spell name:
ZEPHYR
list name:
Air Forms
level:
1
realm:
Essence
type:
elementalist base
spell class:
U
duration:
1 minute / level
range:
self
area of effect:
self
sourcebook:
rolemaster companion 7
description: Caster can run at one better pace category than normally allowed for his armor and encumbrance. For example, an unarmored man could move at his base rate x6 (expending 75 exhaustion points per round) instead of x5. If the caster stops running the spell is ends. This spell does not give the caster any modifier to the maneuver difficulty, nor does it give exhaustion bonuses.

spell name:
MINOR TURBULENCE
list name:
Air Forms
level:
2
realm:
Essence
type:
elementalist base
spell class:
F
duration:
1 round / 5 failure
range:
100'
area of effect:
target
sourcebook:
rolemaster companion 7
description: This spell sets up random wind currents and eddies around a target. The target is -20 to all moving maneuvers and combat for the duration.

spell name:
WIND LIFT I
list name:
Air Forms
level:
3
realm:
Essence
type:
elementalist base
spell class:
F
duration:
1 minute / level
range:
100'
area of effect:
target
sourcebook:
rolemaster companion 7
description: This spell allows the caster to move objects with the wind. The caster may move any object up to 10 lbs at a maximum rate of 10'/rnd. The effect of this spell is like telekinesis. Caster must make maneuver rolls using Spell Mastery, difficulty based on complexity of maneuver and strength of existing winds (GM's discretion). For example, throwing a rock at the side of a building with a light breeze would be an Easy maneuver (+20), but threading a needle in a light breeze or hitting a building with a rock in a hurricane would both be an Insane (-100) maneuver.

spell name:
FLOAT
list name:
Air Forms
level:
4
realm:
Essence
type:
elementalist base
spell class:
U
duration:
1 minute / level
range:
self
area of effect:
self
sourcebook:
rolemaster companion 7
description: Caster's body become less dense so that he floats with the wind. The caster has no control over direction or speed and must make maneuver rolls to maintain orientation (GM's discretion).

spell name:
CROSS WINDS
list name:
Air Forms
level:
5
realm:
Essence
type:
elementalist base
spell class:
F*
duration:
-
range:
100'
area of effect:
1 missile
sourcebook:
rolemaster companion 7
description: Caster causes one missile attack to be blown off course, giving it a -100 attack modification. Caster must be able to see missile.

spell name:
WIND LIFT II
list name:
Air Forms
level:
7
realm:
Essence
type:
elementalist base
spell class:
F
duration:
1 minute / level
range:
100'
area of effect:
target
sourcebook:
rolemaster companion 7
description: This spell allows the caster to move objects with the wind. The caster may move any object up to 20 lbs at a maximum rate of 20'/rnd. The effect of this spell is like telekinesis. Caster must make maneuver rolls using Spell Mastery, difficulty based on complexity of maneuver and strength of existing winds (GM's discretion). For example, throwing a rock at the side of a building with a light breeze would be an Easy maneuver (+20), but threading a needle in a light breeze or hitting a building with a rock in a hurricane would both be an Insane (-100) maneuver.

spell name:
AIR WALK
list name:
Air Forms
level:
8
realm:
Essence
type:
elementalist base
spell class:
U
duration:
1 minute / level
range:
self
area of effect:
self
sourcebook:
rolemaster companion 7
description: Caster may walk on air as if on solid ground. He may only move at normal walking pace and may gain altitude as if climbing a hill (GM's discretion for maneuver difficulty).

spell name:
AIRFORM
list name:
Air Forms
level:
10
realm:
Essence
type:
elementalist base
spell class:
F
duration:
1 minute / level
range:
self
area of effect:
self
sourcebook:
rolemaster companion 7
description: Caster is transformed into a weak Air Elemental. He has all the abilities listed in C&T, except he retains his mind and all his skills. The caster is limited in movement and physical action as per the description and he may cast spells from this list only.

spell name:
MAJOR TURBULENCE
list name:
Air Forms
level:
11
realm:
Essence
type:
elementalist base
spell class:
F
duration:
1 round / 5 failure
range:
100'
area of effect:
target
sourcebook:
rolemaster companion 7
description: This spell sets up random wind currents and eddies around a target. The target is -50 to all moving maneuvers and combat for the duration.

spell name:
WIND LIFT III
list name:
Air Forms
level:
13
realm:
Essence
type:
elementalist base
spell class:
F
duration:
1 minute / level
range:
100'
area of effect:
target
sourcebook:
rolemaster companion 7
description: This spell allows the caster to move objects with the wind. The caster may move any object up to 30 lbs at a maximum rate of 30'/rnd. The effect of this spell is like telekinesis. Caster must make maneuver rolls using Spell Mastery, difficulty based on complexity of maneuver and strength of existing winds (GM's discretion). For example, throwing a rock at the side of a building with a light breeze would be an Easy maneuver (+20), but threading a needle in a light breeze or hitting a building with a rock in a hurricane would both be an Insane (-100) maneuver.

spell name:
AIR RUNNING
list name:
Air Forms
level:
15
realm:
Essence
type:
elementalist base
spell class:
U
duration:
1 minute / level
range:
self
area of effect:
self
sourcebook:
rolemaster companion 7
description: Caster may run (3x base pace) on air as if on solid ground. He may gain altitude as if climbing a hill (GM's discretion for maneuver difficulty).

spell name:
LORD AIRFORM
list name:
Air Forms
level:
20
realm:
Essence
type:
elementalist base
spell class:
F
duration:
1 minute / level
range:
self
area of effect:
self
sourcebook:
rolemaster companion 7
description: Caster is transformed into a Strong Air Elemental. He has all the abilities listed in C&T, except he retains his mind and all his skills. The caster is limited in movement and physical action as per the description and he may cast spells from this list only.

spell name:
TURBULENCE TRUE
list name:
Air Forms
level:
25
realm:
Essence
type:
elementalist base
spell class:
F
duration:
1 round / 5 failure
range:
100'
area of effect:
target
sourcebook:
rolemaster companion 7
description: This spell sets up random wind currents and eddies around a target. The target is -100 to all moving maneuvers and combat for the duration.

spell name:
WIND LIFT TRUE
list name:
Air Forms
level:
30
realm:
Essence
type:
elementalist base
spell class:
F
duration:
1 minute / level
range:
100'
area of effect:
target
sourcebook:
rolemaster companion 7
description: This spell allows the caster to move objects with the wind. The caster may move any object up to 1 lb/lvl at a maximum rate of 1'/lvl/rnd. The effect of this spell is like telekinesis. Caster must make maneuver rolls using Spell Mastery, difficulty based on complexity of maneuver and strength of existing winds (GM's discretion). For example, throwing a rock at the side of a building with a light breeze would be an Easy maneuver (+20), but threading a needle in a light breeze or hitting a building with a rock in a hurricane would both be an Insane (-100) maneuver.

spell name:
AIRFORM TRUE
list name:
Air Forms
level:
50
realm:
Essence
type:
elementalist base
spell class:
F
duration:
1 minute / level
range:
self
area of effect:
self
sourcebook:
rolemaster companion 7
description: Caster gains the form and abilities of an Air Elemental Savant as listed in C&T II, except the only spells he can cast are from this list.