic Roll: -3; Casting Time: Full Phase.
Real Cost: 5.

Smoke of Contemplation

The wizard causes a dark blue smoke to erupt from the ground, creating a brief cloud that can be inhaled by those standing nearby. This smoke will produce a calming effect that will still the mind and mask it from external influences. The smoke will ward the mind from mind effecting powers, such as telepathy, mental illusions, and psionic attacks. It will not, however, sever already existing mental connections such as a mind link, unless the beneficiaries want the link to be broken.

A small clay pot and some fuel for combustion are required to cast this spell. If the wizard does no properly cast this spell, however, he will suffer from headaches for several hours and will be unable to think as clearly until the steady throbbing has ceased.

Power: +10 Mental Defense
Modifiers: Useable by Any Sixteen at Range (+2), 0 END Persistent (+1); Costs END to cast (-1/4), Targets must inhale smoke when cast (-1/4), Gestures (-1/4), 1/2 DCV Concentrate (-1/4), Characters must have at least 20 points in spells from the air college or this order (-1/2), Requires (Magic) Skill Roll which must be EGO-based (-1/2), OAF Small clay pot and combustible materials, ignited (-1), Side Effects (2d6 Drain INT, Recover 1/hour) (-1/2), Not underwater or in a vacuum (-1/4), Extra Time - Full Phase (-1/2). Active Cost = 30 points.
END Cost: (4); Magic Roll: -2; Casting Time: Full Phase.
Real Cost: 6.

Steam Blast

The wizard fires a billowing blast of scalding steam at an opponent, inflicting painful burns. This blast is only effective at short distances, as the steam expands and cools the further it travels. The heat from the steam will not ignite flammable substances and it will not penetrate liquid surfaces. Casting this spell requires a half-liter of water. If the spell is not properly cast, however, the flesh of the caster will blister and burn from a backlash of heat.

Power: 7d6 Steam Energy Blast versus ED
Modifiers: Reduced by Range (-1/4), Gestures (-1/4), 1/2 DCV Concentrate (-1/4), Characters must have at least 20 points in spells from the air college or this order (-1/2), Requires (Magic) Skill Roll which must be EGO-based (-1/2), OAF Clean Water, expended (-1), Side Effects (6d6 Energy Blast) (-1), Not underwater (-1/4), Extra Time - Full Phase (-1/2). Active Cost = 35 points.
END Cost: 3; Magic Roll: -3; Casting Time: Full Phase.
Real Cost: 6.

Stir Dust

This spell causing small but intense whirlwinds to appear in the footsteps of everybody within the area of effect, smoothing the dust or sand until it appears as if nobody had ever passed this way. This will make it much more difficult to track a group over such ground, giving a -6 penalty to any tracking skill attempts. Of course the group can still be tracked if they leave other signs, such as dropped items or broken leaves. They can also be followed by the odors that linger in the air.

Casting this spell requires a small hand fan that must be wafted in a circle around the caster's feet. If this spell is improperly cast, the caster will summon a stinging whirlwind that will sting everybody in the vicinity with dust or sand.

Power: 3d6 Cosmetic Transform - Hide Tracks
Modifiers: Area Effect (3" Radius) (+1), Continuous (+1), 1/2 END (+1/4); Only in sandy or dusty ground (-1), No Range (-1/2), Gestures (-1/4), 1/2 DCV Concentrate (-1/4), Character must have at least 20 points in spells from the air college or this order (-1/2), Requires (Magic) Skill Roll which must be EGO-based (-1/2), OAF Fan (-1), Side Effects (4d6 Energy Blast versus PD, Explosion) (-1/2), Not underwater or in a vacuum (-1/4), Extra Time - Full Phase (-1/2). Active Cost = 49 points.
END Cost: 2; Magic Roll: -5; Casting Time: Full Phase.
Real Cost: 7.

Swirling Dust Storm

When this spell has been cast a swirling, stinging cloud of sand and dust gathers about the target location. This cloud will limit vision and temporarily blind anybody who leaves their eyes open and unprotected. A hood draped over the head will protect the eyes but will limit visibility to less than a meter. Goggles or a transparent bowl over the head will allow better vision, although sight will still be limited through the dust. Anybody attempting to peer into or through the dust will have their sight perception roll reduced by half the range modifier for a ranged attack.

This spell requires at least a kilogram of fine sand or dust in order to create the storm. If the spell is not properly cast, however, the flesh of the wizard is severely lacerated and he is temporarily blinded.

Power: 1d6 Drain Sight Group
Modifiers: Area Effect (32" Radius) (+2+1/4), Continuous (+1), 1/2 END (+1/4); Not while eyes are shut or protected (-1/2).
Power: Change Environment (Swirling Dust), 32" Radius
Modifiers: 1/2 END (+1/4); Linked (-1/2).
Combined: Gestures (-1/4), 1/2 DCV Concentrate (-1/4), Character must have at least 40 points in spells from the air college or this order (-1), Requires (Magic) Skill Roll which must be EGO-based (-1/2), OAF Dust or Sand, expended (-1), Side Effects (3d6 EB versus ED; 2d6 Sight Drain, Recover 1/minute (+1/2)) (-1/2), Not underwater or in a vacuum (-1/4), Extra Time - Full Phase (-1/2). Active Cost = 90 points.
END Cost: 4; Magic Roll: -9; Casting Time: Full Phase.
Real Cost: 16.

Toxic Cloud

In the area designated by the caster, an eruption of toxic yellow gases will spew forth to form a cloud. When inhaled these gases will damage the respiratory system and cause intense nausea. They will also burn any exposed flesh, including the eyes. The effects of the gas can be partially negated by holding ones breath, but only a completely enclosed suit will block the full effects of the gas. The gas cloud will

Certain rare and costly alchemical substances are required for this spell to function. If the spell is improperly cast, the throat and lungs of the caster will fill with the gas, and he will be left choking and gagging from the noxious fumes.

Power: 4d6 Energy Blast versus ED
Modifiers: NND (No need to breathe, Appropriate Life Support, or Alien Metabolism) (+1), Explosion (Lose 2d6/2") (+3/4).
Power: 4d6 Energy Blast versus PD
Modifiers: NND (Force Field, Gas-tight Suit, or Desolidification) (+1), Explosion (Lose 2d6/2") (+3/4); Linked (-1/2).
Combined: Gestures (-1/4), 1/2 DCV Concentrate (-1/4), Character must have at least 40 points in spells from the air college or this order (-1), Requires (Magic) Skill Roll which must be EGO-based (-1/2), OAF Alchemical Substances, expended (-1-1/4), Side Effects (2d6 BODY Drain; 7d6 EB versus ED) (-1/2), Not underwater or in a vacuum (-1/4), Extra Time - Full Phase (-1/2). Active Cost = 110 points.
END Cost: 11; Magic Roll: -11; Casting Time: Full Phase.
Real Cost: 17.

Traveling Vapors

The wizard can use this spell to travel short distances as a cloud of smoke. When the spell is cast the wizard will disappear in a spectactular puff of smoke. A brief moment later he will reappear at the designation, seeming materializing out of thin air. The spell can also be used to shift another target to a new location, although this spell can not be used against an unwilling victim.

Casting this spell requires a highly combustible mixture that must be prepared in advance by an alchemist. This powdery mixture will readily burn and will produce a dense cloud of smoke when set on fire. If the spell is improperly cast, the wizard will suffer from phasing sickness and will be in poor health for several days.

Power: Teleport 10"
Modifiers: Useable by any one target at range (+3/4); Gestures (-1/4), 1/2 DCV Concentrate (-1/4), Character must have at least 30 points in spells from the air college or this order (-3/4), Requires (Magic) Skill Roll which must be EGO-based (-1/2), OAF Alchemical Mixture, expended (-1-1/4), Side Effects (1d6+1 CON Drain, Recover 5/week) (-1/2), Not underwater or in a vacuum (-1/4), Extra Time - Full Phase (-1/2). Active Cost = 35 points.
END Cost: 3; Magic Roll: -3; Casting Time: Full Phase.
Real Cost: 7.

Urkyll's Dehydrating Dust

This spell will summon an odd, dusty cloud that has a noticable orange hue. The cloud is in constant motion, boiling as if something were stirring it from within. Yet the cloud remains highly compact in shape. The dust reduces visibility into or through the convecting mass, causing a -1 penalty to sight PER for every 2" of distance. Those who enter this cloud will experience a sudden itchy dryness that quickly grows into acute dehydration. Only by constantly sipping from a water source can this drying effect be alleviated.

Casting this spell requires a handful of very fine dust mixed with some ground crystals. The crystals required are difficult to locate and can be expensive to acquire. Failure to properly cast this spell will cause the caster to suffer from weakness and vertigo for a brief period.

Power: 2d6 Energy Blast - Dehydration
Modifiers: No Normal Defense (No need to drink; Drink one liter of water per turn) (+1), Continuous (+1), Area Effect (4" Radius) (+1).
Power: Change Environment, 4" Radius - Dust Cloud
Modifiers: Linked (-1/2).
Combined: Gestures (-1/4), 1/2 DCV Concentrate (-1/4), Characters must have at least 40 points in spells from the air college or this order (-1), Requires (Magic) Skill Roll which must be EGO-based (-1/2), OAF Dust and rare powdered crystals, expended (-1-1/4), Side Effects (3d6 Drain STR, 3d6 Drain DEX) (-1/2), Not underwater or in a vacuum (-1/4), Extra Time - Full Phase (-1/2). Active Cost = 55 points.
END Cost: 5; Magic Roll: -5; Casting Time: Full Phase.
Real Cost: 10.

Vaporize Water

This spell will cause a sizeable body of water to rapidly evaporate and turn into a cloud of vapors. One cubic meter of water can be vaporized in this manner per hex for every point of BODY transformed. Thus for each turn the spell is maintained, the water will be lowered by over five meters across the area of the spell. The vapors will evaporate from the water as steady wisps that disperse into the air. The vapors will remain in this state while the spell is maintained, and for as long thereafter as the current atmospheric conditions prevent condensation. The vapors may also form a fog if the conditions are suitable.

This spell has no effect on elemental beings, including those from the elemental plane of water. It will have some effect on frozen water, but the rate of evaporation is half normal. A handful of salt is required in order to cast this spell. If the spell is improperly cast, the wizard will suffer from a parched throat that prevents speach or incantations. Drinking will help to temporarily alleviate this problem for short periods of time, but a full phase must be spent drinking in order to be able to communicate during the following two phases.

Power: 1d6 Major Transform (Normal Water to Vapor)
Modifiers: Area Effect (3" Radius) (+1), Continuous (+1), Cumulative (+1/2); Gestures (-1/4), 1/2 DCV Concentrate (-1/4), Character must have at least 30 points in spells from the air college or this order (-3/4), Requires (Magic) Skill Roll which must be EGO-based (-1/2), OAF Salt, expended (-1), Side Effects (Caster silenced for one hour, as per darkness to sight group; alleviate for any two rounds by drinking a half liter for one round) (-1/2), Not underwater or in a vacuum (-1/4), Half effect versus frozen water (-1/4), Extra Time - Full Phase (-1/2). Active Cost = 52 points.
END Cost: 5; Magic Roll: -5; Casting Time: Full Phase.
Real Cost: 10.

Weakening Vapors

In the area where this spell is cast, vortices of wispy pink smoke rise from out of the ground and disperse into the air. They emit a faint musky odor and cause a dryness in the throat. When fully exposed to these emissions, they draw the strength from out of the body leaving the victims weak and palid. This insipid effect effects all beings, regardless of whether or not they inhale the smoke. It penetrates even the toughest armor, and seeps directly through the flesh.

A mixture of salt and ash is required to cast this spell. If the spell is improperly cast, however, the wizard suffers from severe muscular laxness lasting for several minutes.

Power: 2d6 Drain STR
Modifiers: Area Effect (4" Radius) (+1), Continuous (+1), Recover 5/minute (+1/4); Gestures (-1/4), 1/2 DCV Concentrate (-1/4), Character must have at least 30 points in spells from the air college or this order (-3/4), Requires (Magic) Skill Roll which must be EGO-based (-1/2), OAF Salt and Ash, expended (-1), Side Effects (4d6 Drain STR, Recover 1/minute) (-1/2), Not underwater or in a vacuum (-1/4), Extra Time - Full Phase (-1/2). Active Cost = 65 points.
END Cost: 6; Magic Roll: -6; Casting Time: Full Phase.
Real Cost: 13.