Take To the Sky (DEX)
You are capable of controlled flight. You can fly as often and as far as you like, although you may need to Undertake a Perilous Journey if you go too far. When you fly to get somewhere otherwise out of reach, roll +DEX. On a 10+, you get where you need to be, no problem. On a 7-9, you're there, but choose one:
• A threat is waiting for you when you get there.
• The winds are uncooperative, and you don't get there as quickly as you'd expect.
• Your landing is better described as a crash.
Leaf on the Wind (DEX)
When you dance away from an opponent's attack, roll +DEX. On a 10+, choose two. On a 7-9, choose one:
• You avoid their attack
• You slip away to somewhere they can't follow you
• You taunt them, drawing their full attention
Eye in the Sky
When you look around from high above, take +1 to Undertake a Perilous Journey, Take Watch, and Discern Realities.
I've Got A Bad Feeling About This
When you spend a moment surveying an area, ask the GM two of the following questions. The GM must answer truthfully.
• Where's my best way in, out, or through?
• Is there a trap or ambush here, and if so, where?
• What here is the biggest threat to me?
• What can I see that no one else can?
Howling Winds (DEX)
When you conjure howling, slicing winds to attack your foes, roll +DEX. On a 7+, deal your damage to an enemy within Near range. On a 7-9, the winds cause collateral damage - the GM will tell you how. Your Howling Winds have the tags Near and Piercing 2.
Weathermantic Empowerment (WIS)
When you command weather's elements to aid you and your allies, roll+WIS. On a 7+, choose one. On a 7-9, you or an ally are hindered or blown around by strange weather effects - the GM will let you know what happens.
• Cloud of Fog: Immediately fill the area with dense fog.
• Bolt of Lightning: Empower an ally, giving them +1d4 damage forward.
• Shield of Ice: Give an ally +1 armor forward.