CREO AURUM
Eroding Winds: Gen
THEN: Near, Inst
Whips up winds that will take apart earth elementals by beating its Summon Factor on die + Level.
NOW: Level: Gen , R: Voice, D: Mom, T: Ind
Weakens and possibly destroys a creature composed of earth, such as an Earth Elemental. If the spell penetrates the demon’s Magic Resistance, the Elemental loses Might equal to the spell’s level.
(Base effect, +2 Voice)
INTELLEGO AURUM
Smell Poisonous Vapors: 5
THEN: Reach, Inst
You can sense whether the air you are breathing is poisonous.
NOW: Level: 4, R: Per, D: Mom, T: Smell
(Base 2, +2 Smell)
MUTO AURUM
Chimes in the Breeze: 5
THEN: Near, Conc, Imagonem
The wind about you will ring with the sounds of lightly whispering chimes.
NOW: Muto Imaginem Level: 3, R: Touch, D: Conc, T: Ind
The sound of the wind touching you rings with the sounds of lightly whispering chimes.
(Base 1, +1 Touch, +1 Conc)
NOTE: I don’t think changing the air around you to the sound of chimes is a healthy thing to do, as the 1st edition of the spell would try to do now.
Blasting Wind, Blinding Mist: 10
THEN: Near, Inst
Increases the strength of some minor air phenomenon, including fog, smoke, odors, etc to half again its original strength.
NOW: Muto Auram Level: 5, R: Voice, D: Mom, T: Ind
These effects will revert to their previous levels as circumstances dictate. The spell cannot increase a phenomenon beyond what is naturally possible.
(Base: 2, +2 Voice, +1 increased strength)
UPDATE: Fruny suspects Muto is still the Art of choice here, quoting Muto Vim boost spells. I suspect Rego could do it to, but given the origional spell is Muto, I've changed it to that, and kept the base the same, as there are no guidelines near this effect under Muto Auram)
Heat of Hell’s Impending Doom: 35
THEN: Spec, Conc/Moon, Ignem
A huge wave of heat comes rolling over the area in a mile radius around you, with the exception of the area within 10 feet of you. The heat calls for a Fatigue roll of 8+ every round, and body levels are lost once fatigue levels are gone.
NOW: Level 25, R: Touch, D: Conc, T: Ind, Ritual
Req: Rego, Ignum
A huge wave of burning hot wind comes rolling over the area in a mile radius around you. During the ritual a space up to 100 feet around may be paced which will be exempt from the heat. The heat calls for a Fatigue roll of 6+ every round. Light wounds are inflicted once fatigue levels are gone. Drinking or immersion in copious amounts of water can add up to +6 to the save.
(Base: 4, +2 size, +1 Rego effect (protects center area))
NOTE: This seems like an unnaturally powerful heat to me, thus Muto. I’m not sure what the medieval idea of a heat wave was.
UPDATED: Changed to ritual per Fruny's suggestion, changed base to "air into fire" guideline. Also changed Range to "Touch" since effect is around the caster. Bumped the save down a bit, added reference to "wind" to allow for the no gas paradigm.
PERDO AURUM
Slay the Spirit of the Winds: Gen
THEN: Near, Inst
You can destroy an air elemental if you can match its Summon Factor on die + Level -5.
NOW: Level: Gen , R: Voice, D: Mom, T: Ind
Weakens and possibly destroys a creature composed of air, such as an Air Elemental. If the spell penetrates the demon’s Magic Resistance, the Elemental loses Might equal to the spell’s level.
(Base effect, +2 Voice)
Still the Gentle Breeze: 5
THEN: Near, Inst
Stops a breeze, leaving calm air.
NOW: Level: 10, R: Voice, D: Mom, T: Ind
Stops the nearest breeze to the caster. Under normal circumstances the winds will not pick up from that direction for at least an hour or so.
(Base 4, +2 Voice)
Air Clear and Pure: 10
THEN: Near, Inst
Dispels an air phenomenon, such as smoke, haze or odor. Casting prerequisites: Ignem for smoke; aqua for fog, mists and haze.
NOW: Level: 15 , R: Voice, D: Mom, T: Ind
Destroys a normal weather phenomenon. No requisites.
(Base 5, +2 Voice)
Thief of the Stolen Breath: 10
THEN: Near, Inst
Takes a creature’s breath out of its lungs, causing panic and an instant drop of 1 fatigue level plus a second level unless a Stm roll of 7+ is made. Casting prerequisites: Corporem for people, Animalem for animals.
NOW: Level: 15, R: Voice, D: Mom, T: Part
Casting Req: Corpus or Animal
(Base 4, +2 Voice, +1 part)
UPDATE: Changed 'fancy effect" to part like "Parching Wind"
REGO AURUM
Bind Spirit of the Winds: Gen
THEN: Near/Spec, Sun
You can control an air elemental if you can roll its Bind Factor or higher on a die + Level. If the elemental is already bound by a higher level binding spell, your spell will not work. A botch means the elemental will attack you to the best of its ability. If you try to bind an elemental again when its first binding wears off, you risk one extra botch die for every day the elemental has been in your service.
NOW: Level: 45, R: Voice, D: Sun, T: Ind
You can control a creature made of air, and may give it one complex command at a time. The creature may resist a specific command on an Intelligence or Cunning roll of 12+, but this does not end the spell. If you try to bind an elemental again when its first binding wears off, you risk one extra botch die for every day the elemental has been in your service.
(Base 25, +2 Voice, +2 Sun)
Summon Spirit of the Winds: Gen
THEN: Reach, Spec, Ritual, Vim
You can summon any type of air elemental you know of if you can roll its Summon factor on die + Level. You must summon the elemental out of its natural element. A botch you means you have summoned the wrong kind of elemental, perhaps an unusually strong or hostile one.
NOW: Level: Gen, R: Arc, D: Sun, T: Ind
You can summon any air elemental if you know of it and have an Arcane Connection to. Because of their nature, Arcane Connections to elementals are not as specific as they are to other creatures. For example, air from a cloud would serve as a connection to any elemental that inhabits such places. The level of the Ritual must exceed the Magic Might of the elemental to be summoned.
(Base Gen, +3 Arc, +2 Sun)
NOTE: So not sure of this 