Monday 21 February 2022

Sorcery Spells Overview: Air

Sorcery Spells Overview: Air

This is a very experimental post. In this post, I will go over every Air sorcery spell and discuss its usefulness (by default D&D-style fantasy setting is assumed). The college of Air is quite big, overlapping with the Weather college. I feel that the college is so big that you can safely create the college of Lightning and move all the Lightning spells there. I was reluctant to write such posts, because it feels masturbatory, since I made most of these spells. Should people like this, I'll write more.

I'm going to give each spell a grade:
A - a very good spell that will be useful in almost any situation;
B - a decent spell that may be suboptimal in some situations;
C - a situational spell that requires certain circumstances to shine;
D - you really have to build your character around this spell for it to be useful, or situations where this spell is useful are uncommon;
F - don't you have anything better to spend your points on?

Grade: F
This is a weird spell. Despite basically being a save-or-die spell, it costs way too much to be useful for a player character. However, it can facilitate some adventures, for example, when the PCs are tasked with finding a victim of Aerial Entombment and freeing him from the windy prison. I guess if you find a scroll of Aerial Entombment, then you'll have a chance to cast it, because there's no way you're learning this spell.

Grade: A
Flight in games is often related to air, but in GURPS it is a Movement spell. This is why I created the Aerial Flight variant spell to give air magic some more utility. The only downsides are that you will be unable to "fly" underwater and in vacuum, but these situations arise rarely. Obviously, I'm giving this spell an A, because flight is always useful, especially as a buff.

Grade: B
This variant of Summon Air Elemental is cheaper, more limited, but still very useful.

Air Jet (GURPS Thaumatology: Sorcery, p. 12)
Grade: C
Sure, it does not deal any actual damage, but knockback can be very useful, especially at a range of 20 yards. On a flat, featureless plane knockback may knock somebody down, but in more detailed environments you can use it to throw enemies off cliffs, into fires, onto spikes, or against the wall to deal collision damage. And if you deal with swarms or diffuse beings, then this spell becomes extremely potent! There's also a downside of this being a beam spell. Air magic does not really have that many spells that use Innate Attack (Beam) (especially if you remove the lightning spells), so learning this skill for just this spell may sound unappealing.

Grade: F
Dross. To make it even remotely useful, you'll need many levels. I guess if a situation arises where this spell is useful, you have the option to use hardcore improvisation to cast it.

Grade: D
This is a very weird spell. It can be used offensively to disable multiple enemies and move them away (over a cliff, preferably), defensively, or even as a mobility tool. However, for this amount of points you probably can find better spells to do all of the above. Perhaps, you could take this spell and exploit Air Jet's ability to deal double damage to diffuse beings - that sounds like a cool trick.

Grade: F
This spell is so situational that I cannot imagine it being cast not through hardcore improvisation.

Grade: D
While I like the concept of this spell, I can see that it's not going to be useful very often. However, it does not cost that much, so hardcore improvisation should be relatively easy, should a need arise.

Grade: B
While this is a great attack spell, it uses the Innate Attack (Beam) skill, so it loses a bit compared to Lightning Stare.

Atmosphere Dome (GURPS Sorcery: Protection and Warning Spells, p. 4)
Grade: C
Fantasy games are full of monsters that breathe poisonous gasesm spells that create airborne toxins, and poisonous environments. If such situations are relatively common, it might be worth buying this spell as a learned spell - if not, you can always use hardcore improvisation or carry a scroll around, or an enchanted item. In sci-fi games that feature traveling between planets, this is even more useful.

Grade: B
This is a very decent combat spell, like most lightning spells are. Not only does it mostly ignore metallic armor, but it can stun the target. Also, it is a guided missile, so you do not even need a high skill to hit. The only downside is that a fast enemy can actually outrun the missile.

Grade: B
Ignores metallic armor, passes through nonmetallic obstacles, stuns, explodes in an area, homes in on the target by itself, what's not to like? You can even detonate it prematurely, if somebody moves close to it. The only downsides are that it is quite pricy for a combat spell, and that it moves even slower than Ball Lightning. Even a standard character with Move 5 can outrun it.

Grade: B
Traditionally, you wouldn't expect to see a sensory spell in air magic, but here we have one. Basically, it allows you to navigate in the dark using air vibrations. While it does allow you not to bump into walls and even fight, you cannot discern any details. Communication with other party members is key here - are you sensing an enemy or an ally? But overall, this is still a useful spell, especially if you are wary of invisible beings.

Grade: B
Body of X spells are generally prohibitively expensive in sorcery. However, Body of Air is one of the affordable ones. This spell is quite versatile. Becoming diffuse and able to fly is nothing to scoff at, but you cannot carry anything and cannot attack. If you can cast spells without the need for gestures, then you can cast them in the air form. Note that this spell is a buff and hence cannot be used on enemies. If it didn't give Flight, I'd grade it at C.

Grade: F
I think the only situation where you would want to learn this spell would be a very high-point game where not only you can afford to learn this spell, but where learning Body of Air and Body of Water separately is less optimal than that.

Grade: D
This spell is very expensive, but still is borderline affordable. The Body of Lightning meta-trait for some reason allows you to just deal burning damage instead of the standard burning surge with a stunning side effect. But I'm not the one who came up with that meta-trait. You become diffuse, but, unlike Body of Air, this spell does not allow you to fly. I guess still spell could be useful, but you would have to build your character around it.

Grade: F
Good luck purchasing this spell! It is a powerful spell indeed, but is it really worth 62 points (plus at least 308 points spent on Sorcerous Empowerment)? This is one of those prohibitively expensive spells that will probably only be case in the game via cooperative hardcore improvisation using the power combination rules from GURPS Powers.

Grade: D
Only useful in games where you often descend down into very deep caverns. Might even be worth learning in such games, but other than that it should be easy to cast with hardcore improvisation.

Grade: D
The only use of this spell is when you are in an aquatic party and have to go on land. And then the GM tells you "Nuh-uh, you must touch the subject, because buffs have Range 0 underwater," reminding you that you're in an aquatic game and your buffs are much less useful by default.

Grade: D
The same as the previous spell, but inverted. It is useful to circumvent water hazards, which typically are rare (unless you're playing in my game). Still probably not worth learning, but very much worth keeping in mind for hardcore improvisation or enchanting.

Grade: D
While an overhead missile attack that uses Innate Attack (Gaze) and stuns sounds good on paper, you can only cast this spell in an ongoing storm. Do you encounter storms often in your games? Probably not, unless you also have a way to create storms. Then you can strike your foes from above, like Rain from Mortal Kombat.

Grade: A
The greatest thing about lightning spells is that they mostly ignore metallic armor and also can stun regardless of how much damage they deal. This alone makes even low-damage lightning spells very useful in combat. And Chain Lightning can do that to multiple targets with some unique mechanics. The only downside is that you really need to invest into Innate Attack (Beam) to use this spell to its full potential.

Grade: D
This spell has a lot of potential, especially in high-tech games. You can create breathable air with it, or create explosive or toxic gasses, but if only we had stats for these explosive or toxic gasses! In any case, to use this spell properly, you probably have to invest into some other abilities.

Grade: C
As I said for Atmosphere Dome, respiratory attacks and hazards are relatively common in fantasy games, so a spell that negates them is quite useful. Might even be worth learning in some games.

Grade: F
Due to the specifics of the advantage system, this spell ends up costing much more that it should for such a minor benefit. I guess it could be useful in urban games where you have to mark a target and then chase them through a thick crowd.

Grade: B
Like many area effect combat spells, this one is powerful. It is not only an area effect attack, but also a contact agent, which means that it ignores DR in most cases. However, it deals toxic damage that can be resisted (even if with HT-4), and fantasy games are full not only of creatures that are immune to metabolic hazards, such as undead and constructs, but also of living beings with resistance or immunity to poison.

Grade: F
This is extremely situational. Do not buy this spell, if you find yourself in a situation where you really need some clouds or want to get rid of them, use hardcore improvisation. I guess it could also be used in conjuction with Cloud-Walking, but you'd also need a way to get to the cloud level.

Grade: A
Effectively, this is a teleport spell in Air college. And it's also relatively cheap, which is great! What's not to like here?

Grade: F
Walking on clouds does sound cool, yes, and I bet it looks cool too, but situations where this spell might be useful are quite rare. Possibly, you might cast it when high in the mountains and be able to walk off somewhere else, but you'd still have to reach solid ground or else you'll fall and reach solid ground in an alternative way! Some fantasy worlds have cloud realms to be something of another "layer" of the world, akin to the Underdark. If that's the case for your game, this spell might be more useful to traverse non-solid clouds. Also, if you cast Cloud on a flying creature, you can cast Cloud-Walking on yourself, climb only the Cloud, and take a ride!

Concussion (GURPS Sorcery: Sound Spells, p. 4)
Grade: C
Stun in an 8-yard-radius area with some explosion damage sounds good, but the spell is quite pricy. Also, you have to coordinate your actions with your other party members well, because the stun is not selective - everyone has to roll.

Grade: D
This spell is very situational, but it complements your other lightning spells well. For example, if your enemy wears a suit of dragonscale armor that does not conduct electricity, you can cast Conducting Non-Conductor on it, and then ignore most of the DR with lightning attack spells.

Grade: D
This spell is very good, but only if there are air elementals to control. If you can summon them yourself, then you probably don't even need this spell. So, you have to have an enemy summon an air elemental or find a neutral one to dominate, and that's probably easier said than done. However, if your game is predominantly set on the Elemental Plane of Air, this spell gets bumped up to B. Otherwise, it's not worth learning.

Cool (GURPS Thaumatology: Sorcery, p. 26)
Grade: C
This spell does have some utility - you can keep ice scultures intact, preserve food, prevent corpses from rotting, etc., but this spell must be maintained, and you cannot move the area itself, so the subject must remain stationary. While it can drop the ambient temperature drastically, it never deals damage directly. However, many lizardmen and other reptilian (and many other non-birds and non-mammals) are Cold-Blooded, and this spell can exploit that weakness. You probably will not have enough FP to freeze over a pond, but pouring a bucket of water on the ground, then casting Cool to create an ice puddle sounds like a nice trap, especially where the enemy does not expect ice to be naturally. This spell is cheap, so even if you learn it, you will not spend a lot of points.

Grade: D
How often do you find yourself in an airless environment? I guess you could cast this spell to create bubbles of breathable air underwater, but why not learn Breathe Water instead?

Grade: A
Summoning spells are always great. This spell lets you create an air elemental who is stealthy, who can blow enemies away, who can take you flying with it, who can create walls of wind - your imagination (and the GM) are the limit! However, you probably want to have a good Will score and, possibly, consider learning Symbol Drawing (Summoning Circles) to mitigate the planar distance penalties.

Grade: C
You know, some spells belong to multiple colleges, and that's okay. However, I think that some spells should belong to, for example, two colleges, but only be available if your scope encompasses both, not one of them. I'd put fluid spells there, because taking Create Fluid as a strictly-limited air elementalist just does not feel right. As for the spell itself - the addition of the option to create water makes it pretty good, as water is always valuable!

Grade: D
While I absolutely love this spell, I can see that it is very situational. However, if you are playing a game about wizards in tall towers, then learn this spell!

Grade: F
Sure, Create Air is situational, but Destroy Air is even more so. Maybe it could be used for food preservation and more compact clothing storage, if you have plastic bags.

Grade: C
This is a decent spell. Sure, to maximize its effect, you'll have to find a poorly ventilated room, but if you do, you can basically impose a time limit on the fight based on how long the combatants can hold their breath for.

Grade: D
Did you read Devitalize Air? Diver's Blessing cast on yourself before casting Devitalize Air will grant you a significant advantage in the fight. Other than that, it could be useful in aquatic explorations and similar airless environments when you're not powerful enough to learn Breathe Water.

Grade: D
Imprisoned? Gradually, you can turn the stone wall into air and escape. Not useful for digging, but can still be used to circumvent some rocky obstacles.

Grade: C
Not only can you "dig" as per Earth to Air, but you can always satisfy your thirst or even create difficult, muddy terrain. Much more useful than just Earth to Air.

Grade: B
A low-damage cyclic attack that ignores metallic armor and may stun the victim - great! However, the target is not guaranteed to take all the damage, as it can touch another conductive target (be it another creature or just a conductive object) and transfer all the remaining cycles. This can be both useful and detrimental, depending on the situation.

Grade: D
There's not that many electric fields in fantasy games. To improve this spell's usefulness, I would say that items enchanted with electrical spells produce electric fields, as do such creatures as shocking lizards, electric eels, lightning quasi-elementals.

Grade: C
This is a relatively cheap spell that can drastically improve the damage output of your other lightning spells. The downside is that this is a single-target spell.

Grade: B
This is a pretty good save-or-die spell, compared to other similar options. Sure, there are many fantasy creatures that will be immune to this spell, but that's expected.

Grade: C
If you have learned Aerial Flight and you have no access to Missile Shield or other Protection and Warning spells, this is a great option to protect you from archers. However, this is an active spell, not a buff, so you will either have to devote a slot to this spell, or be unable to cast anything else.

Grade: D
Sure, it increases fire damage and lets you breathe longer, but it disperses in 5 seconds in open air, so doing anything worthwhile outside of specific situations would be difficult.

Grade: A
A great area attack spell, not much else to say here.

Grade: A
Yet another great area attack spell that not only damages, but also stuns and deafens. If your GM is evil enough to remove lightning spells from the Air college, this becomes your primary area attack spell. Also, it uses Innate Attack (Gaze) that is used by all the buffs!

Grade: C
This is a pretty good and useful spell in 3D games. Not only does it negate fall damage, it also allows you to reach places that would be difficult to reach otherwise.

Grade: D
A very flashy spell that not only deals damage and stuns, but also blinds everyone around you. Even you, although less likely. I can see how one would want to build a character around this, but this spell is quite expensive to be rated C. At that cost you probably have better options.

Grade: C
This is not much more versatile than Air Jet. Using Water Jet to blind enemies sounds like a waste of points, and so does this spell. Just take Air Jet or Water Jet instead. I'll still rate it C, because it contains Air Jet.

Grade: D
Remember Air Vision? Now you pay extra for that useless effect stacked onto the slightly more useful Water Vision. It would be better to just take Water Vision instead.

Grade: A
A lightning version of Burning Hands? What's not to like here?

Grade: B
Yes, the weapon will deal less damage, but it becomes raw lightning! As always, it ignores metallic armor, and stuns. If you are fighting a psi who seems invulnerable behind PK Shield, consider casting this spell to switch your attacks from physical to energy. Do not forget about the Electricity Vulnerability spell! Also, non-sentient weapons do not resist weapon buff spells, so, if you are under the effect of Resist Lightning or are naturally resistant to lightning, consider casting this spell on the weapons of your enemies.

Grade: F
I have no idea. Maybe if you get imprisoned in a glass cube, or try to swallow a lightbulb, or if there is a macuahuitl stuck in your face preventing you from breathing.

Grade: B
That's another pretty good save-or-die spell in the Air college. Surprising, isn't it?

Grade: C
This spell is quite cheap, but in can create invisible walls! Imagine the possibilities! Cover, obstacles, low obstacles to trip enemies, flimsy bridges, etc.

Grade: C
A minor debuff that is nonetheless useful, especially since it also covers Infravision. You cannot do anything better with Air magic, so that's better than nothing. Also, this spell is cheap enough for even normal improvisation.

Improved Concussion (GURPS Sorcery: Sound Spells, p. 7)
Grade: C
As Concussion (see above), but bigger.

Grade: A
As Explosive Lightning (see above), but bigger.

Grade: B
In low-tech games, most barriers are porous enough for you to infiltrate through. Metal grates (like in Terminator 2), wooden doors. Solid rock barriers, however, will hold you in.

Grade: C
First, you have to wear armor, and the effectiveness of this spell depends on the intrinsic DR of the armor. Second, you have to fight lightning-wielding enemies. Fortunately, they are not super rare in fantasy games. This is a solid spell, a nice alternative to Resist Lightning.

Grade: B
This is a cheap stun spell. If you are in need of a non-lethal spell, then this is a good choice.

Grade: A
While the normal lightning merely stuns, this one knocks victims out and may even stop their hearts. If you're looking for lethality, this is a great choice even if you just take level 1.

Lightning (Pyramid #3-82, p. 13)
Grade: A
Well, this is a basic electric attack spell. It is good, but it costs 11.5 points/level compared to 15 points/level of Chain Lightning. Why not learn Chain Lightning instead?

Grade: B
What a great spell! This is an extremely useful protective spell that deters most melee enemies, especially ones without any weapons, such as animals. Remember that any electric damage will trigger a stun check, so regardless of how well you punch, you can grab an enemy and just hope that the spell does its job. Been there, done that. However, wooden weapons and ranged attacks are still your bane.

Grade: C
Just a more limited version of Lightning Weapon (see below). Good, but only if you have projectile weapons.

Grade: A
Unlike Lightning, this spell is a jet that uses your Innate Attack (Gaze) skill that is used by all the buff spells. That means that this might be more point-efficient in some situations.

Grade: A
This is a linked electric attack that basically ignores metal armor and causes stun. The best of the (Element) Weapon spells, in my opinion.

Grade: B
A weapon-like spell with its damage based on ST. It certainly is stylish, but you will have to invest in the Force Whip skill.

Grade: D
This spell is quite expensive, and it probably only comes in handy when you really have to ration your FP. Otherwise, using normal Resist Lightning probably is better.

Grade: D
This is a cantrip (the only cantrip for the college), so I cannot really rank it F, because this option is available to an air sorcerers of any levels with normal improvisation. I guess you could blow out candles, fuses, throw papers around, etc.

Grade: F
This is a hugely expensive spell for what it does. Instead of detecting whether the air is safe to breathe, why not make yourself immune with Clean Breath that costs three times less?

No-Smell (GURPS Thaumatology: Sorcery, p. 13)
Grade: D
Ah, No-Smell, the spell that people meme about, pointing at it and laughing at sorcery. However, they forget (or don't read) that you're not supposed to learn every spell, and No-Smell is a perfect example of a spell you do not learn but keep in mind for hardcore improvisation. Also, it really isn't built correctly, I think, so I altered it a bit in my unofficial errata, dropping its cost by 10 points. While still expensive, it is a situational spell that is nonetheless useful to keep in mind since many fantasy monsters have Discriminatory Smell.

Grade: C
This spell requires some imagination to apply. You can create a fake odor to throw an animal off your scent trail. You can create putrid odors to embarass somebody in high society. You can distract a guard with the odor of smoke, etc. Is is worth learning? A single level might be, but otherwise it should be an easy spell to cast via hardcore improvisation.

Grade: A
Flight is great. However, this is not a buff, but an indefinite, personal spell. That means that you will be unable to cast anything while flying, unless you have multiple spell slots. Despite that I'm still giving it an A.

Grade: F
Yeah, this is garbage.

Grade: D
Very situational, but kind of cool.

Grade: B
A personal version of Blindsight, and it's still a good spell.

Grade: B
As one of the affordable Body of (Element) spells, this one is quite versatile. Becoming diffuse and able to fly is nothing to scoff at, but you cannot carry anything and cannot attack.

Grade: F
Skip it.

Grade: C
The personal version of Body of Lightning is, in my opinion, better than the normal one. Why? Because it's affordable! I am grading it higher than its buff counterpart.

Grade: F
Good luck purchasing this spell!

Grade: D
This spell is very cheap, so you are likely to be able to cast it with normal improvisation.

Grade: C
If you are in an aquatic campaign, and you need to get out of water, then this might be useful.

Grade: C
This spell will save you from drowning and allow you to overcome many aquatic hazards. Even if you learn it, it costs only 2 points, and they will probably be points well spent.

Grade: C
As a learned spell, this will only cost a point, and it's worth paying for a way to protect yourself against respiratory agents.

Grade: F
Just like the buff version, this is way too situational. Leave it for improvisation.

Grade: C
This is a pretty good and useful spell in 3D games.

Grade: D
It's not as bad as Personal Air Vision, but if you have access to the college of water, then take Water Vision instead.

Grade: B
This is a great spell if you do not have enough points for the buff version.

Grade: F
Just take Personal Clean Breath instead.

Grade: D
This is very situational, something that you probably should leave for hardcore improvisation.

Grade: D
Situational, but if the situation arises, you will not regret learning this spell.

Grade: D
A bit too expensive for what it does.

Grade: D
This is much more manageable than the buff version, but still very situational. However, I can see myself learning this spell sometimes.

Grade: D
Very situational, but easily improvised. So, I cannot really complain here.

Grade: A
Basically, this is another flight spell, so it gets an A from me.

Grade: A
You still gain the ability to fly, but why not take Walk on Air instead?

Grade: B
Phlogiston spells are supposed to be "essential" variants of the lightning spells. The only difference is that in addition to the stun side effect, if the victim fails really bad, he becomes paralyzed. This does not really increase the cost that much, so if you are not restricted in your choice (for example, your GM might treat phlogiston spells as secret), then it's usually a better choice over the lightning counterpart. See Lightning Whip.

Grade: A
See Explosive Lightning.

Grade: A
See Lightning.

Grade: B
See Ball of Lightning.

Grade: A
See Lightning Stare.

Grade: C
See Shocking Touch.

Grade: F
I know that Plane Shift is a Gate spell, but I allow limited versions to be in elemental colleges. While I absolutely adore plane shifting, this spell is something you're very unlikely to learn. First, it is very expensive, even if you make it D&D-like by requiring an attuned metal rod (there's a -20% limitation for that in GURPS Infinite Worlds). Second, you don't get to bring friends, and usually you have your partymates. Even in a solo adventure this is something of an adventure enabler instead of a spell that is used to solve your problems. The cost forces us to use cooperative hardcore improvisation to cast this spell. It pains me greatly to give it an F.

Grade: F
Oh, now you can bring friends (or enemies) with you! But this spell costs twice as much as Plane Shift, so to the F realm it goes.

Predict Weather (GURPS Thaumatology: Sorcery, p. 26)
Grade: C
This spell is relatively cheap and pretty useful too. Bad weather really can mess up your voyage somewhere, and this spell allows you to find the perfect moment to set off. Also, I bet you could earn a lot as a weather forecaster. It might be worth learning in a game with a lot of wilderness adventures.

Grade: C
Like I said before, fantasy games are ripe with toxic gases, so one or two level of this spell might be worth learning.

Grade: C
Best of both worlds - you can purify air and water. Useful.

Grade: D
Weather spells, typically, are quite expensive, produce large-scale effects, but the effects themselves are quite underwhelming in mechanical terms. Sure, getting a +1 to Farming is nice if you're a farmer, but it would be cheaper for a community to farmers to improve their Farming skill than to buy Sorcerous Empowerment and Rain 1.

Grade: D
This spell could be great if you're fighting many lightning-breathing monsters, electrolaster-wielding security guards, or lightning mages. Otherwise, it's probably going to be a waste of points.

Grade: D
While the effects are nice, even if specialized, the spell is way too expensive. Of course, if you happen to be on the Elemental Plane of Air, then this spell's usefulness increases.

Resist Lightning (GURPS Sorcery: Protection and Warning Spells, p. 10)
Grade: D
Remember me gushing over how good lightning spells are? Even a single level of this spell basically screws them over. It is expensive, its effects are good, but restricted.

Grade: C
A very flashy combat spell! To utilize it to its full effect, you'll have to move through hexes occupied by as many enemies as possible, so you'll probably have to invest into Basic Move. The downside is that using this spell brings you close to the enemies, where you might get hurt.

Grade: F
The effects are strong, but the spell is prohibitively expensive.

Grade: F
Just walk outside! This spell is much more important in sci-fi games, where you might struggle to find air tanks on a derelict spaceship or when you must find some specific gas.

Grade: D
I can see how the Seek Water component of this could be useful, but the addition of Seek Air makes it very expensive for only minor additional utility.

Grade: D
This is quite expensive for what it does, but it still can be useful. Moving drifting toxic cloud away from you or toward your enemies, creating wind, etc.

Grade: F
Sure, it's a fun spell, but I cannot see much use it in.

Grade: C
This is much more useful, but not that much more expensive. It can do to water the same things it can do to air. And ice is considered water for this spell, so you can create various sculptures or items from ice.

Grade: A
A very good lightning area attack spell.

Grade: D
You can now grant your enemies the Electrical disadvantage, making them vulnerable to your surge damage spells.

Grade: C
This is a touch combat spell. While usually they are subpar compared to ranged spells, this one is better than other spells because of Surge, Arcing and the stunning side effect.

Grade: D
Just like Rain, this is an expensive spell that can penalize or give bonuses to certain skills. Other than that, just like Rain, you can use it to create difficult terrain in a large area. If you learn the Snow Shoes spell, you can give yourself an advantage while penalizing the others.

Grade: A
Shimmering Fields deals more damage, but this spell drifts with the wind. If you need a less lethal option that still can stun, pick this spell. If you're all about the damage, take Shimmering Fields.

Grade: C
This is another touch spell that does not ignore metal armor or stun, but deals corrosion damage, which can erode armor away.

Grade: F
The effects are strong, but the spell is prohibitively expensive.

Grade: C
While it is a neat area lightning spell, you have to stand in the middle of a group of enemies to utilize it to its maximum potential.

Grade: D
This is a weird, but very interesting spell with beneficial and detrimental effects. Even though I really like this one, it requires you (or your partymates) to build around it.

Grade: B
This is another pretty good save-or-die spell. It seems that the college of Air has a lot of them.

Grade: B
A pretty good area attack spell, even if toxic damage can be resisted.

Grade: D
Despite the name, it will not protect you against Stench. Although, there could be some situations where losing your sense of smell is beneficial.

Grade: D
An expensive spell with only some minor effects at level 1. Summoning a storm sure sounds cool (especially if you also have Call Lightning), but is it really worth it?

Grade: C
A 2-point spell negates the effects of Storm 1, which costs 91 points. Honestly, mitigating the effects of bad weather, even if not fully, should come in handy often.

Grade: A
A cheap lightning line? Instant A.

Grade: B
Just like Create Air Elemental, but you have much less control over what you get. Still, this is a very good spell that may require additional investment.

Grade: F
Just buy a canary (unless you have a druid in your party).

Grade: A
This is very good! An area spell that you can move, it throws people around, giving them vertigo and knocking them down.

Grade: B
Like Twister, but with less control and more (potentially) speed. I think it's a worse spell in most regards.

Grade: A
I think that this is a very interesting spell. It combines damage, knockback, suffocation, and side effects. It costs a lot, but could still be affordable.

Grade: C
A cheap spell that you probably will be able to improvise easily. It is designed to emulate vortex ring projectors from UT. Since this is an area effect, it is targeted at +4.

Grade: A
Basically, this is another flight spell, so it gets an A from me.

Grade: A
Why would you want the additional ability to walk on water when you already can walk on air? I'm still giving it an A, but consider learning Walk on Air instead.

Grade: A
A good battlefield control spell.

Grade: C
This spell's effects are pretty useful and strong, but it costs a lot. Still, it may be affordable if you invest a lot of point into magic.

Grade: C
The reverse of Cool. While it cannot deal damage directly, it may be used to melt ice, including ice paraelementals, ice golems, or other creatures with weaknesses to high temperatures. Also, it can help your Cold-Blooded friends in cold environments.

Grade: D
Expensive, but it could really come in handy in naval games. Outside of that, use Shape Air or Air Jet to move clouds around.

Grade: F
The effects are strong, but the spell is prohibitively expensive.

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