Air

The Air spell sphere is a type of Magic in the Endless War! It is strong vs Earth but weak vs Fire

Air magic is most oftenly used for either unarmed combat buffs or extreme combo damage. It is able to deal insane damage with high brains and spellbrewing, however these combos are mana-costly.

Level 1 spells

 * Lightning Bolt: No roll required. Your opponent rolls brains + supernatural resistance vs a difficulty of 10. If successful, it deals damage equal to your brains - 1. If failed, it deals 1 point of damage.


 * Cloud Body: No roll required. Target ally, minion or yourself gains +3 to all dodge rolls for 5 turns, but takes a penalty of -1 to all muscle rolls for the duration of the spell.


 * Charged Strike: No roll required. For the next 5 turns, your unarmed damage gains a +1 bonus to damage. Also, whenever you hit your enemy, they take a penalty to their next action equal to 1/2 your Brains score (rounded down).

Level 2 spells

 * Zephyr: No roll is required. Your next action gains a bonus to your Agility equal to your Brains score.


 * Lightning Dragon Kick: No roll required. Your next unarmed attack (which is a kick) gains a bonus to damage equal to your Brains score.


 * Thunder Blast: Roll brains + spellbrewing, all enemies resist with muscle + supernatural resistance. Anyone who fails this roll is considered "knocked down," losing their next action and suffering -2 to all defensive rolls for the turn.


 * The Gathering Storm: No roll required. For the next 5 turns, all air spells gain a bonus to damage equal to your Brains score. This bonus is applied to all air spells, not just your own. Additionally, all earth spells have their effect reduced by 1/2 your Brains score (rounded down).