Push
The Shaper unleashes a powerful gust of Air to force enemies back.
Prerequisite: 3 Air
EP Cost: 3
Range: 20 ft Cone
Duration: Instantaneous
Shaping Time: 1 Round
Concentration: No
Characters caught in the blast must make an Air or Earth saving throw or be knocked prone and thrown straight back a number of feet equal to 5 times the Shaper's Air modifier. Characters in half-cover have ADV on the save and characters in full cover are unaffected unless the cover itself is blown away.
Repel
The Shaper manifests a blast of Air radiating out from themselves, throwing back those foolish enough to approach them.
Prerequisite: 3 Air
EP Cost: 3
Range: Self
Duration: Instantaneous
Shaping Time: 1 Round
Concentration: No
All characters within a 20 ft radius of the Shaper must make an Earth or Air saving throw or be knocked prone and thrown straight back a number of feet equal to 5 times the Shaper's Air modifier. Characters in half-cover have ADV on the save and characters in full cover are unaffected unless the cover itself is blown away.
Blade Wind
The Shaper imbues Push or Repel with deadly blades of Air.
Prerequisite: 8 Air, Bolt, Push and/or Repel
EP Cost: *
Range: *
Duration: Instantaneous
Shaping Time: *
Concentration: No
When shaping Push or Repel, the Shaper may simultaneously shape Bolt (Air) at any target within the manipulation's area of effect. Bolts shaped this way have their normal EP cost may not be affected by skills such as Piercing Bolt or other similar skills.
Sleep
Using a subtle weave of Air, the Shaper attempts to cloud the mind of the target and force sleep on them.
Prerequisite: 3 Air
EP Cost: 3
Range: 30 ft
Duration: Air modifier, Rounds
Shaping Time: 1 Round
Concentration: No
The target must pass an Air saving throw or be afflicted by Sleep.
Sleep Field
Sleep Field is similar to Sleep, except that the Shaper may have more than one target.
Prerequisite: 5 Air, Sleep
EP Cost: 5+
Range: 30 ft
Duration: Air modifier, Rounds
Shaping Time: 1 Round
Concentration: No
Sleep Field acts in the same way as Sleep, but over an area. The Shaper may then select a number of targets up to their Air modifier within 20 ft of target location. Each target beyond the first costs 1 additional EP. Targets must pass an Air saving throw or be afflicted by Sleep.
Winded
The Shaper rips the air out of an adversary's lungs, causing them to gasp for breath and fight for air.
Prerequisite: 4 Air
EP Cost: 4
Range: 30 ft
Duration: Air modifier, Rounds
Shaping Time: 1 Round
Concentration: No
At the beginning of the target's turn for the duration of Winded, they must pass an Air saving throw or be unable to Move or take Actions of any kind. If they pass, their movement speed is halved and all ability checks are considered Hard. This manipulation has no effect on creatures that do not breathe.
Suffocate
The Shaper focuses on an adversary, drawing air from their lungs as quickly as it is breathed.
Prerequisite: 8 Air, Winded
EP Cost: 8
Range: 30 ft
Duration: Up to Air modifier, Rounds
Shaping Time: 1 Round
Concentration: Yes
At the beginning of the target's turn for the duration of Suffocate, they must make an Air saving throw. If they pass, the manipulation ends. If they fail, they are Immobilized and cannot breath. In addition, they take 1d4 damage each turn, which bypasses all DR and ER. This manipulation has no effect on creatures that do not breathe.
Wall of Air
The Shaper creates a translucent wall of swirling elemental Air.
Prerequisite: 2 Air
EP Cost: 2
Range: 30 ft
Duration: Air modifier, Rounds
Shaping Time: 1 Round
Concentration: No
Wall of Air covers 5 contiguous hexes to a height of up to 10 ft. Any character attempting to move through the wall must make an Earth or Air saving throw or be stopped at the edge of the wall. If the save is passed, the character may move through the wall, treating it as Difficult Terrain. The wall counts as full cover against ranged attacks, but does not completely block vision. Wall of Air lasts for a number of rounds equal to the Shaper's Air modifier.