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Wind


Area Difficulty
Flat area on a windy day 0
Normal city street 5
Indoors 10
Small Cave 15
Buried or underwater 20
 
Wind is the element of motion and inspiration, in many ways similar to the Movement schtick, though wilder, faster and less controlled. It also has some aspects of Weather.

The difficulty of the beneficial effects of this schtick is the target's Constitution rating.

The difficulty of effects affecting the environment depends on it's nature. If you are high up in windy air, flying or on a mountain top, the difficulty is zero and the Outcome is doubled.

A Backlash with Wind magic reduces your Reflexes by one for the rest of the session.

Wind Special Effects

Gust of Wind

A directional blast of wind. It can blow out torches, capsize small boats, blow away the dust and debris of ages and power a small ship. It is mainly used for distracting stunts in non-combat situations. To distract someone, make a Sorcery roll against your target's Dodge or Agility (with a minimum of the environmental difficulty). Each point of Outcome means he will be distracted for one minute while he gets his stuff in order. This will not prevent him from engaging in combat or from an immediate response to immediate problems. An Outcome equal to his Perception means he has lost some vulnerable gear, such as torches, veils, skirts, maps or cloaks.

Similar to the Weather effect Wind.

Dust Devil
A weak whirlwind that stirs up dust, sand, dry leaves et al. It is an area effect, with a diameter equal to the Outcome. Anyone in the area suffers one to three points of impairment, depending on how much the Dust Devil had to stir up; three points would be a desert, while one point is a clean-swept yard. Use the environmental difficulties noted above.

Unseen Servant
You can push and lift objects with gusts of wind. Think of this as a small, helping air spirit that moves at your direction, an extension of your hand. The Unseen Servant has Reflexes equal to your Magic attribute and all other attributes are half that. It is not really an elemental, only a manifestation of your mastery of air, and cannot be affected by Summoning. If it is killed, you can call a new one for 1 Magic point. You can also temporarily call several, costing one Magic point for a number of Unseen Servants equal to your Magic attribute.

It only acts under your direction, and directing it is a 3-shot action. It can keep up continuos actions, such as cleaning a floor or holding clothing, by itself.

Mist Form

For three Magic points, you an assume mist form. In this form, you can fly at will, use Wind Riding, and move through holes and small openings, though this last stunt takes time and is uncomfortable. You become very vulnerable to gusts of wind, but are otherwise almost immune to attacks. You normally suffer no more than a single Wound Point from any physical attack. Element-based attacks affect you normally.

If you wonder what the corresponding lesser variant of this power is (as exemplified in the other elemental schticks), that power is simply Wind Riding.

Reverse Missiles

You can always Dodge missile attacks (arrows, bolts, thrown weapons) using your Sorcery if you know the Air schtick. For a Magic point, you can set air sprites on guard about you; these will return any such weapons that fail to hit you against the shooter. Treat the negative outcome of the attack as a positive Outcome of this counterattack. This effect used environmental difficulties, and lasts a sequence per point of outcome.

Wind Riding

You can move very fast through the air at the cost of a Magic point, with a Move equal to your Sorcery. Doing other things while Wind Riding counts as a continuos action. You are not very agile. You must move a minimum of half your Move each action, and may make no more than 60° turns between moves.

Taking of and landing are actions while Wind Riding. Use environmental difficulties. As a part of this action, you can make a normal move. On later actions you can make either double or normal moves, just as you ordinarily can run or walk. See the Movement schtick and the effect Flight for more rules on aerial movement.

Gift of the Wind
You can allow others to use Wind Riding for a scene by spending one Magic point for each such target. Each of them can then fly on his own, using either Sorcery or Move to calculate their speed.

Flying Carpet
You can bring others along by using a carpet or similar conveyance. A number of people equal to your Magic attribute can Wind Ride along with you. They must all be within a diameter equal to your Magic in meters. All their actions count as continuos actions, just as if they were sitting in a vehicle. This costs an extra Magic point.

Feather Fall
You create a cushion under someone who is falling, including yourself. This can be done as a one-shot defensive action with environmental difficulties. If successful, your target will slowly dangle to the ground, and land at the end of the Sequence without taking any damage from the fall.

Wind Elemental Master

With Elemental Master, you can dominate wind elementals and expect them to do your bidding, if they are not dead-set against you. You can communicate with the elementals, and speak their language fluently. Use Sorcery instead of your Charisma for purposes of dealing with them. The elementals fear and respect you and will not attack you without provocation.

Summoning and controlling elementals is governed by the Sorcery schtick Summoning.

Sense Elemental
You can sense the presence of any wind elementals within a hundred meters times your Sorcery action value. You only know that they are present until you can see them, whereupon you can sense their health and general well being. Sensing an elemental in this fashion requires a Sorcery check against it's Willpower. This must be done subtly, or the target will sense your scrying.

Wind Protection

You are protected against the harmful effects of wind. Whenever you would take damage from wind, subtract your Magic from the damage dealt to you. This is not armor or Toughness, and cannot be bypassed as such. You can even survive on the elemental plane of wind. Wind attacks include Elemental Aura and Blast variants of lightning and telekinesis using wind, as well as wind otherwise used. It also includes falls and poison gas.

Wind Wall

A churning mass of volatile air can be used to block ranged attacks, fliers and nastiness like gas and gouts of flame. You conjure a wall of churning air at the cost of a Magic point. The wall can be formed as a cloud, plane or sphere. It can be transparent or semitransparent with mist, as you desire.

Use environmental difficulties to invoke the Wind Wall, it lasts a minute per point of Outcome. The wall has a length or diameter equal to your Magic, and can curve or bend as you wish. It's height is equal to the Outcome.

Any attempt to jump, fly or make a physical ranged attack through the wall has a minimum difficulty equal to your Sorcery AV. Simply walking through the wall is hard; halve movement, and light objects will be flying about and flames will gutter as appropriate. Zen Marksmanship negates the attack penalty. Those failing to fly in the Wind Wall are tossed to the edge of the area, but not directly harmed.


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