TEXT: 1
  A
  ir—perhaps the most mysterious of the primal 
  elements of creation, an invisible medium 
  through which we walk and in whose arms a 
  rare few can fly. The power of air and wind, on their 
  own, seem magical even in our modern world—how 
  much more so in the medieval past? Where does the 
  wind come from, what is it maid of, and how can it wield 
  so much power?
  The pages of fantasy fiction are filled with the 
  mysteries of air—castles in the sky, weapons made of 
  wind, and creatures like djinni and elementals, who 
  seem to be the very air itself brought to life. Certainly, 
  the Pathfinder Roleplaying Game Core Rulebook captures 
  some of the power and mystery contained in the element 
  of air—but that is expressed mostly in the form of 
  movement-based or defensive spells when, as anyone 
  who has ever been caught unprotected in the face of an 
  oncoming gale will attest, air can also serve as a most 
  formidable weapon.
  Air vs. Storm
  Air magic often overlaps with storm and weather 
  magic, with spells such as control weather and control 
  winds both being able to create tornadoes and hurricane-
  force winds under the right conditions. For the most 
  part, The Genius Guide to Air Magic focuses only on air 
  spells, leaving more lightning- and rain-focused spells 
  for other venues. Even so there is some overlap (thunder, 
  being a phenomenon entirely of air, sneaks into a few 
  of our spells), and the new class options presented at 
  the end of this product go further afield than the spells 
  themselves (the druidic storm lord being the most 
  obvious case). We also explore some concepts connected 
  to specifically named winds (such as the chinook and 
  sirocco spells), some of which have very little bearing on a 
  scientific understanding of how air actually behaves and 
  functions. We beg the reader’s indulgence if we wander 
  further than expected from a focus on pure aerothurgy.
  
  2
  NEW SPELLS
  BArd SpellS
  3rd-Level Bard Spells
  Beneficent Breeze: Target’s movement is 
  aided by friendly winds.
  CleriC SpellS
  2nd-level CleriC SpellS
  Airblast: Make a ranged combat maneuver 
  against one foe.
  Chinook: Create a warm wind that raises 
  the temperature and can dispel cold effects.
  Foehn: Cone-shaped area filled with wind 
  that sickens those within.
  Khazri: Create a cold wind that lowers the 
  temperature and can dispel fire effects.
  Trade Wind: Summon favorable winds to 
  increase a ship’s speed or a creature’s flight.
  Wind Tunnel: Use curtains of air to aid your 
  allies’ movement, and hinder your foes’.
  3rd-level CleriC SpellS
  Beneficent Breeze: Target’s movement is 
  aided by friendly winds.
  5th-level CleriC SpellS
  Control Winds, Lesser: Make minor 
  changes to wind direction and speed.
  9th-level CleriC SpellS
  Cyclone Barrier: Create a wall of 
  hurricane-force winds.
  druid SpellS
  1St-level druid SpellS
  Chinook: Create a warm wind that 
  raised the temperature and can dispel cold 
  effects.
  Khazri: Create a cold wind that lowers 
  the temperature and can dispel fire effects.
  Wind Tunnel: Use curtains of air to aid 
  your allies’ movement, and hinder your 
  foes’.
  2nd-level druid SpellS
  Airblast: 
  Make 
  a 
  ranged 
  combat 
  maneuver against one foe.
  Beneficent Breeze: Target’s movement is 
  aided by friendly winds.
  Foehn: Cone-shaped area filled with 
  wind that sickens those within.
  Trade Wind: Summon favorable winds 
  to increase a ship’s speed or a creature’s 
  flight.
  3rd-level druid SpellS
  Control Winds, Lesser: Make minor 
  changes to wind direction and speed.
  Gale Scythe: Create a whirling blade of 
  air to harm and trip your foes.
  Thunderfist: Make unarmed attacks at 
  range.
  4th-level druid SpellS
  Sirocco: Summon a sandstorm that 
  grants concealment, blows around small 
  items, and deals 1d3 points of damage per 
  round.
  Tempest Hammer: Control a massive 
  blast of damaging air.
  5th-level druid SpellS
  Thunderfist, Greater: Make unarmed 
  attacks and related special attacks at range.
  8th-level druid SpellS
  Cyclone Barrier: Create a wall of 
  hurricane-force winds.
  Vortex: Create a Medium cyclone that 
  attacks your foes.
  9th-level druid SpellS
  Typhoon: Create a supercyclone over a 
  radius of several miles.
  SorCerer/WizArd SpellS
  1St-level SorCerer/WizArd SpellS
  Airblast: 
  Make 
  a 
  ranged 
  combat 
  maneuver against one foe.
  Wind Tunnel: Use curtains of air to aid 
  your allies’ movement, and hinder your 
  foes’.
  2nd-level SorCerer/WizArd SpellS
  Beneficent Breeze: Target’s movement is 
  aided by friendly winds.
  Chinook: Create a warm wind that 
  raised the temperature and can dispel cold 
  effects.
  Air mAgiC And Super 
  geniuS SpellCASterS
  If you happen to use the archon and 
  death mage classes (from the Genius Guide to 
  the Archon and the Genius Guide to the Death 
  Mage, respectively), you may wish to add 
  some of the spells from Air Magic to their 
  class spell lists. Any spell that a sorcerer/
  wizard can use from this product is also 
  appropriate to add to the archon’s spell list. 
  The death mages have much less in common 
  with aerothurges, and only foehn would be a 
  good addition to their spell options.
  
  3
  Khazri: Create a cold wind that lowers 
  the temperature and can dispel fire effects.
  Thunderfist: Make unarmed attacks at 
  range.
  3rd-level SorCerer/WizArd SpellS
  Foehn: Cone-shaped area filled with 
  wind that sickens those within.
  Trade Wind: Summon favorable winds 
  to increase a ship’s speed or a creature’s 
  flight.
  4th-level SorCerer/WizArd SpellS
  Gale Scythe: Create a whirling blade of 
  air to harm and trip your foes.
  Sirocco: Summon a sandstorm that 
  grants concealment, blows around small 
  items, and deals 1d3 points of damage a 
  round.
  Thunderfist, Greater: Make unarmed 
  attacks and related special attacks at range.
  5th-level SorCerer/WizArd SpellS
  Control Winds, Lesser: Make minor 
  changes to wind direction and speed.
  Tempest Hammer: Control a massive 
  blast of damaging air.
  8th-level SorCerer/WizArd SpellS
  Vortex: Create a Medium cyclone that 
  attacks your foes.
  9th-level SorCerer/WizArd SpellS
  Cyclone Barrier: Create a wall of 
  hurricane-force winds.
  Typhoon: Create a supercyclone over a 
  radius of several miles.
  SPELLS
  AirBlASt
  School: evocation [air]; Level: cleric 2, druid 
  1, sorcerer/wizard 1
  Casting Time: 1 standard action
  Components: V, S
  Range: Medium (100 ft. +10 ft./level)
  Target: one creature
  Duration: Instantaneous
  Saving Throw: Reflex negates; Spell 
  Resistance: yes
  You fire a blast of focused air at your 
  target. This allows you to make a special 
  combat maneuver check against target’s 
  CMD. You use a bonus equal to your caster 
  level + the spell’s level + your Intelligence, 
  Wisdom, or Charisma modifier (whichever 
  is highest). If you hit the target’s CMD, you 
  can affect the target with a bull rush, disarm, 
  or trip. If you miss, the target cannot attempt 
  to make a combat maneuver against you 
  because of your failed attempt. If you bull 
  rush the target with an airblast you move the 
  target up to the maximum distance allowed 
  by your CMB check without moving 
  yourself.
  BenefiCent Breeze
  School: transmutation [air]; Level: bard 3, 
  cleric 3, druid 2, sorcerer/wizard 2
  Casting Time: 1 standard action
  Components: V, S
  Range: touch
  Target: creature touched
  Duration: 10 minutes/level
  Saving Throw: Fort negates (harmless); 
  Spell Resistance: yes
  A strong wind surrounds the subject, aiding 
  his movement. This wind has the following 
  benefits.
  • The subject can jump up to ten feet across, 
  five feet up, or twenty feet down without 
  making an Acrobatics check, and adds these 
  distances to any jumps that are made with 
  an Acrobatics check. At 8th-caster-level, 
  these distances double.
  • The subject does not spend extra movement 
  when moving through difficult terrain. At 
  8th-caster-level, the subject gains a +10 foot 
  bonus to its move and fly rates.
  • The subject gains a +10 bonus to all Climb 
  checks, and does not lose its Dex bonus to 
  AC when climbing. At 8th-caster-level, this 
  bonus increases to +20.
  Chinook
  School: transmutation [air, fire]; Level: cleric 2, 
  druid 1, sorcerer/wizard 2
  Casting Time: 1 standard action
  Components: V, S
  Range: Short (25 ft. +5 ft./2 levels)
  Area: 25 ft. + 5 ft./2 levels radius cylinder 25 ft. 
  high
  Duration: 1 minute/level
  Saving Throw: none; Spell Resistance: yes
  You create a chinook—a warm wind able to 
  melt snow and warm chilled objects. You warm 
  the area of the spell by 20° F (–6.5° C), to a 
  maximum of 89° F (31.5° C), for the duration of 
  the spell. Objects made of ice or snow that are 
  within the area suffer 2d4 points of damage per 
  minute (this damage bypasses any hardness). 
  You may choose to limit the area to any 
  
  4
  cylindrical area less than your full limit.
  At any time during the spell’s duration, 
  as a move action you can focus the chinook to 
  attempt to dispel a cold spell or effect. This 
  acts as dispel magic, but only works against 
  spells or effects with the [cold] descriptor. 
  Whether the dispel attempt is successful or 
  not, this use ends the chinook.
  Control WindS, leSSer
  School: transmutation [air]; Level: cleric 5, 
  druid 3, sorcerer/wizard 5
  Casting Time: 1 standard action
  Components: V, S
  Range: Short (25 ft. +5 ft./2 levels)
  Area: 25 ft. + 5 ft./2 levels radius cylinder 25 
  ft. high
  Duration: 1 minute/level
  Saving Throw: Fortitude negates; Spell 
  Resistance: yes
  You alter wind force in the area 
  surrounding you. You can make the wind 
  blow in a certain direction or manner, 
  increase its strength, or decrease its 
  strength. The new wind direction and 
  strength persist until the spell ends or until 
  you choose to alter your handiwork, which 
  requires concentration. You may create an 
  “eye” of calm air up to 40 feet in diameter 
  at the center of the area if you so desire, 
  and you may choose to limit the area to any 
  cylindrical area less than your full limit.
  Wind Direction: You may choose one of 
  four basic wind patterns to function over 
  the spell’s area.
  • A downdraft blows from the center 
  outward in equal strength in all 
  directions.
  • An updraft blows from the outer edges 
  in toward the center in equal strength 
  from all directions, veering upward 
  before impinging on the eye in the center.
  • Rotation causes the winds to circle the 
  center in clockwise or counterclockwise 
  fashion.
  • A blast simply causes the winds to 
  blow in one direction across the entire 
  area from one side to the other.
  Wind Strength: You can increase or 
  decrease wind strength by one level, to a 
  maximum of hurricane force winds. Each 
  round on your turn, a creature in the wind 
  must make a Fortitude save or suffer the 
  effects of being in the windy area. (See 
  Chapter 13 of the Pathfinder Roleplaying 
  Game Core Rulebook for more details.)
  • Strong winds (21+ mph) make sailing 
  difficult.
  • A severe wind (31+ mph) causes minor 
  ship and building damage.
  • A windstorm (51+ mph) drives most 
  flying creatures from the skies, uproots 
  small trees, knocks down light wooden 
  structures, tears off roofs, and endangers 
  ships.
  • Hurricane force winds (75+ mph) 
  destroys wooden buildings, uproots 
  large trees, and causes most ships to 
  founder.
  
  5
  CyClone BArrier
  School: evocation [air]; Level: cleric 9, druid 
  8, sorcerer/wizard 9
  Casting Time: 1 standard action
  Components: V, S
  Range: medium (100 ft. + 10 ft./level)
  Effect: wall up to 20 ft./level long and 10 ft./
  level high (S)
  Duration: 1 minute/level
  Saving Throw: none; see text; Spell 
  Resistance: yes
  A vertical curtain of swirling, visible wind 
  appears. It is 5 feet thick and of hurricane 
  strength. Gargantuan or larger creatures 
  can move through the barrier normally. 
  Huge creatures must make a DC 10 Strength 
  check to move through the barrier on land, 
  and a DC 20 Fly check to move through 
  while airborne. Large creatures must make 
  a DC 15 Strength check to move through 
  the barrier on land, and a DC 25 Fly check 
  to move through while airborne. Medium 
  or smaller creatures must make a DC 20 
  Strength check to move through the barrier 
  on land, and cannot pass through the barrier 
  if airborne.
  Normal ranged attacks cannot be made 
  through the wall, while ranged spell attacks, 
  giant boulders, and siege weapons suffer a 
  –8 penalty if made against a target on the 
  far side of the cyclone barrier. Gases, gaseous 
  breath weapons, and creatures in gaseous 
  form cannot pass through the wall (although 
  it presents no barrier to incorporeal 
  creatures). A structure or vehicle caught in 
  the barrier suffers 4d6 damage each round 
  (applying hardness normally).
  While the wall must be vertical, you can 
  shape it in any continuous path along the 
  ground that you like. It is possible to create 
  cylindrical or square cyclone walls to enclose 
  specific points. 
  foehn
  School: necromancy [air]; Level: cleric 2, 
  druid 2, sorcerer/wizard 3
  Casting Time: 1 standard action
  Components: V, S
  Range: short (25 ft. +5 ft./2 levels)
  Area: cone-shaped spread
  Duration: instantaneous
  Saving Throw: Fortitude negates; Spell 
  Resistance: yes
  You create a foehn, a mountain wind 
  that carries with it a miasma of disease, to 
  blow through the spell’s area. Subjects in 
  the area when foehn is cast must save or 
  suffer the sickened condition for 1 minute 
  per caster level. The area does not remain 
  dangerous after the spell is cast, and those 
  affected remain sickened even if they leave 
  the spell’s original area. A character may 
  remove the sickened condition from a target 
  by making a Heal check with a DC equal to 
  the spell’s save DC. This takes one minute of 
  uninterrupted treatment.
  gAle SCythe
  School: evocation [air]; Level: druid 3, 
  sorcerer/wizard 4
  Casting Time: 1 standard action
  Components: V, S
  Range: Short (25 ft/ +5 ft./2 levels)
  Effect: 5-foot diameter disk of focused air
  Duration: 1 round/level
  Saving Throw: none; Spell Resistance: yes
  Gale scythe creates a focused arc of furiously 
  whirling air you can direct against your enemies. 
  The gale scythe is visible as a blur of shearing 
  winds. It occupies the same space as a Medium 
  creature, but does not threaten spaces around it. 
  As a move action, you can move the gale scythe 
  up to 60 feet each round. A creature occupying 
  the same square as the gale scythe is subject to 
  it’s trip attack (see below). The gale scythe can 
  enter an occupied space, but doing so ends its 
  movement for the round. Other creatures may 
  freely enter the space a gale scythe occupies (or 
  may be forced to do so), but are subject to its 
  trip attack as soon as they do so. A gale scythe 
  grants hard cover against ranged attacks that 
  track their line of sight through the space it 
  occupies.
  The CMB for the gale scythe’s trip attack is 
  equal to your caster level + plus your Intelligence 
  or Wisdom modifier (whichever is higher) + 
  plus the spell’s level. Thus a 12th-level wizard 
  with an 18 Intelligence casting gale scythe uses a 
  CMB of +20 (caster level 12 + 4 Int modifier + 4 
  spell level).
   While casting this spell provokes attacks 
  of opportunity normally, subsequent attacks 
  made with it do not. This spell functions 
  indoors, underground, and underwater.
  khAzri
  School: transmutation [air, cold]; Level: cleric 
  2, druid 1, sorcerer/wizard 2
  Casting Time: 1 standard action
  Components: V, S
  
  6
  Range: Short (25 ft. +5 ft./2 levels)
  Area: 25 ft. + 5 ft./2 levels radius cylinder 25 ft. 
  high
  Duration: 1 minute/level
  Saving Throw: none; Spell Resistance: yes
  You create a khazri, a cold wind able chill 
  objects and crack stone and metal. You cool 
  the area of the spell by 20° F (–6.5° C), to a 
  minimum of 41° F (5° C), for the duration of the 
  spell. Any unattended object that was originally 
  at a temperature of 60° F (15.5° C) or more takes 
  2d8 points of damage (bypassing any hardness) 
  one round after the spell is cast because of the 
  sudden drop in temperature.
  At any time during the spell’s duration, as a 
  move action you can focus the khazri to attempt 
  to dispel a fire spell or effect. This acts as dispel 
  magic, but only works against spells or effects 
  with the [fire] descriptor. Whether the dispel 
  attempt is successful or not, this use ends the 
  khazri.
  SiroCCo
  School: conjuration [air]; Level: druid 4, 
  sorcerer/wizard 4
  Casting Time: 1 standard action
  Components: V, S
  Range: long (400 ft. + 40 ft./level)
  Area: cylinder (40-ft. radius, 20 ft. high)
  Duration: 1 round/level
  Saving Throw: none; Spell Resistance: no
  Hot, driving wind filled with sand limits all 
  kinds of vision to 10 feet and gives all creatures 
  within the area concealment. Creatures within 
  the area suffer 1d3 points of damage from the 
  blasting sand each round. The high winds make 
  it difficult for creatures to move, requiring 
  a DC 15 Acrobatics check (DC 20 for flying 
  creatures). Failure means a creature can’t 
  move in that round, while failure by 5 or 
  more means it falls prone). The winds knock 
  over and toss about unattended objects 
  that weight less than 1 lb. per caster level, 
  ripping lose tents, scattering small packs 
  (generally moving such objects up to 10 
  feet in a random direction each round), and 
  extinguishing uncovered torches and small 
  fires.
  tempeSt hAmmer
  School: evocation [air]; Level: druid 4, 
  sorcerer/wizard 5
  Casting Time: 1 round
  Components: V, S
  Range: Medium (100 ft/ +10 ft./level)
  Effect: 5-foot radius column of focused air
  Duration: 1 round/level
  Saving 
  Throw: 
  Reflex 
  partial; 
  Spell 
  Resistance: yes
  Immediately upon completion of this 
  spell, and once per round thereafter, you 
  may call down a 5-foot-radius, 30-foot-
  
  7
  tall vertical column of gale-force winds. 
  The column of air slams down in a vertical 
  stroke at whatever target point you choose 
  within the spell’s range (measured from 
  your position at the time). Targets in the 
  area suffer 3d8 bludgeoning damage and 
  are subject to a bull rush attack. Targets 
  that makes a successful Reflex save take no 
  damage but are still subject to the bull rush.
  The CMB for the tempest hammer’s bull 
  rush attack is equal to 8 + your caster level 
  + your Intelligence or Wisdom modifier 
  (whichever is higher) + the spell’s level. 
  Thus a 12th-level druid with an 18 Wisdom 
  casting tempest hammer uses a CMB of +28 (8 
  + caster level 12 + 4 Wis modifier + 4 spell 
  level). Targets are pushed directly away 
  from you to the maximum distance allowed 
  by the bull rush CMB check.
  You need not call a column of air 
  immediately; other actions, even spellcasting, 
  can be performed first. Each round after 
  the first you may use a standard action 
  (concentrating on the spell) to call a column. 
  You may call a total number of columns 
  equal to your caster level (maximum 15 
  columns). While casting this spell provokes 
  attacks of opportunity normally, subsequent 
  attacks made with it do not.
  If you are outdoors and in a stormy 
  area—a rain shower, clouds and wind, hot 
  and cloudy conditions, or even a tornado 
  (including a whirlwind formed by a djinni or 
  an air elemental of at least Large size)—each 
  column deals 3d12 points of bludgeoning 
  damage (instead of 3d8) and the spell’s CMB 
  increases by +4. This spell functions indoors, 
  underground, and underwater.
  thunderfiSt
  School: evocation [air]; Level: druid 3, 
  sorcerer/wizard 2
  Casting Time: 1 standard action
  Components: V, S
  Range: short (25 ft. +5 ft./2 levels)
  Effect: shimmering limbs of air
  Duration: 1 round/2 levels
  Saving Throw: no; Spell Resistance: yes
  This spell creates two columns of wind 
  that can mimic your limbs’ movements when 
  you make unarmed attacks. This allows you 
  to make unarmed attacks at range. You can 
  make one such attack on the same round you 
  cast the spell. On subsequent rounds you 
  can make a single ranged unarmed attack as 
  a standard action or, as a full round action, 
  make as many ranged attacks as you are 
  normally allowed unarmed attacks when 
  performing a full attack action. These attacks 
  use your unarmed melee attack bonus and 
  deal 1d4 damage or your normal unarmed 
  damage (whichever is greater). The damage 
  from these attacks may be lethal or nonlethal 
  damage at your choice.
  You may not use this spell to make 
  combat maneuvers or deliver special attacks 
  normally associated with unarmed attacks 
  (such as Stunning Fist). You also cannot use 
  it to deliver touch-range spells or similar 
  magic effects. You cannot use this spell to 
  make ranged attacks with natural weapons. 
  While casting this spell provokes attacks 
  of opportunity normally, the attacks made 
  with the spell do not.
  thunderfiSt, greAter
  School: evocation [air]; Level: druid 5, sorcerer/
  wizard 4
  Casting Time: 1 standard action
  Range: medium (100 ft. +10 ft./ level)
  Duration: 1 round/level
  This spell acts as thunderfist except as noted 
  above, plus the ranged unarmed attacks made 
  with the spell have expanded options. 
  If you have a feat or special ability that can 
  be delivered with an unarmed attack (such as 
  Gorgon’s Fist, Scorpion Style, and Stunning 
  Fist), as a standard action you may use the 
  ability as part of a single ranged unarmed 
  attack. Other options include using a standard 
  action to make a ranged bull rush, disarm or 
  trip (using your normal CMB) without risking 
  an attack of opportunity or being disarmed or 
  tripped in return. You still cannot use this spell 
  to deliver spells.
  trAde Wind
  School: conjuration [air]; Level: cleric 2, druid 
  2, sorcerer/wizard 3
  Casting Time: 10 minutes
  Components: V, S
  Range: touch
  Target: one creature or seagoing ship
  Duration: 24 hours
  Saving Throw: none; Spell Resistance: no
  You summon favorable winds for one 
  seagoing vessel, causing a becalmed ship to 
  have a typical amount of wind, and a seagoing 
  ship to have winds that are easily negotiated. 
  The ship’s hourly and daily travel rate increases 
  by 25%. This has no effect on the ship’s tactical 
  
  8
  (per-round) movement. You cannot reduce the 
  damaging effects of a storm, but you do negate 
  its effect on a ship’s travel speed.
  Alternatively you can cast this spell on one 
  creature. The spell does not grant the creature 
  a fly move rate, but it does increase the speed 
  of a creature that already has a fly rate. The 
  creature’s maneuverability class is increased by 
  one step (to a maximum of perfect), and it’s fly 
  speed increased by 10 feet.
  typhoon
  School: transmutation [air]; Level: druid 9, 
  sorcerer/wizard 9
  Casting Time: 1 round
  Components: V, S
  Range: 1 mile/5 levels
  Area: radius of 1 mile/5 levels.
  Duration: 10 minutes/level (D)
  Saving Throw: Fortitude negates; Spell 
  Resistance: yes
  You 
  summon 
  a 
  windstorm 
  such as is seen in nature only once a 
  century. The winds in the area of the 
  spell increase in intensity by one step each 
  round (from light to moderate, strong, 
  severe, windstorm, hurricane, and then 
  tornado) after the spell is cast. It is important 
  to note you are not immune to the effects of 
  these winds. (See Chapter 13 of the Pathfinder 
  Roleplaying Game Core Rulebook for the effects 
  of these wind conditions).
  One round after tornado force winds, 
  the wind conditions increase to a typhoon—
  sustained winds in excess of 300 mph in the 
  entire area of the spell. This is treated as the 
  conditions for a tornado, with the following 
  modifications: In addition to ranged attacks 
  being impossible, melee attacks suffer a –4 
  penalty within the typhoon. Perception 
  checks of any type are limited to a maximum 
  of 10 feet. Gargantuan creatures are unable 
  to move forward against the force of the 
  wind unless they make a DC 15 Strength 
  check (if on the ground) or a DC 25 Fly check 
  (if airborne) each round. Huge creatures 
  are blown away unless they make a DC 20 
  Strength check (if on the ground) or a DC 30 
  Fly check (if airborne) each round. Creatures 
  blown away take 6d6 lethal damage, rather 
  than the normal 2d6 nonlethal. Vehicles, 
  buildings, large plants and unsupported 
  geologic features in the area take 8d6 damage 
  every round (applying their hardness 
  normally).
  Although you can dismiss this spell, 
  its effects do not end immediately. Each 
  round after you dismiss a typhoon, the wind 
  conditions in the spell’s area are reduced by 
  one step.
  vortex
  School: evocation [force]; Level: druid 8, 
  sorcerer/wizard 8
  Casting Time: 1 standard action
  Components: V, S
  Range: close (25 ft. + 5 ft./2 levels)
  Effect: one Medium vortex
  Duration: 1 round/level (D)
  Saving Throw: none; Spell Resistance: yes
  This spell brings into being a twisting, 
  whirling cyclone of air roughly the same size 
  as a Medium creature. The cyclone moves 
  adjacent at any opponent within the spell’s 
  range, as you desire, and attacks it—starting 
  in the round that you cast the spell. For the 
  duration of the spell, the cyclone attacks its 
  designated target once each round on your 
  turn. Its attack bonus is equal to 4 + your 
  caster level + your Intelligence, Wisdom, or 
  Charisma bonus (whichever is higher). It 
  deals 3d6+4 points of bludgeoning damage, 
  with a critical multiplier of x2. Instead of 
  attacking to deal damage, you can have 
  the vortex make one the following combat 
  
  9
  maneuvers: grapple, bull rush, disarm, 
  overrun, sunder, or trip. It has a CMB equal 
  to its attack bonus +4. The vortex cannot be 
  bull rushed, grappled, overrun, or tripped 
  by others.
  The vortex occupies the same area as a 
  Medium creature. Any creature (even very 
  small creatures or you and your allies) 
  wishing to move through its space must 
  make an Acrobatics check with a DC equal 
  to its CMB. The vortex can take part in a 
  flanking maneuver with another combatant 
  and can make use of the flanking bonus. If 
  the cyclone is farther away from you than 
  the spell’s range, goes out of your sight, 
  or has no target and you are not actively 
  directing it, the cyclone returns to you and 
  hovers by your side.
  Each round after the first, you can use 
  a standard action to switch the vortex to a 
  new target. It can move to any spot within 
  the spell’s range and still attack in the same 
  round. If you do not command it to move, 
  the vortex continues to attack the previous 
  round’s target.
  The vortex cannot be harmed by physical 
  attacks, but dispel magic, control winds, control 
  weather, and whirlwind can all be used to 
  dispel it.
  If a creature the cyclone is attacking has 
  spell resistance, the resistance is checked 
  the first time vortex strikes it. If the attack is 
  successfully resisted, the spell is dispelled. 
  If not, the cyclone has its normal full effect 
  on that creature for the duration of the spell.
  Wind tunnel
  School: evocation [air]; Level: cleric 2, druid 
  1, sorcerer/wizard 1
  Casting Time: 1 standard action
  Components: V, S
  Range: medium (100 ft. +10 ft./level)
  Area: A continuous path 10 feet long per 
  level, 5 ft. wide and 5 ft. tall (S)
  Duration: 1 minute/level
  Saving Throw: Fortitude negates; Spell 
  Resistance: yes
  You create a path of calm air surrounded 
  by strong winds. You set the path when 
  the spell is cast, it cannot cross itself, and it 
  cannot later be changed or moved. The path 
  is easily traversed by you and your allies, 
  who gain a +4 bonus to Acrobatics, Climb, 
  and Jump checks made to move along 
  the path. Any other creature must make a 
  Fortitude save, or it expends 5 additional 
  feet of movement for every 5 feet it travels 
  along the path. Creatures on the path gain a 
  +1 bonus to AC and saving throws, and +4 to 
  CMD, from attacks and effects that originate 
  off the path.
  NEW OPtiONS
  With the addition of new air spells, it’s 
  only natural that some spellcasting classes 
  have more air- and wind-related options. 
  Presented below are the wind domain (for 
  clerics and druids), the storm lord (for 
  druids), the Air master (for monks), the 
  skyborne bloodline (for sorcerers), the wind 
  specialist (for wizards), and a new monster 
  option, the airborne template—a new way to 
  broaden encounter options with air-themed 
  monsters.
  Wind domAin
  Clerics already have access to two air-related 
  domains in the core rules, the Air Domain and 
  the Weather Domain. However, both are focused 
  as much on lightning and storms as on magical 
  control of just air, and neither has strong ties to 
  the elemental plane of air. The Wind Domain 
  exists for clerics whose deities focus on air as 
  the pure element itself, not on the storms and 
  lightning bolts that travel through it.
  Granted Powers: You feel the power and 
  energy of air in its purest form, and use it to 
  influence the air and creatures that fly through 
  it.
  Air Lord (Ex): You can speak to any creature 
  that naturally has a fly move rate. Additionally, 
  airborne creatures take a –2 penalty on attack 
  and damage rolls against you, and you gain a 
  +2 bonus on attack and damage rolls against 
  airborne creatures.
  Air Form (Sp): At 8th level you can assume 
  the form of an air elemental one once per day. 
  This acts as the spell elemental body I, but may 
  be used only to become an air elemental. This 
  improves to acting as elemental body II at 10th 
  level, elemental body III at 12th level, and elemental 
  body IV at 14th level (all limited to air elemental 
  forms only).
  Domain Spells: 1st—chinook*, 2nd—khazri*, 
  3rd—gale scythe*, 4th—sirocco*, 5th—control 
  winds, 6th—tempest hammer*, 7th—overland flight, 
  8th—whirlwind, 9th—typhoon*.
  *New spell introduced in this product.
  
  10
  Storm lord (druid)
  Storm lords are druids with less connection 
  to the world of animals, but stronger ties to the 
  skies and weather. Unlike most druids, storm 
  lords do not gain the wild shape ability. Instead 
  they have the storm mastery power, which gives 
  them access to a set of spell-like abilities they 
  can use a number of times per day.
  Storm Mastery I: At 4th level, a storm master 
  gains faerie fire and obscuring mist as spell-like 
  abilities, using his druid level as the caster level 
  for these abilities. Once per day, he may use a 
  spell-like ability, freely choosing which one 
  without preparing it in advance.
  Storm Mastery II: At 6th level, the storm 
  lord can use a spell-like ability twice per day. 
  He also adds fog cloud and gust of wind to his list 
  of spell-like abilities.
  Storm Mastery III: At 8th level, the storm 
  lord can use a spell-like ability three times per 
  day. He also adds call lightning, sleet storm, and 
  wind walk to his list of spell-like abilities.
  Storm Mastery IV: At 10th level, the storm 
  lord can use a spell-like ability four times per 
  day. He also adds air walk and ice storm to his list 
  of spell-like abilities.
  Storm Mastery V: At 12th level, the storm 
  lord can use a spell-like ability five times per 
  day. He also adds call lightning storm to his list of 
  spell-like abilities.
  Storm Mastery VI: At 14th level, the storm 
  lord can use a spell-like ability six times per day. 
  He also adds chain lightning to his list of spell-
  like abilities.
  Storm Mastery VII: At 16th level, the storm 
  lord can use a spell-like ability seven times per 
  day. He also adds whirlwind to his list of spell-
  like abilities.
  Escape Artist (Dex), Fly (Dex), Knowledge 
  (planes) (Int), Perception (Wis), and Stealth 
  (Dex). Air elemental companions can select 
  any feat they are physically capable using, 
  at the GM’s discretion.
  AIR ELEMEnTAL
  Starting Statistics: Size Small; Speed fly 
  100 ft. (perfect); AC +1 natural armor; Attack 
  slam (1d4); Ability Scores Str 10, Dex 16, Con 
  11, Int 3, Wis 14, Cha 8; Special Qualities: air 
  mastery, elemental immunities, darkvision 
  60 ft.
  4th-Level Advancement: Size Medium; 
  Attack slam (1d6); Ability Scores Str +2, 
  Dex +2.
  Air Mastery (Ex): Airborne creatures take 
  a –1 penalty on attack and damage rolls 
  against an air elemental.
  Air mASter (monk)
  The air master is a monk who, rather than 
  focusing on the development of his own ki 
  powers, has studied the spiritual connection 
  between self-perfection and the elemental 
  essence of the air. A character may choose to 
  be an air master upon taking his first level of 
  monk and this decision cannot be changed.
  An air master does not receive flurry of 
  blows, the bonus feat gained at 2nd level, ki 
  pool, or the wholeness of body, abundant 
  step, and empty body class abilities. Since an 
  air master has no ki pool, he cannot spend ki 
  points as part of the high jump ability.
  Instead, the air master can learn and cast 
  a limited number of magic spells. These 
  spells may be drawn from the cleric, druid, 
  Storm Mastery VIII: At 18th level, the 
  storm lord can use a spell-like ability eight 
  times per day. He also adds call lightning 
  storm to his list of spell-like abilities.
  Storm Mastery IX: At 20th level, the 
  storm lord can use a spell-like ability nine 
  times per day. He also adds storm of vengeance 
  to his list of spell-like abilities.
  Air elementAl CompAnionS
  Some druids (especially storm lords) use 
  the nature’s bond ability to forge a bond 
  with an air elemental, rather than gaining an 
  animal companion or clerical domain. Unlike 
  the grudging aid gained from air elementals 
  summoned to the material plane and forced 
  into service through other magical means, 
  air elemental companions are loyal friends 
  and allies who seek to serve their druid to 
  the best of their ability. They have a disdain 
  for touching the ground or water, though 
  neither deals them any special harm. While 
  each individual air elemental companion 
  has a single shape, they come in a wide 
  range of appearances. Many air elemental 
  companions have the form of a wispy hawk 
  or small vortex of smoke, though all are of 
  the elemental subtype.
  Air 
  elemental 
  companions 
  follow 
  the rules for animal companions, with 
  the following differences. Air elemental 
  companions gain d10 for hit dice, rather 
  than d8s. They receive the same number 
  of hit dice as animal companions do, based 
  on the level of their druid. An air elemental 
  companion can have ranks in any skill other 
  than Climb and Swim. The following skills 
  are considered class skills: Acrobatics (Dex), 
  
  11
  or sorcerer/wizard spell lists. Only spells 
  with the [air] descriptor may be selected. 
  These spells are treated as divine spells but 
  the air master suffers arcane spell failure if 
  wearing armor, even for spells taken from 
  divine spellcasting lists. The air master uses 
  his monk level as his caster level when using 
  these spells.
  The air master’s command of these 
  air spells is more limited than typical 
  spellcasters, as he powers them with his 
  carry you a very short distance. As part of the 
  movement you take during a move action, you 
  can fly 15 feet. This counts as 5 feet of ground 
  movement as part of your normal move rate. 
  At the end of this movement if you are not on 
  solid footing, you fall. You may use this power 
  a number of times per day equal to 3 + your 
  Charisma bonus.
  Buffered by the Sky (Su): At 3rd level the air 
  around you always acts to aid you. You gain 
  DR 1/—, and take 1/4 damage from all falls.
  Airborne (Su): You gain the ability to fly, 
  which acts as the fly spell. You may do this a 
  number of times per day equal to 3 + your 
  Charisma modifier. You may grant this ability 
  to another creature with a touch, but doing so 
  counts as two uses against your daily limit.
  Sky Knight (Su): At 15th level, when you 
  are flying, you gain a +2 bonus to AC, saving 
  throws, and caster level.
  internal energy. The air master can cast each 
  spell he knows only once per day. An Air 
  Master may choose to know the same spell 
  multiple times if he wishes. An air master 
  is not normally able to use metamagic feats, 
  though he can use metamagic rods.
  SkyBorne Bloodline 
  (SorCerer)
  Though sorcerers have an elemental air 
  bloodline in the core rules, it focuses on 
  electricity damage and assuming the actual 
  form of an air elemental. It has no spells or 
  abilities that grant control over air or wind. 
  The skyborne bloodline represents those 
  who are descended from djinn or follow 
  ancient religions that venerate spirits of air 
  and sky.
  Class Skill: Knowledge (planes).
  Bonus Spells: airblast* (3rd), beneficent 
  breeze* (5th), trade wind* (7th), gale scythe* 
  (9th), tempest hammer (11th), control winds 
  (13th), overland flight (15th), vortex* (17th), 
  cyclone barrier* (19th)
  *New spell introduced in this product.
  Bonus 
  Feats: 
  Air 
  Kata*, 
  Agile 
  Maneuvers, Defensive Combat Training, 
  Dodge, Fleet, Nimble Moves, Skill Focus 
  (Fly), Squallblood*. 
   *New feat introduced in this product.
  Bloodline Powers: Command of the air 
  and movement in the sky comes naturally 
  to you, but you hate being confined either 
  physically or by the rules of society.
  Wind Jaunt (Su): At 1st level, you can 
  summon a burst of wind that will lift and 
  Table 2: Air Master Spells Known
  Caster
  Level
  Spells Known
  Level
  1st
  2nd
  3rd
  4th
  5th
  6th
  1
  1
  —
  —
  —
  —
  —
  2
  2
  —
  —
  —
  —
  —
  3
  2
  —
  —
  —
  —
  —
  4
  2
  1
  —
  —
  —
  —
  5
  2
  2
  —
  —
  —
  —
  6
  2
  2
  —
  —
  —
  —
  7
  2
  2
  1
  —
  —
  —
  8
  3
  2
  2
  —
  —
  —
  9
  3
  2
  2
  —
  —
  —
  10
  3
  2
  2
  1
  —
  —
  11
  3
  3
  2
  2
  —
  —
  12
  3
  3
  2
  2
  —
  —
  13
  3
  3
  2
  2
  1
  —
  14
  3
  3
  3
  2
  2
  —
  15
  3
  3
  3
  2
  2
  —
  16
  3
  3
  3
  2
  2
  1
  17
  3
  3
  3
  3
  2
  2
  18
  3
  3
  3
  3
  2
  2
  19
  3
  3
  3
  3
  2
  2
  20
  3
  3
  3
  3
  3
  2
  Air mASter ArChetypeS
  For those who have one of the Super Genius 
  Games archetype books, the first of which is 
  The Genius Guide to Archer Archetypes, the air 
  master option can be treated as an archetype. 
  The abilities an air master does not gain exactly 
  match the Ki Master archetype monks normally 
  begin with. A GM could thus allow other classes 
  to gain access to the air master by giving up the 
  archetype package normally granted to their 
  class, as defined in Archer Archetypes. Only 
  classes with no other spellcasting ability should 
  be allowed to take the Air Master archetype.
  Note that it is not necessary to have The 
  Genius Guide to Archer Archetypes to use the Air 
  Master as described here—as an alternate power 
  structure for monks.
  
  12
  Skylord (Su): At 20th level, you can summon 
  a whirlwind to carry yourself and your allies. As 
  a free action you can create a platform of wind 
  (up to 10 feet in diameter) that flies with a 60-
  foot movement rate under your direction. The 
  platform is as stable as unmoving ground. The 
  platform remains, unmoving, up to a minute 
  after you are disabled, knocked out, or killed. You 
  may only have one such platform in existence at 
  a time and may dismiss it as a free action.
  If you create an object with the create object 
  or fabricate spells, you may choose to have the 
  object be weightless and floating in mid-air. Such 
  objects retain their weightlessness for 30 days 
  after they are taken from your presence, though 
  you can renew this property with a thought if 
  within 30 feet. This material can be used to create 
  a floating castle, though you must visit it once a 
  month to keep it floating. If the effect ends after 
  30 days, it does so in a way that lets the material 
  to settle down to the ground as if it was affected 
  by a feather fall spell.
  Wind SpeCiAliSt
  While most wizards focus on a specific 
  school of magic, a wind specialist studies the 
  natural and magic powers of the winds, clouds, 
  and gases.
  Spell Gust (Su): Any time you cast an evocation 
  spell that deals hp damage to one or more foes, 
  you may add a burst of wind to the effect upon 
  one target. Select a single target of the spell that 
  you damaged. You may make a special CMB 
  check to bull rush that target. The CMB is equal 
  to your caster level + your Intelligence modifier. 
  The creature is bull rushed directly away from 
  you to the maximum distance of the bull rush 
  effect.
  Hindering Winds (Ex): As a standard 
  action, you can fire a bolt of shearing wind 
  at any foe within 30 feet as a ranged touch 
  attack. The winds hinder the target, halving 
  all its movement rates for 1d4 rounds. You 
  can use this ability a number of times per 
  day equal to 3 + your Intelligence modifier.
  Fly Field (Sp): At 8th level, as a swift 
  action, you can grant flight to yourself and a 
  number of allies near you. You grant 30 feet 
  of flight to yourself and any creature you 
  wish that is within 30 feet of you. This acts 
  as the fly spell for each creature so affected. 
  At the start of each round, any creatures to 
  whom you granted flight must be within 30 
  feet of you or they fall (though they receive 
  the benefit of a feather fall when they do). 
  You may do this a number of rounds per day 
  equal to your wizard level. These rounds do 
  not need to be consecutive.
  AirBorne CreAture
  Airborne creature is a simple template 
  that can be applied to any corporeal creature, 
  but is most common among aberrations, 
  animals, and magic beasts. Creatures with 
  this template gain a natural fly rate, and 
  treat Fly as a class skill. The fly rate is equal 
  to 20 feet + 10 feet per size category smaller 
  or larger than medium +10 feet for every 4 
  hit dice (or fraction thereof).
  The CR of an airborne creature is +1 over 
  the base creature, with a minimum CR of 2.
  NEW FEatS
  The following feats are designed to 
  expand the options available to practitioners 
  of air magic.
  Air kAtA
  You movements speak to the winds.
  Prerequisites: 
  Wis 
  13, 
  Improved 
  Unarmed Strike.
  Benefit: As long as you fulfill the 
  somatic components of a spell with the [air] 
  subtype, you do not need to fulfill the verbal 
  components. If you bypass the somatic 
  component in some way (such as Still Spell), 
  you must fulfill the verbal component 
  normally.
  SquAllBlood
  The magic of the winds flows strongly in 
  your magic.
  Prerequisites: Cha 13, able to cast a spell 
  with the [air] descriptor.
  Benefit: When you use a spell with the 
  [air] descriptor to make a combat maneuver 
  or grant a bonus to CMD, you gain a +4 
  bonus to the CMB or CMD, as appropriate.
  
  13
  WE Err ON thE SidE 
  OF aWESOmE!
  CrEditS
  Designer:
  Owen K.C. Stephens
  Editor:
  Stan!
  Cover Art:
  Shaman Stockart and Stan!
  Interior Art:
  Manda Panda, Paul Slinger, the Forge Studios, 
  and Shaman Stockart
  Graphic Design and Typesetting:
  R. Hyrum Savage
  Produced By:
  Super Genius Games
  www.supergeniusgames.com
  Contents ©2010 Owen K.C. Stephens
  Used with permission.
  For more information about Super Genius Games and 
  our upcoming products, follow us on Facebook: 
  www.facebook.com/supergeniusgames, via Twitter: 
  Owen: @Owen_Stephens, Stan: @stannex, and/or 
  Hyrum: @savageplanet, or at our Yahoo Group: http://
  games.groups.yahoo.com/group/super-genius/
  All logos are the trademark of  
  Super Genius Games All rights reserved.
  Published Under the SRD, OGL, and d20 (v 3) License ©2000, Wizards of the Coast, Inc.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder 
  Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for 
  more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not 
  guarantee compatibility, and does not endorse this product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder 
  Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are 
  trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying 
  Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for 
  more information on the compatibility license.
  DESIGNATION OF PRODUCT IDENTITY: The Super Genius Games (SGG) and OtherWorld 
  Creations (OWC) company names and logos; the “Genius Guide To: Air Magic” name and 
  logo; all artwork, backgrounds, and logos; all trade dress, and graphic design elements.
  DECLARATION OF OPEN CONTENT: All game mechanics, proper names of classes, prestige 
  classes, archetypes, feats, skills, spells, magic items, monsters, rituals, artifacts AND OR the 
  names of abilities presented within this book are Open Game Content as described in Section 
  1(d) of the License.
  OPEN GAME LICENSE Version 1.0a 
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 
  Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 
  1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who 
  have contributed Open Game Content; (b)”Derivative Material” means copyrighted material 
  including derivative works and translations (including into other computer languages), 
  potation, modification, correction, addition, extension, upgrade, improvement, compilation, 
  abridgment or other form in which an existing work may be recast, transformed or adapted; (c) 
  “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit 
  or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the 
  methods, procedures, processes and routines to the extent such content does not embody the 
  Product Identity and is an enhancement over the prior art and any additional content clearly 
  identified as Open Game Content by the Contributor, and means any work covered by this 
  License, including translations and derivative works under copyright law, but specifically 
  excludes Product Identity. (e) “Product Identity” means product and product line names, 
  logos and identifying marks including trade dress; artifacts; creatures characters; stories, 
  storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, 
  depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other 
  visual or audio representations; names and descriptions of characters, spells, enchantments, 
  personalities, teams, personas, likenesses and special abilities; places, locations, environments, 
  creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic 
  designs; and any other trademark or registered trademark clearly identified as Product 
  identity by the owner of the Product Identity, and which specifically excludes the Open Game 
  Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a 
  Contributor to identify itself or its products or the associated products contributed to the Open 
  Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, 
  edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. 
  (h) “You” or “Your” means the licensee in terms of this agreement. 
  2. The License: This License applies to any Open Game Content that contains a notice 
  indicating that the Open Game Content may only be Used under and in terms of this License. 
  You must affix such a notice to any Open Game Content that you Use. No terms may be added 
  to or subtracted from this License except as described by the License itself. No other terms or 
  conditions may be applied to any Open Game Content distributed using this License. 
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance 
  of the terms of this License. 
  4. Grant and Consideration: In consideration for agreeing to use this License, the 
  Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the 
  exact terms of this License to Use, the Open Game Content. 
  5. Representation of Authority to Contribute: If You are contributing original material as 
  Open Game Content, You represent that Your Contributions are Your original creation and/or 
  You have sufficient rights to grant the rights conveyed by this License. 
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this 
  License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You 
  are copying, modifying or distributing, and You must add the title, the copyright date, and the 
  copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content 
  you Distribute. 
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an 
  indication as to compatibility, except as expressly licensed in another, independent Agreement 
  with the owner of each element of that Product Identity. You agree not to indicate compatibility 
  or co-adaptability with any Trademark or Registered Trademark in conjunction with a 
  work containing Open Game Content except as expressly licensed in another, independent 
  Agreement with the owner of such Trademark or Registered Trademark. The use of any 
  Product Identity in Open Game Content does not constitute a challenge to the ownership of 
  that Product Identity. The owner of any Product Identity used in Open Game Content shall 
  retain all rights, title and interest in and to that Product Identity. 
  8. Identification: If you distribute Open Game Content You must clearly indicate which 
  portions of the work that you are distributing are Open Game Content. 
  9. Updating the License: Wizards or its designated Agents may publish updated versions of 
  this License. You may use any authorized version of this License to copy, modify and distribute 
  any Open Game Content originally distributed under any version of this License. 
  10. Copy of this License: You MUST include a copy of this License with every copy of the 
  Open Game Content You Distribute. 
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content 
  using the name of any Contributor unless You have written permission from the Contributor 
  to do so. 
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this 
  License with respect to some or all of the Open Game Content due to statute, judicial order, or 
  governmental regulation then You may not Use any Open Game Material so affected. 
  13. Termination: This License will terminate automatically if You fail to comply with all 
  terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All 
  sublicenses shall survive the termination of this License. 
  14. Reformation: If any provision of this License is held to be unenforceable, such provision 
  shall be reformed only to the extent necessary to make it enforceable. 
  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan 
  Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with 
  Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis 
  Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR. 
  The Genius Guide To: Air Magic. Copyright 2010, Super Genius Games. Author: Owen K.C. 
  Stephens
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Super Genius Games/Genius Guides/Magic/The Genius Guide to Air Magic.pdf