[color=bdbdbd][color=DBA901][center]M A G E : A I R[/center][/color][hr][center]Air [color=00aeef]•[/color][/center] Mages of this discipline command the air around them. At their best they can create windstorms, vacuums, or even influence the weather. [indent][indent][indent] [color=DBA901][sub]L E V E L 1[/sub][/color] For an instant, pockets of air in an area you can see can be persuaded to move in a straight line in any direction. These bursts of air are strong enough to push objects under 100lbs over or push objects over 100lbs back a few feet, stunning them. Pushing air only requires points when subjected to extreme usage. [color=ffffff]Follow the rule of 100.[/color] Pushing any object over 100lbs costs one point. Moving air outside a range of 100ft costs a point. [color=DBA901][sub]L E V E L 2[/sub][/color] For a duration, currents of air in an area you can see can be made to move in any direction, expanded or compressed. [color=ffffff]Each available point grants one minute of manipulation.[/color] Besides direction and duration, the same rules for level 1 applies. [color=DBA901][sub]L E V E L 3[/sub][/color] At this level, pockets of air can be conjured in a space you can see where there is no breathable air. The space can be occupied by water but cannot be occupied by a solid object. Pockets of air can also be "erased" creating a vacuum. [color=ffffff]Additional points are consumed if rules from levels 1 and 2 are applied.[/color] [color=DBA901]M A S T E R Y[/color] [color=ffffff]Storm[/color][sup][color=DBA901]M[/color][/sup] [color=00aeef]•[/color][color=00aeef]•[/color][color=00aeef]•[/color][color=00aeef]•[/color][color=00aeef]•[/color][color=00aeef]•[/color][color=00aeef]•[/color][color=00aeef]•[/color][color=00aeef]•[/color] [indent]Rapidly changing the temperature of the atmosphere creates storms. Once a storm is created, a number of combinations of other disciplines will produce some surprising results.[indent][indent][indent][indent][indent][indent][indent][indent][indent][indent][indent] [table] [row][/row] [row] [cell][right][color=DBA901][sub]E L E M E N T[/sub][/color] Water [color=0072bc]•[/color][color=0072bc]•[/color] Fire [color=ed1c24]•[/color][color=ed1c24]•[/color] Air [color=00aeef]•[/color][color=00aeef]•[/color] Earth [color=#815C16]•[/color][color=#815C16]•[/color] [/right][/cell][cell][color=DBA901][sub]R E S U L T[/sub][/color] Rain, Snow or Hail Call Lightening Battering Wind Sand Storm[/cell][/row][row][cell][/cell][cell][/cell][/row][/table][/indent][/indent][/indent][/indent][/indent][/indent][/indent][/indent][/indent][/indent][/indent]Once a storm has been called, it remains without the need for further manipulation from the mage that cast the spell. In addition any effects created by the storm by combining it with another element remain permanent. Calling lightning will turn the storm into a lightning storm where being struck becomes a constant threat. The storm itself can only be dismissed by the caster or cancelled by another master Air Mage.[/indent] [/indent][/indent][/indent] [color=DBA901]S P E L L B O O K[/color] [/color]