Skip to content

Sky

Lightning Bolt

2 Magan: Obliterate Sky | Fast

Reach Close Scale Personal
Duration Instantaneous Concentration No
Components F, S, V Damage ATD + MTD sky
Resistance Agility

Cost: (1 + 1 + 0) × 1 = 2.

You hurl a bolt of lightning at a creature within line of sight, 30 feet. The target makes an Agility trial; on failure, it takes full sky damage.


Thunderclap

5 Magan: Obliterate Sky | Moderate

Reach Distant Scale Large
Duration Instantaneous Concentration No
Components F, S, V Damage ATD + MTD sky
Resistance Agility

Cost: (1 + 2 + 2) × 1 = 5.

You release a deafening crack of thunder at a point within line of sight, 100 feet, engulfing a large area (up to 15 x 15 ft). Each creature in the area makes an Agility trial; on failure, it takes full sky damage.


Stunning Peal

4 Magan: Obliterate Sky | Moderate

Reach Close Scale Personal
Duration Instantaneous Concentration No
Components F, S, V Damage ATD + MTD sky
Resistance Agility Effects 2 (damage + Impaired)

Cost: (1 + 1 + 0) × 1 × 1 × 2 = 4.

You unleash a concussive blast of thunder at a creature within line of sight, 30 feet. The target makes an Agility trial; on failure, it takes full sky damage and makes a Perception trial; on failure, it advances Impaired by 1 tier.


Storm Shroud

3 Magan: Enchant Sky | Fast

Reach Self Scale Personal
Duration Short Concentration Yes
Components F, S, V Damage Mastery Level sky (aura)
Resistance N/A (self)

Cost: (1 + 0 + 0) × 3 = 3.

You wreathe yourself in crackling static for the encounter. Creatures that strike you in melee take sky damage equal to your mastery level in Sky.


Tailwind

3 Magan: Enchant Sky | Fast

Reach Touch Scale Personal
Duration Short Concentration Yes
Components F, S, V Condition Unbound T1
Resistance N/A (ally)

Cost: (1 + 0 + 0) × 3 = 3.

You touch a creature and surround it with a persistent current of favorable wind for the encounter. The target advances Unbound by 1 tier.


Sky Ward

3 Magan: Preservate Sky | Fast

Reach Touch Scale Personal
Duration Short Concentration Yes
Components F, S, V Effect Protection vs sky damage
Resistance N/A (ally)

Cost: (1 + 0 + 0) × 3 = 3.

You touch a creature and ward it against sky damage for the encounter. The ward produces a durability pool: Mastery Level × 5 × 3 (duration multiplier). When the pool is depleted, the spell ends.


Calm Winds

2 Magan: Transmute Sky | Fast

Reach Close Scale Personal
Duration Instantaneous Concentration No
Components F, S, V Effect Reshape existing wind
Resistance N/A (object)

Cost: (1 + 1 + 0) × 1 = 2.

You seize control of moving air within 30 feet and reshape it within its square: shelter a flame from a gust, bend a draft away from a doorway, or fold turbulent wind into a calm pocket. The air must already be in motion, and its force stays the same. The reshaped wind cannot strike, push, or bind a creature. It returns to its course at the end of the round.


Read the Wind

3 Magan: Divine Sky | Fast

Reach Self Scale Personal
Duration Short Concentration Yes
Components F, S, V Effect Detection (air, weather, sky magic)
Resistance N/A (self)

Cost: (1 + 0 + 0) × 3 = 3.

You attune your senses to the movement of air and active sky magic for the encounter. You perceive air currents (wind direction, pressure changes, breathing in nearby rooms), approaching weather (storms, lightning buildup), and active sky magic (enchantments, wards, auras) within range.


Wind Wall

9 Magan: Formulate Sky | Slow

Reach Close Scale Small
Duration Short Concentration Yes
Components F, S, V Effect Barrier (wind)
Resistance Strength (break through)

Cost: (1 + 1 + 1) × 3 = 9.

You conjure a wall of roaring wind at a point within line of sight, 30 feet. The wall occupies a small area (up to 10 x 5 ft) and persists for the encounter. Ranged projectiles passing through the wall are deflected. Creatures attempting to move through the wall make a Strength trial; on failure, they cannot pass.


Breathe

3 Magan: Evoke Sky | Fast

Reach Self Scale Personal
Duration Short Concentration Yes
Components F, S, V Effect Air supply
Resistance N/A (self)

Cost: (1 + 0 + 0) x 3 = 3.

You evoke air into your own body for the encounter. You do not need to actively breathe for the duration. Effective underwater, in smoke-filled rooms, toxic environments, and sealed spaces.


Breath Restored

Variable Magan: Transmute Sky | Variable

Reach Touch Scale Personal
Duration Instantaneous Concentration No
Components F, S, V Effect Restore Trauma (breath)
Resistance N/A (ally)

Cost: (1 + 0 + 0) × Damage Age × Trauma Tier. See Magic Mastery, Restoring Traumas.

You touch a creature and draw the air back into its chest. One Trauma of Sky's domain is restored: a punctured lung. The restoration is permanent.