The Genius Guide to Air Magic (PFRPG) PDF (based on
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Air—perhaps the most mysterious of the primal elements of creation, an invisible medium through which we walk and in whose arms a rare few can fly. The power of air and wind, on their own, seem magical even in our modern world—how much more so in the medieval past? Where does the wind come from, what is it made of, and how can it wield so much power?
The pages of fantasy fiction are filled with the mysteries of air—castles in the sky, weapons made of wind, and creatures like djinni and elementals, who seem to be the very air itself brought to life. Certainly, the Pathfinder Roleplaying Game Core Rulebook captures some of the power and mystery contained in the element of air—but that is expressed mostly in the form of movement-based or defensive spells when, as anyone who has ever been caught unprotected in the face of an oncoming gale will attest, air can also serve as a most formidable weapon.
Air vs. Storm
Air magic often overlaps with storm and weather magic, with spells such as control weather and control winds both being able to create tornadoes and hurricane-force winds under the right conditions. For the most part, The Genius Guide to Air Magic focuses only on air spells, leaving more lightning- and rain-focused spells for other venues. Even so there is some overlap (thunder, being a phenomenon entirely of air, sneaks into a few of our spells), and the new class options presented at the end of this product go further afield than the spells themselves (the druidic storm lord being the most obvious case). We also explore some concepts connected to specifically named winds (such as the chinook and sirocco spells), some of which have very little bearing on a scientific understanding of how air actually behaves and functions. We beg the reader’s indulgence if we wander further than expected from a focus on pure aerothurgy.
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I got the idea of how the air master casts, but some effects work whether a spell is divine or arcane, thus it would be nice to know into which category the air master falls. I know that's nitpicky, but in my campaign divine/arcane is an important distinction when faced with e.g. corruption by negative energy/places of corruption/distorted mana-fields etc. And I know that other people might feel similar.
I got why you wanted it to clearly say it used Wisdom (and that's a fair point,) but you don't feel "These spells are treated as divine spells" is enough detail on this question?
Honestly? No, I don't think so. There is a valid possibility that more divine casters with other key-attributes might be designed. Furthermore, it's important when you stat an air master or similar archetype/class to know precisely for which attribute to go - after all, they also influence the personality of a character...
Question about Storm Mastery. This ability is 14 different Spell-Like Ability's that can be used up to 9/day in any combo (at 20th level). The spells follow the weather / cloud domain. Would I need to take Ability Focus (Storm Mastery) gaining a +2 DC all spells or Ability Focus (one of the spells), for a +2 DC on that spell alone?
I would think focus in Storm Mastery because that is the "ability", but a little overpowered?.
Question about Storm Mastery. This ability is 14 different Spell-Like Ability's that can be used up to 9/day in any combo (at 20th level). The spells follow the weather / cloud domain. Would I need to take Ability Focus (Storm Mastery) gaining a +2 DC all spells or Ability Focus (one of the spells), for a +2 DC on that spell alone?
I would think focus in Storm Mastery because that is the "ability", but a little overpowered?.
Honestly my off-the-cuff answer is that since Storm Mastery not not define itself as a special attack, it does not meet the prerequisites for Ability Focus. In my own games I'd probably tell you that since "In all other ways, a spell-like ability functions just like a spell," you'd need to take Spell Focus for the appropriate schools of magic.
Question about Storm Mastery. This ability is 14 different Spell-Like Ability's that can be used up to 9/day in any combo (at 20th level). The spells follow the weather / cloud domain. Would I need to take Ability Focus (Storm Mastery) gaining a +2 DC all spells or Ability Focus (one of the spells), for a +2 DC on that spell alone?
I would think focus in Storm Mastery because that is the "ability", but a little overpowered?.
Honestly my off-the-cuff answer is that since Storm Mastery not not define itself as a special attack, it does not meet the prerequisites for Ability Focus. In my own games I'd probably tell you that since "In all other ways, a spell-like ability functions just like a spell," you'd need to take Spell Focus for the appropriate schools of magic.
Problem with that is that JJ, I think, has said that SLA are not "spells".. so no spell focus. And I have seen other places that use the "Special Attack" as any thing that has a DC. A Dragon for example can take Ability Focus (Breath Weapon) or (Fear Aura), Breath Weapon "attack", yes, Fear Aura "attack", not to me. The "Special Attack" prequ is not well defined.
I got the idea of how the air master casts, but some effects work whether a spell is divine or arcane, thus it would be nice to know into which category the air master falls. I know that's nitpicky, but in my campaign divine/arcane is an important distinction when faced with e.g. corruption by negative energy/places of corruption/distorted mana-fields etc. And I know that other people might feel similar.
I got why you wanted it to clearly say it used Wisdom (and that's a fair point,) but you don't feel "These spells are treated as divine spells" is enough detail on this question?
(Serious question -- I value such feedback.)
Isn't a paladin a divine casting class that uses Charisma as their casting stat?
One more point of clarification on this as I am working to build out the Herolab file for this and that is, for the Air Master, you list a number of class abilities that are replaced by the spell casting ability, including Ki Pool. What you didn't mention is the Ki Defense, which gives the ability to use 1 pt from his Ki Pool to give a +4 Dodge Bonus for 1 round.
Since the Ki Pool is removed, it would seem to me that that item should be removed as well. Thoughts?
Additionally, just one other point of clarification, I'm thinking the Wind Specialist is also an archetype or am I missing something.
One more point of clarification on this as I am working to build out the Herolab file for this and that is, for the Air Master, you list a number of class abilities that are replaced by the spell casting ability, including Ki Pool. What you didn't mention is the Ki Defense, which gives the ability to use 1 pt from his Ki Pool to give a +4 Dodge Bonus for 1 round.
Since the Ki Pool is removed, it would seem to me that that item should be removed as well. Thoughts?
Yes, it should.
Sethvir wrote:
Additionally, just one other point of clarification, I'm thinking the Wind Specialist is also an archetype or am I missing something.
Wind specialist is an alternate wizard specialization. You take it instead of a school or elemental specialization.