Name: Potability
Level: 1
Branch: Matter
Range: 1 meter
Duration: Instantaneous
Effect: The caster can change a number of characteristics related to a potable liquid within range, provided the total amount of liquid is less than one cubic meter. These characteristics include taste, viscosity and texture. The affected liquid will begin to then emit faint plumes of thin white smoke; nowhere near thick or dense enough to obscure sight, merely serving as a visual indicator that the drink has indeed been altered.
Name: Aeroch Ammur
Level: 1
Branch: Matter
Range: 10m
Duration: Instantaneous
Effect: The caster manipulates the air around them to coalesce into a dense orb, of a size that is comfortably sat within a palm. It can then be launched with a successful {Casting Attribute + Ranged} roll at a target within range. The orb disperses on impact, imparting force equal to that of a strong punch. The air used to create the orb retains its properties after impact; for example, strong odors would now linger, or airborne toxicants would begin to take effect in the new location.
Name: Cloud Coverage
Level: 2
Branch: Matter
Range: Self
Duration: 3 Hours
Effect: The caster draws on the moisture in the air around them, wreathing their entire body in a layer of cloud-like fog. This fog does not obscure sight for the caster nor observers. While under the effects of the spell, the Caster is afforded a measure of protection against excessively hot or cold environments; including underwater (does not protect against pressure), underground or while airborne; the spell maintaining a comfortable microclimate for the caster. Additionally, they are always able to draw breath while affected by the spell, the coverage providing clean air for them to breathe.
Name: Cloud Hop
Level: 2
Branch: Matter
Range: Self
Duration: 10 Minutes
Effect: Holding their hands out, the caster spreads their living thread to the moisture in the air around them. Over the course of a round they either form a spiraling tower of clouds that travels up into the air for 15 meters, or a 15 meter bridge that extends in front of them. These clouds are soft and springy to the touch, but can be stood upon provided the weight exerted upon the cloud totals less than 400lbs. There are gaps between the clouds, small enough to not be dangerous to characters walking across the clouds while being disastrous to any carts or animals.
Name: Aeroch Spydi
Level: 3
Branch: Matter
Range: 30 meters
Duration: Instantaneous
Effect: The caster manipulates the air around them to coalesce into a dense spear shaped projectile, of a size proportional to the caster. It can then be launched with a successful {Casting Attribute + Ranged} roll at a target within range. The spear disperses upon impact, sending them stumbling back two meters along with deep but not lethal lacerations from the cutting winds. The air used to create the spear retains its properties after impact; for example, strong odors would now linger, or airborne toxicants would begin to take effect in the new location.
Name: Squall
Level: 4
Branch: Matter
Range: 10 meters
Duration: Concentration
Effect: Over the course of one minute, the caster channels the air and winds around them, lifting themselves and up to two other willing individuals into the air. The caster and the other individuals must remain still within the range for the entire minute, or the spell will fail to affect them. While concentrating, the caster can levitate into the air, gaining the ability of flight at the speed of a sprint. If all individuals affected by the spell wear heavy armour, they can collectively move at a walking speed in combat/stressful situations as the caster must focus deeply to keep afloat. Those under the effect of Squall become "anchored" to the caster; they may move freely in a 10 meter radius of the caster, but are unable to willingly move further away. If forcibly moved more than 10 meters, the spell no longer effects the individual.