Heart of Air

3.5th Edition
You feel light as a feather, as if the slightest breeze might knock you about.   This spell converts part of your body into elemental air, freeing you somewhat from the bonds of gravity. You gain a +10 enhancement bonus on Jump checks, and if you have a fly speed, that speed gains a +10-foot enhancement bonus.   Furthermore, while this spell is active, you can activate a feather fall effect (as the spell) on yourself as an immediate action. This benefit lasts for 1 round per level, at the end of which time the spell's entire effect ends.   If heart of air is active on you at the same time as heart of earth, heart of fire, or heart of water, you gain light fortification. If all four of these spells are active on you at the same time, you become immune to extra damage from critical hits and sneak attacks.
 
5th Edition
This spell converts part of your body into elemental air, freeing you somewhat from the bonds of gravity. For the duration, your jump distance is doubled, and if you have a flying speed, it increases by 10 feet.   As a reaction when you would fall, you can activate the effects of the Feather Fall spell on yourself only. Once you do so, this spell ends at the beginning of your next turn. This spell also ends if you speed becomes 0.   If you are affected by both this spell and either Heart of Earth, Heart of Fire, or Heart of Water, critical hits scored against you instead become normal hits.   At Higher Levels. When you cast this spell using a higher level spell slot, increase the bonus to your fly speed by 5 feet for each slot level above its base level.
 

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Spell Descriptors
Air
2nd Edition
Level
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School
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AoE
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Casting Time
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3.5th Edition
Level
Druid 2, Sorcerer 2, Wizard 2, Wu Jen 2 (general), Spellthief 2
Components
V, S
Casting Time
1 Standard Action
Range
Personal
Target
You
Duration
1 Hour/level (D) or until expended

 
4th Edition

 
5th Edition
Level
Druid 2, Sorcerer 2, Wizard 2, Wu Jen 2
Casting Time
1 Action
Range
Self
Components
V, S
Duration
1 Hour

 
Pathfinder 2e
Tags
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Traditions
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Defense
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Verbal Components

{The words spoken in English to invoke this magic; if applicable}
Cavellan
{The translated words spoken in Cavellan to invoke this magic}
Maherasi
{The translated words spoken in Maherasi to invoke this magic}
Celestial
{The translated words spoken in Celestial to invoke this magic}
Infernal
{The translated words spoken in Infernal to invoke this magic}
Pit-Tongue
{The translated words spoken in Pit-Tongue to invoke this magic}
High Draconic
{The translated words spoken in High Draconic to invoke this magic}
High Elvish
{The translated words spoken in High Elvish to invoke this magic}

Somatic Components

{A 2-3 sentence description of the motions done by the caster with one or both hands to invoke this magic, if applicable}.

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