Air (Elemental School)
The air elementalist uses the forces of the wind, sky, clouds, and lightning to confuse and destroy his foes, all while flying through the air with ease.
Air Supremacy (Su): You gain a +2 enhancement bonus on Fly skill checks. This bonus increases by +1 for every five wizard levels you possess. In addition, you can cast feather fall on yourself at will. At 5th level, you can cast levitate on yourself at will. At 10th level, you can cast fly on yourself at will. At 20th level, whenever you make a Fly skill check, assume the roll resulted in a natural 20.
Lightning Flash (Su): As a standard action, you can unleash a flash of electricity. This flash deals 1d6 points of electricity damage + 1 point for every two wizard levels you possess to all creatures within 5 feet of you and dazzles them for 1d4 rounds. A successful Reflex save negates the dazzled effect and halves the damage. The DC of this save is equal to 10 + 1/2 your wizard level + your Intelligence modifier. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Cyclone (Su): At 8th level, you can create a vortex of turbulent wind around yourself as a standard action. This vortex has a radius of up to 10 feet and a maximum height of 10 feet per wizard level you possess. Any ranged attack passing through this vortex automatically misses. Any flying creature moving through the vortex must make a Fly skill check or immediately fall from the sky, taking falling damage (the creature cannot make a Fly check to reduce or negate this damage). Creatures on the ground cannot pass through the vortex without first making a Strength check. The DC of this check is equal to 10 + your caster level. The vortex is faintly visible and can be spotted with a DC 15 Perception skill check. You can use this ability for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive.
Air Elementalist Wizard Spells
0 – message
1st – air bubble, alter winds, feather fall, gentle breeze, shocking grasp, windy escape
2nd – aggressive thundercloud, elemental speech, elemental touch, glide, gust of wind, gusting sphere, levitate, resist energy, summon monster 2, whispering wind
3rd – air geyser, carrying wind, cloak of winds, draconic reservoir, elemental aura, fly, gaseous form, hostile levitation, lightning bolt, lightning conductor, protection from energy, resist energy, communal, second wind, wall of mist, wind wall
4th – absorbing inhalation, aggressive thundercloud, greater, ball lightning, blast of wind, cloud shape, detonate, dragon’s breath, elemental body i, miasmatic form, protection from energy, communal, river of wind, shout, summon monster 4
5th – elemental body ii, fickle winds, lightning arc, overland flight, planar adaptation, planar binding, lesser, suffocation, summon monster 5, wind blades
6th – chain lightning, elemental body iii, path of the winds, planar binding, sirocco, summon monster 6
7th – control weather, elemental body iv, fly, mass, planar adaptation, mass, scouring winds, summon monster 7
8th – planar binding, greater, shout, greater, stormbolts, summon monster 8
9th – gate, ride the lightning, suffocation, mass, winds of vengeance
