Gathering-Winds/Over-Charged: After casting four Air or four Storm powers in a row the next power of that type is free (no-damage power) or +15% Crit (damage power)
Tier
Spirit
Type
Name
Range
Air or Storm
Description
1
3
Anti-Buff
Electric Pulse
12
Storm
removes dodge contribution from AC and resist rolls, consume to stun target for two rounds
1
1.5 /tier
Shock
Windsheer
melee
Air
melee range 1", 1d6 damage per Tier, 10% chance per tier knock down
1
1
Conjure1
Floating Disc
30
Air
creates a floating disc that can be used to transport small or medium items a short distance
2
7
Missile
Charged Bolt
30
Storm
2d6+2d4 damage, 10% per Tier chance to make target drop (metal) weapons
2
0.5/lvl against
Dispel
Scatter Magic
15
Air
can dispel Earth/Land & water/ice powers, see 'Dispel Magic' for further details except use level*2.5
2
8
Familiar
Couatl Hatchling
self
Storm
Summons a Couatl Hatchling as a familiar (see CoC: Couatl Hatchling)
2
3
Imbue
Static Charge
self
Storm
+1 dam/Tier, next time target is knocked back by any means they take 1d6 damage for each inch of knock back
3
5
Ward
Elemental Ward
6
Both
+50 elemental resistance, immune to stun or immobilize effects
3
8
Beam
Forked Lightning
3/Tier
Storm
2d8+2 damage, no dodge allowed, hits any target within 1" of a straight line drawn from caster to target as well
3
6
Self Buff
Spirit Wind
self
Air
while active all Spirit costs & Psionic difficulties are reduced by one (two if Mage), cannot reduce below one, Runeweavers can re-roll a Focus roll of 1 or 2, consume buff for one free cast
3
4 + 2/Tier
Shot
Shock Pulse
30
Storm
2d6 dam; pulse persists on the target for 1 entire round, during that time any friend or foe that moves into a 1" radius around the initial target takes 1d6 auto-damage per tier and consumes the pulse; at the end of the duration, if no target took the additional damage, the original target takes that damage and the pulse is consumed; the pulse has no effect on targets already inside the 1" radius
3
7
Utility 2
Fog Bank
15
Air
8" radius, all in area have line of sight reduced to 2" (except caster), counts as being in shadows for stealth purposes
3
4
Buff
Nimble Breeze
4
Air
+2 dodge (max 20) may consume to triple dodge contribution against a single attack
3
3
DOT
Wind Gust
20
Air
1d3 damage, target is knocked back a distance equal to the damage done (include bonus damage from 1st round), caster can choose the direction of the knock back each round
3
1+2/tier
CC
Updraft
15
Air
target shoots straight up in the air 4+1d12", cannot move, upon dispel/end target takes fall damage of 1/inch and is knocked down
4
6
Shield
Storm Shield
10
Storm
creates a 1d12+10 elemental damage shield, if struck by elemental damage 5%/level chance that target is stunned for one round
4
14
Blast
Ball Lightning
25
Storm
2" radius, 2d10+2 damage, no dodge
4
8
Conjure3
Energy Twister
self
Air
Three twisters at 2" radius around caster, intercept any enemy that crosses radius, tossing them up 2d4" for one round as per 'Updraft', gain +1 storm dam (+2 if mage) and +1 damage to any non-Spirit ability per active twister
4
9
Burst
Thunderclap
25
Storm
1d10+targets hearing damage, stuns for one round and deafens the target (-10 hit & +10 to be hit) for the remainder of battle
4
9
Channel
Gale Winds
10
Air
caster chooses direction for wind to blow, 12" radius around caster, must pass strength test to move into wind, x1.5 move with wind
4
10
Mage
Storm Surge
self
Storm
instant, the mage may cast two action powers that round, one storm and one wind, while under this effect any power cast can count towards either Gathering-Winds or Over-Charged
5
7
Strike
Lightning Rod
melee
Storm
+1d4+1d6+1d8+6 damage; can elect to use the spirit portion on a separate target within 1" of the physical target; if wielding a weapon that has the "Melee-Range" effect may extent the range of the spirit effect by adding in the melee range of the weapon
5
35
Summon
Air Elemental
4
Air
Summons a Lesser Air Elemental (see CoC: Lesser Air Elemental) ENTRY IN CoC NEEDS TO BE RE-DONE
5
8
Cone
Whirlwind
template
Air
targets are knocked back 8" then knocked down taking 2d6 dam if failing a stamina test; if targets collide with something before reaching the full 10" no stamina test is required for the knock down and add the 2d6 damage to any collision damage taken
5
25
Multi
Chain Lightning
18
Storm
LOS required on first target only, no dodge allowed, causes 6d6 damage then jumps to the next closet target (friend or foe) within 3" (up to four times), losing 1d6 damage each jump, separate hit roll each jump, but bonuses only apply to first target
5
7
Trap
Electromagnetic Field
20
Storm
3" radius, anything made of metal is instantly stuck to the ground (weapons, armor, etc) for 1d4 rounds
6
2+10/Tier
Conjure2
Storm Hydra
8
Storm
One head per Tier, each head spits 1 'Ball Lightning'/round; each time the hydra takes 10 or more damage it loses one head (no AC or resists), despawns when no heads left
6
15
Utility 3
Vaporize
8
Air
converts a single item or target into a vapor for 1 rnd per Tier in combat or 1 day per Tier out of combat; target loses solid form and becomes immune to most physical damage; caster can end the effect at any time causing the target to take solid form again
6
24
Nova
Cyclone
3
Air
3d12+4 damage, knocks targets back 1d6 inches
6
38
Rain
Tempest
15
Both
4" radius, inflicting 3d8+2 damage and a 2" knockback in a random direction to all effected targets; also assign an additional 1d8 damage to up to three affected targets or all on one target
7
45
Ultimate
Overload
battlefield
Storm
charges the casters body with electrical energy, explodes doing 1d6 damage to each target/ # of targets (max 10), 50% chance to effect caster
7
hp of target
Death
Suffocation
3
Air
instantly kills a target that requires breathing or ventilation of some kind
7
9
Utility 1
Levitate
30
Air
allows a single (roughly humanoid sized) target to levitate, moving through the air at move x2 (at the caster's will) as long as they remain within 30" of caster, for up to one hour
7+
unknown
Legendary
Hurricane
Unknown
Both
Creates a massive hurricane over a given area