
School of magic · 10 spells
Air
Wind, lightning, storms, levitation, flight, and teleportation. Teleportation belongs to this school, not Astral Magic.
Control / utilityGust of Wind
Blows an object weighing up to 5 kg several metres away. Against a creature, make a Magic Attack (MA) check against its Magic Defense (MD); an ordinary target moves a short step, but a large or boss target does not.
Movement / defensiveFeather Fall
Prevents damage from a fall of up to 10 m and allows a safe landing. It does not stop another attack or a falling object.
OffensiveLightning Bolt
A direct lightning attack against the target's Magic Defense (MD).
DefensiveWind Shield
The target gains +2 Physical Defense (PD) against ranged physical attacks. It does not protect against close-range attacks or spells.
Movement / controlLevitation
The target rises up to 3 m and can move slowly up or down. An unwilling creature resists with Magic Defense (MD). A boss is not lifted and has half movement until the end of its next turn.
OffensiveThunderbolt
A powerful, single-target lightning attack against the target's Magic Defense (MD).
Movement / utilityTeleport Object
Moves a loose object to an empty space. For a held object, make a Magic Attack (MA) check against the holder's Magic Defense (MD); an object held by a boss cannot be taken.
MovementFlight
The target flies at about running speed. When the spell ends, it descends safely by up to 3 m; from higher up it needs Feather Fall.
Area attackChain Lightning
Compare one Magic Attack (MA) roll separately against each target's Magic Defense (MD).
MovementTeleport Person
Moves the target to a visible, safe place. It cannot enter an unknown space or travel between worlds.