Dust Screen lvl. 1 Array
[Vin]
Motes of dust and grit are pulled from every nook and cranny, then thrown into the air to obscure sight and hamper movement.
SP: 3
Components: V, S
Casting Time: Standard Action
Range: Close (25ft +5ft per 2 caster levels)
Duration: 1 round +1 per caster level
You create a 5ft cube of swirling dust, sand, grit and other particulate debris plus an additional 5ft cube per 3 caster levels. All cubes must be placed within the range of the spell and must be adjacent to at least one other such cube.
The affected area is difficult terrain and interferes with line of sight, granting partial concealment. Creatures starting their turn in or moving through the affected area must succeed in a Fortitude save or become blinded until the start of their next turn.
Affinity Bonuses
Ere-a – The area grants full concealment.
Ferif – The area is filled with minute slivers of sharp metal. Creatures starting their turn in or moving through the area take 1d4-1 slashing damage (minimum 1).
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Subtle Knife lvl. 1 Array
[Vin]
A favorite of cutpurses, the subtle knife uses an invisible razor to slash enemies, or more importantly purse-strings, belt loops, and pockets.
SP: 3
Components: S
Casting Time: Standard Action
Range: Close (25ft +5ft per 2 caster levels)
Duration: 1 round +1 per level
You conjure into being an ultra-fine blade made of fast-moving air that floats invisibly in your square unless commanded otherwise.
As a Minor Action, you can order the blade to slash an object. It strikes unerringly, dealing 1d4-1 slashing damage +1d4-1 per 5 caster levels (minimum 1 damage). As a Standard Action, you can order the blade to slash a creature with the same results.
Attacks with the subtle knife cannot be used to deal precision damage. If the target is an object being worn by the target, attacks with the subtle knife deals double damage if it is meant to cut straps, belt loops or other attachment points.
While subtle knife is active, the caster gains a +2 circumstance bonus to the Steal Combat action.
Affinity Bonuses
Ere-a – The damage ignores 1 point +1 point per caster level of hardness an object has.
Ferif – The damage ignores 1 point +1 point per caster level of DR x/- the target has.
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Sound Lance lvl. 1 Array, lvl. Secret
[Vin, Sonic, Concussive]
A pulse of concentrated noise strikes out at your foe.
SP: 3
Components: V
Casting Time: Standard Action
Range: 30ft +5 per caster level (increment)
Save: Fortitude partial (see text)
Make a ranged touch attack. On a hit, the target takes 1d8 +CHA modifier +caster level sonic damage. If this spell is cast against an object, it ignores 1 point of hardness per caster level.
The damage increases to 2d8 at 9th level and 3d8 at 18th level.
Special: As an All-Out Attack Action, you may cast this spell as many times in a single round as you have extra attacks due to BaB.
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Conjure Auditory Illusion lvl. 1 Array
[Vin, Illusion, Basic]
You manipulate the air to generate sounds.
SP: 3
Components: S
Casting Time: Standard Action
Range: Close (25ft +5ft per 2 caster levels)
Duration: Concentration (see text)
Save: Will negates (see text)
You create phantom sounds that originate in the target square. The sounds can be anything as long as it is no louder than a single human shouting. It can be static or seem to move as long as it does not move outside of the target square.
Any creature listening to the illusory sounds may make a Perception check (opposed by the caster's total Spellcraft skill bonus +5) to recognize it as an illusion.
This spell may be used to muffle sounds within the target square, causing all Perception checks to hear something in the target square to suffer a -5 penalty.
The illusory sound lasts for 1 round per caster level, but can be sustained with a Concentration check for up to ten minutes.
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Conjure Olfactory Illusion lvl. 1 Array
[Vin, Illusion, Basic]
You manipulate the air to manipulate scents.
SP: 3
Components: S
Casting Time: Standard Action
Range: Close (25ft +5ft per 2 caster levels)
Duration: Concentration (see text)
Save: Fort negates (see text)
You create phantom scents that originate in the target square. The scent can be anything as long as it is no more pungent than a skunk's spray. The origin of the scent can be static or seem to move as long as it does not move outside of the target square. Alternatively, the scent can be anchored to a creature or object but any targeted creatures get a Fortitude save to avoid the effect.
Any creature smelling the illusory scents may make a Perception check (opposed by the caster's total Spellcraft skill bonus +5) to recognize it as an illusion.
This spell may be used to mask scents within the target square or the scent of a creature or object, causing all Perception checks to scent something in the target square or to track the targeted character or object to suffer a -5 penalty.
The illusory scent lasts for 1 round per caster level, but can be sustained with a Concentration check for up to ten minutes.
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Windride lvl. 1 Array
[Vin]
Conjuring a miniature tornado around you, you take to the skies in a limited fashion.
SP: 3
Components: V, S
Casting Time: Standard Action
Range: Self
Duration: 1 round +1 round per caster level
You become surrounded by a vortex of wind that lifts you off the ground. You gain a fly speed of 20 (clumsy) or a +10 bonus to your existing fly speed. If you did not already have a fly speed, you cannot move higher than 20ft above the ground.
The winds enveloping you impose a -2 penalty to non-magical ranged attacks you make and ranged attacks targeting you.
This spell is exceptionally noisy, granting a +10 bonus to all Perception checks to locate the caster via hearing while this spell is active.
At 9th level, the fly speed granted and the bonus to an existing fly speed are 40 (average) and +20 respectively and if you do not already have a fly speed, you may now move up to 50ft above the ground, and the bonus to Perception checks is reduced to +5
At 18th level, the fly speed granted and the bonus to an existing fly speed are 60ft (hover) and +30 respectively, you may rise to any height above the ground, and there is no bonus to Perception checks.
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Filter Air lvl. 1 Array
[Vin, Warding]
You surround an area in a bubble of air that is kept fresh and safe to breathe by your power.
SP: 3
Components: S
Casting Time: Move-Equivalent Action
Range: Close (25ft +5ft per 2 caster levels)
Duration: 1 round + Concentration
You create a 10ft burst with a center of effect within range. For the duration of the effect, the air within the bubble is safe to breathe and no gaseous, dust or smoke effects originating from outside the area exclude that area and such effects originating inside the area end at the start of the next turn if the spell remains in effect.
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Static Burst lvl. 1 Array
[Vin, Electric]
A sphere of crackling static discharge surrounds the caster, attacking their nearby foes.
SP: 3
Components: V
Casting Time: Standard Action or Reaction
Range: Self
Save: Fortitude negates
Static sparks flash out from you and into all adjacent creatures. Creatures who fail their save take 1d4 + 1 per caster level damage and are dazed until the end of their next turn. Creatures grappling the caster or that have the caster grabbed get no save, but may end their grapple to avoid damage.
Affinity Bonuses
Akua – Targets dazed by the spell are dazed for 2 rounds (save ends)
Ferif – Targets wearing metal take 1d8 damage instead of 1d4.
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Speak to the Winds lvl. 1 Array
[Vin, Communication]
The wind carries your words to the ears you intend them to reach.
SP: 3
Components: V
Casting Time: Move Equivalent Action
Range: Medium (100ft +10 per caster level)
Duration: 1 round per caster level
Once cast, whenever you speak, you may choose to have your words heard with perfect clarity by any number of creatures within the spell's range. This spell does not interfere with any other creatures' ability to hear normally and grants other creature's no ability to reply.
You must either be aware of each creature you target with this spell, or you may choose to allow all creatures in range to hear you with clarity.
This spell is unimpeded by line of effect or line of sight, but the spell cannot effect creatures in squares that air cannot flow into from the spell's point of origin (example: if a creature is sealed inside a globe of force, this spell cannot allow that creature to hear the caster.
At 9th level, creatures you make yourself heard by can make themselves heard by you. At 18th level, creatures you make yourself heard by can make themselves heard by one another.
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Arc Cannon lvl. 1 Array
[Vin, Electric]
A ball of static leaps from your hands to your enemy, sending a jolt through them an anyone in contact with them.
SP: 3
Components: V, S
Casting Time: Standard Action
Range: Medium (100ft +10 per caster level)
Save: Reflex negates (see text)
Make a ranged touch attack against a single target within range.
On a hit, the target takes CHA + Character Level damage and is staggered until the end of its next turn. All creatures in physical contact with or sharing a square with the target take CHA damage, treat this damage as an area of effect spell.
If the creature is in direct contact with a metal object, all other creatures in contact with that object take the area of effect damage, regardless of distance. The area of effect does no damage if the contact is through thick cloth, rubber, or other sufficient insulator.
At 9th level, the damage increases to 2CHA damage. At 18th level, the damage increases to 4CHA damage and all adjacent creatures take the area of effect damage.
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