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The
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The Genius Guide to Air Magic
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<blockquote data-quote="Dark Mistress" data-source="post: 5248604" data-attributes="member: 11816"><p>This product is 13 pages long. 1st page is cover art and intro along with explaining the difference between storm and air magic. The next page and half is taken up with class spell lists, including a side bar on what spells fit other Genius Guide classes from other books. The next 6 pages is taken up with the new spells. </p><p>Airblast – A air attack that can cause bullrush, trip or disarm effects.</p><p>Beneficent Breeze – helps with different kinds of movement</p><p>Chinook – creates a warm wind that can melt ice and snow and cause dmg to creature made of such.</p><p>Control Winds, Lesser – Can change the direction of wind and increase/decrease the speed of the wind strenght by one. </p><p>Cyclone Barriar – creates a wall of hurricane strength wind.</p><p>Foehn – carries disease on the wind, which can cause sickened effect.</p><p>Gale Scythe – Wind that can be moved around that causes trip attacks.</p><p>Khazri – creates a aratic wind that can cause damage to metal and stone as well as put out fires.</p><p>Sirocco – creates a strong wind with blowing sand. Limits vision and does minor damage.</p><p>Tempest Hammer – creates a column of air that smashes down on it's target. If done in bad weather damage is increased.</p><p>Thunder Fist – Makes two small columns of wind that mimic your arms, they do minor damage. Lethal or nonlethal.</p><p>Thunder Fist, Greater – same as above except you can make combat manvuer attacks.</p><p>Trade Wind – You summon winds that help push a sailing ship along faster.</p><p>Typhoon – Summons a storm that turns into a typhoon damaging everything for miles around.</p><p>Vortex – Summons a small tornado that you can move, causing damage to those it comes into contact with and can before combat manuevers.</p><p>Wind Tunnel – You create a tunnel of calm air surronded by strong winds.</p><p></p><p>The rest of the book is taken up with new options. 3 and ½ pages.</p><p>Wind Domain – new cleric domain.</p><p>Storm Lord – Alrernate druid class features. They lose wild shape and gain storm powers in it's place.</p><p>Air Elemental Companion – stats for replacing a animal companion with a small air elemental.</p><p>Air Master – A mystical monk, gives up several monk abilities to be able to learn limited air magic like a spell caster. May learn up to 6th level spells.</p><p>Skyborne Bloodline – A bloodline with air and wind based abilities and spells.</p><p>Wind Specialist – A wizard that specializes in air magic.</p><p>It finishes with 2 new feats for air magic.</p><p></p><p>It closes with 1 page of OGL.</p><p></p><p>Closing thoughts, if you are a fan of new spells and feel there is a like of air based spells then this is the book for you. The art is fair to good, the spells and new options are for the most part well done. There was a couple I wasn't so sure about. Control Wind I think is to high of level personally for what it does for example. But others might find it just right. I didn't notice any real editing errors, so I am giving this a 4.5 star review.</p></blockquote><p></p>
[QUOTE="Dark Mistress, post: 5248604, member: 11816"] This product is 13 pages long. 1st page is cover art and intro along with explaining the difference between storm and air magic. The next page and half is taken up with class spell lists, including a side bar on what spells fit other Genius Guide classes from other books. The next 6 pages is taken up with the new spells. Airblast – A air attack that can cause bullrush, trip or disarm effects. Beneficent Breeze – helps with different kinds of movement Chinook – creates a warm wind that can melt ice and snow and cause dmg to creature made of such. Control Winds, Lesser – Can change the direction of wind and increase/decrease the speed of the wind strenght by one. Cyclone Barriar – creates a wall of hurricane strength wind. Foehn – carries disease on the wind, which can cause sickened effect. Gale Scythe – Wind that can be moved around that causes trip attacks. Khazri – creates a aratic wind that can cause damage to metal and stone as well as put out fires. Sirocco – creates a strong wind with blowing sand. Limits vision and does minor damage. Tempest Hammer – creates a column of air that smashes down on it's target. If done in bad weather damage is increased. Thunder Fist – Makes two small columns of wind that mimic your arms, they do minor damage. Lethal or nonlethal. Thunder Fist, Greater – same as above except you can make combat manvuer attacks. Trade Wind – You summon winds that help push a sailing ship along faster. Typhoon – Summons a storm that turns into a typhoon damaging everything for miles around. Vortex – Summons a small tornado that you can move, causing damage to those it comes into contact with and can before combat manuevers. Wind Tunnel – You create a tunnel of calm air surronded by strong winds. The rest of the book is taken up with new options. 3 and ½ pages. Wind Domain – new cleric domain. Storm Lord – Alrernate druid class features. They lose wild shape and gain storm powers in it's place. Air Elemental Companion – stats for replacing a animal companion with a small air elemental. Air Master – A mystical monk, gives up several monk abilities to be able to learn limited air magic like a spell caster. May learn up to 6th level spells. Skyborne Bloodline – A bloodline with air and wind based abilities and spells. Wind Specialist – A wizard that specializes in air magic. It finishes with 2 new feats for air magic. It closes with 1 page of OGL. Closing thoughts, if you are a fan of new spells and feel there is a like of air based spells then this is the book for you. The art is fair to good, the spells and new options are for the most part well done. There was a couple I wasn't so sure about. Control Wind I think is to high of level personally for what it does for example. But others might find it just right. I didn't notice any real editing errors, so I am giving this a 4.5 star review. [/QUOTE]
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