Air Templars
An air templar combines deft swordplay with the magics of air. While they are most noticeable in their role in mercenary captains and cunning strategists (often able to use their magic to divert the energies of their opponents), quite a few take up the life of an adventurer. Air templars learn spells, skills, and forms.
Skills
Ordinary Skills Air Templar Specific Skills
1 dagger
Daggers are short bladed weapons, most commonly used by the rogueish classes and those of scholarly bent who lack the time to learn more complicated weapons. Dagger attacks usually involve quick thrusting, piercing or stabbing attacks. Daggers offer very little in the way of parrying, but their quick speed makes them hard to dodge.
1 flail
Flails are a rather uncommon class of weapon, used by and large by gladiators. Similar to a whip, a flail also consists of a handle and a cord. Unlike the whip, however, the cord is not a single lash - it instead links a series of objects together. These objects are typically balls of metal, usually with with some sort of spikes or other sharp protrusions designed to inflict damage.
1 spear
A spear is a long shaft topped by a sharpened tip. The shaft of a spear may also occasionally be barbed to inflict more damage. The attack of a spear is typically a pierce, stab, or impaling jab, and the weapon is favored by gladiators, who often use the spear to strike at vital organs. The spear is also occasionally used by barbarians, who use it to hamstring their victims, or fighters, who are often trained to use it in organized phalanxes.
1 sword
Swords are perhaps the most common of weapons in Avendar, known and used by all professions save those of the scholars and druids. A sword typically consists of a hilt (place to hold the sword), a crossbar, and a blade. Blade lengths can be anywhere from 2' to 8', with the very largest swords usable only by the giant races. Blades on swords can either be one or two-sided, curved, straight, or even barbed to inflict more lasting damage. Usually, a sword will inflict stabbing,
slashing, chopping, cutting, piercing, or cleaving damage. Swords have traditionally been the weapon of choice for enchantments and other such magics.
1 wands
ZAP zaps amagical wand at a target. Wands and staves have multiple charges. When a magical object has nomore charges, it will be consumed.
1 scrolls
RECITE recites a magical scroll. Potions and scrolls have a single charge.
1 recall
RECALL prays to the gods for miraculous transportation from where you are back to the appropriate temple of your hometown.
5 enhanced damage
Professions which focus on physical prowess can, with time, learn to do more damage with their attacks than the casual combatant. The enhanced damage skill reflects this ability. The higher the skill in enhanced damage, the greater the chance more powerful blows will bepossible.
7 kick
The kick skill is an extra attack performed in combat, used for extra damage. Kick can be attempted each round if desired.
8 parry
Parry is a skill learned for deflecting attacks, and is succesful more often than dodge. Parry requires a weapon for full success, the hand-to-hand skill may also be used, but results in reduced damage instead of no damage. The best chance of parrying occurs when the defender is skilled in both his and his opponent's weapon type.
8 second attack
The second attack skill allows one to make two attacks per round. Possessing this skill does not ensure two attacks will be attempted, but it does increase the liklihood of this occuring.
9 trip
The trip command attempts to bring an opponent down by knocking their feet from under them. Tripping is most successfully practiced by the quick and nimble, and fails on opponents who are flying or otherwise not tied to the ground. Trip can either be used to start a fight, or in combat, where the argument is optional.
9 fast healing
This skill allows you to regenerate hit points faster.
10 archery
Rangers, with their mastery of hunting and woodcraft, have long been versed in craft of archery. Their skill in archery reflects their ability to use bows, as well as their accuracy in hitting targets and the damage inflicted.
10 hand to hand
The ability to use one's bare hands to inflict more damage than normal is a skill known to adventurers in Avendar. The skill is automatically attempted whenever no weapons are being used, and will cause these blows to inflict more damage than normal.
14 dual wield
The ability to dual wield is a skill which classes with at least some devotion to fighting may master. As its name it implies, it allows the user to attempt to wield two weapons at once. In order for this two occur, the following must be true: You must be wielding a weapon in your "main hand", and have your other hand free (not carrying a held item. etc.). You then must attempt the second weapon. If the weapons are compatible, the second weapon will automatically go into your off hand. If the weapons or not compatible, the second weapon will replace the first. Compatiblity depends on a number of factors, but a good rule is that to ensure the proper balance, the second weapon must be two-thirds the weight of the first. Certain small weapons, such as daggers, are an exception to this rule. Giant sized races, such as the alatharya, may be
able to dual some two-handed weapons due to their enormous sizes. Your skill at dual wield will determine how often you are successfully able to use your second weapon to hit.
15 meditation
The ability to meditate is a skill which allows for swifter than normal recovery of mana through various mentaltechniques.
16 third attack
The third attack skill allows one to make three attacks per round. Possessing this skill does not ensure three attacks will be attempted, but it does increase the likelihood of this occuring.
18 dodge
The dodge skill exploits a character's natural agility to the point where many blows will miss the target. The chance of dodging is also affected by the dexterity of the attacker and the target.
18 haggle
Those who are skilled at haggle can attempt to persuade merchants to offer them a better deal in transactions.
23 dive
This attack is one favored by air templars, who can use their familiarity in flying to their advantage. A dive can be used to start combat, and will damage and stun the victim.
25 precision
This is an automatic skill, influenced by the templars of air. Any arrow shot by an air templar will be directed toward unprotected parts of the victim. If the victim is not wearing armor in these key regions, the arrow will strike for increased damage.
30 trance
An enhanced version of the meditative techniques prevalent throughout Avendar, the skill of keeping the mystic portion of one's consciousness in a trance state increases like the ability to regain magical potential. Like meditation, the trance skill is automatic.
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Spells
Ordinary Spells |
Air Sphere Spells |
Air Templar Spells |
1 armor
This spell protects the target by decreasing (improving) the caster's defensive ability. ARMOR improves the targets armor class by 20.
1 shocking grasp
This spell inflicts damage on the victim.
2 ventriloquate
This spell throws your voice, making it appear that some other object or character in the room is saying your message. Victims who make their saving throw will know that someone is using ventriloquism, but not who. Victims who fail their saving throw will think that the object or character really did say your message.
4 floating disc
The floating disc spell calls into existence an invisible disc of air. The disc will float by the caster for the duration of the spell, on which items can be placed. The duration and weight allownace of the disc depend on the level of the caster. Upon termination of the spell, the disc will vanish, causing any items on it to tumble to the ground. The spell requires that the caster be free of other floating items to be successful.
6 detect invis
This spell enables the caster to detect invisible objects and characters.
11 lightning bolt
This spell inflicts damage on the victim.
12 invisibility
The INVIS spell makes the target character invisible. Invisible characters will become visible when they attack. It may also be cast on an object to render the object invisible.
13 charge arrow
This spell attempts to infuse an arrow with an electrical charge. The arrow will strike with lightning damage, and be more effective.
15 fly
This spell enables the target character to fly.
15 shield
This spell protects the target by decreasing (improving) the caster's defensive ability. SHIELD improves the targets armor class by 20.
16 lightning brand
Used by templars of air, this spell infuses a weapon with an electrical energy. Thereafter, the weapon will inflict electrical damage.
17 faerie fog
This spell reveals all manner of invisible, hidden, and sneaking creatures in
the same room as you.
19 group teleport
This air spell teleports an air scholar and his or her entire group randomly about the world.
20 wind wall
Air scholars may use this spell in an attempt to conjure a moving wall of wind about them. The wall functions in the manner of a protective shield, rebuffing warriors who attempt to bash them, as well as stunning the offending warrior.
20 air bubble
The air bubble spell allows an air scholar to surround his group with a bubble of air, allowing travel underwater.
21 arrow geas
This spell, used by templars of air, makes a target arrow extremely unlikely to miss its target.
22 greater ventriloquate
Similar to the Ventriloquate spell, Greater Ventriloquate allows a scholar of the element of air to make objects appear to speak, even at a great distance. Like ventriloquate, the target is allowed a save versus the spell to see whether the caster can successfully deceive them.
22 illusionary object
This spell of air creates an illusionary copy of an object. The copied object may be worn, wielded, or otherwise equipped in the manner of the original, but will have none of its powers.
22 blur
A mainstay of the defense of air templars, this spell blurs the appearance of the templar and his or her group. Those affected by the spell will sometimes be missed by the attacks of their opponents, and will have a small chance of evading spells which target them.
23 ball lightning
An offensive spell used by templars of air, ball lightning calls forth a sphere of electrical energy to strike a foe. The ball will hop through each member of the targets group, doing more damage to each successive foe.
24 wind blast
This spell is used by air templars to blast a target and his or her group in a given direction.
25 blade barrier
This spell calls into being a free-roving barrier of blades to surround the caster's group. Those who initiate combat against the templar who casts the spell will take damage from the barrier.
26 rearrange
The rearrange spell alters the identities of the two targets, making one appear as the other. One target must be in the room, and both are allowed a chance to resist the magic.
27 gust
Of the sphere of air, gust attempts to conjure a blast of wind to push a person out of the room. If not successful, it will initiate combat with the person in question.
28 thunder strike
This attaches the magic of a thunderbolt to an arrow, causing it to detonate in a deafening clap when the arrow hits a target.
28 missile reflection
This spell surrounds an air templar by a field of air, which allows the caster to redirect non-magical missiles which attempt to hit the templar. With skill, the missiles can be redirected at the person responsible for the attack.
30 mass invis
The MASS INVIS spell makes all characters in the caster's group invisible, including the caster.
30 mirror image
This spell creates several mirror images to surround the air templar who casts this spell. Attempts to attack the air templar will often run afoul of these images, which will vanish harmlessly when attacked.
31 disjunction
This spell attaches a bit of air magic to an arrow. Those struck by the arrow have a chance to be teleported randomly away.
32 wall of air
This spell will create a whirling wall of air in the room of the air templar who casts it. The wall of air will impede travel into and out of the room, and will occasionally drive others from the room.
33 absorb electricity
This spell allows an air templar to absorb electrical attacks through their weapon. While not a perfect protection, it will prevent damage from both electrical weapons and magics which use electricity. The air templar must be wielding a lightning branded weapon for this spell to work.
34 blink
Blink is an evasive spell learned by templars of air. Those affected by the spell will automatically attempt to blink away from combat, once they are injured past the point that they would normally flee.
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Forms
17 form of the zephyr
The form of the zephyr combines the meditative fighting style of swordmasters with the magics of air. By distracting their opponents with illusions, air templars can use this form to cause them to miss attacks that would otherwise have been attempted.
27 form of the cyclone
The form of the cyclone combines the meditative fighting style of swordmasters with the magics of air. By darting nimbly in between their opponents, an air templar can lure groupmates into accidentally hurting each other, while avoiding attacks themselves.
29 form of the phantasm
The form of the phantasm combines the meditative fighting style of swordmasters with the magics of air. Air templars can teleport out of the way of attacks in this form, and appear behind their opponent, to strike additional blows in a given round.
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Notes From the Legends
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