TEXT: Spheres Apocrypha: 
  Nature 
  Package: 
  Air
  
  Sphere talents and abilities from the air geomancing package 
  have difficulty being performed inside areas with windy condi-
  tions. If an air package effect is created inside a weather effect 
  with a wind severity level greater than 2, you must pass a magic 
  skill check against the creator of the weather effect (you auto-
  matically succeed in weather conditions you yourself create). 
  If the weather effect is naturally occuring (or otherwise lacks a 
  magic skill defense), use the following values for the weather’s 
  magic skill defense: MSD 12 for Strong, MSD 18 for Severe, 
  MSD 25 for Windstorm, MSD 32 for Hurricane, and MSD 39 
  for Tornado. Succeeding the magic skill check doesn’t dispel 
  the weather effect, but allows the air package to occur in spite 
  of it.
  Breeze: (concentration, requires air) You create a light wind that 
  remains swirling around its target. The breeze grants the target 
  a circumstance bonus equal to 2 +1 per 5 caster levels on saves 
  against very hot conditions, severe heat, and saves against 
  clouds, vapors, and gases (such as cloudkill, stinking cloud, and 
  inhaled poisons).
  Gust of Wind: (instantaneous, requires air) You may create a 
  line-shaped gust of wind emanating out from you, affecting 
  all creatures within range. The severity level of the wind is 3 
  + 1 per 5 caster levels (see the Wind category of the Weather 
  sphere for more information).
  Purify Air: (concentration, requires air, gas, or vaporous sub-
  stance) You may convert polluted air, or a non-breathable gas 
  or vapor into a cloud of breathable air in a radius of 5 ft. + 5 ft. 
  per 5 caster levels radius area centered within range. Creatures 
  who are entirely within the area of the cloud are able to breathe 
  in sufficient air to sustain them.
  Basic Talents
  Absorbing Inhalation (air, spirit)
  As a concentration effect, you may as a standard action grant 
  your lungs inhuman strength and capacity, allowing you to 
  harmlessly and completely inhale one gas, fog, smoke, mist, or 
  similar cloud-like effect during the duration of the talent. The 
  cloud-like effect can have no larger of a radius than 10 ft. + 5 ft. 
  per 5 caster levels. If the targeted cloud is a magical effect, you 
  must succeed at a magic skill check to inhale it. Inhaling the 
  cloud removes it from the area, leaving normal breathable air 
  in its place. Gaseous creatures gain a Reflex save to avoid being 
  inhaled. This talent can only affect an instantaneous-duration 
  cloud (such as a breath weapon) if you ready an action to utilize 
  the talent in response.
  You may keep the cloud harmlessly contained within you for 
  as long as the talent remains active, but you must hold your 
  breath do do so (even if you do not normally have to breathe). 
  If the cloud has a duration, the time the cloud is contained 
  within you counts toward that duration (gaseous creatures are 
  immediately and harmlessly exhaled should their gaseous form 
  expire). As a standard action, you may release the stored cloud 
  as a breath weapon, filling a 60-ft. cone (or the cloud’s original 
  area, if smaller). Any creature in the breath’s area is subject to 
  its normal effects, making saving throws and spell resistance 
  checks as appropriate against the cloud’s original DC. The ex-
  haled cloud resumes its duration, if any. Exhaling the stored 
  cloud immediately ends the duration of this talent. If you do 
  not exhale the cloud before this talent’s duration expires, you 
  suffer the cloud’s effects, automatically fail any saving throw 
  made to resist it, and exhaling any gaseous creatures inhaled.
  Air Ball (air, spirit)
  (requires air) As a concentration effect, you may as a standard 
  action create a rideable sphere of compressed air, which sup-
  ports your weight. While riding the sphere, you ignore difficult 
  terrain that is less than 1 foot high, you do not trigger effects 
  based on weight (such as a pressure plate), and any creature 
  trying to track you through areas you crossed with this spell 
  takes a -10 penalty on its Perception or Survival check to do 
  so. While riding the air ball, you cannot pass over liquid great-
  er than 1 foot deep. In addition, because of the instability of 
  the sphere, your speed is reduced by 10 ft. (to a minimum of 5 
  ft.) and you take a -4 penalty on Acrobatics, Climb, and Ride 
  checks.
  Air Geyser (air, geomancing)
  (requires air) As an instantaneous effect, you may as a stan-
  dard action create a powerful blast of air capable of flinging a 
  Medium-sized or smaller target within range upward into the 
  air (Reflex negates). If the target fails its Reflex save, the force 
  of air hurls the target upward a number of feet equal to 5 x your 
  caster level. If a solid object (such as a ceiling) is encountered, 
  Nature Package: Air
  
  the target strikes the object in the same manner as it would 
  during a normal fall. After this blast of air ceases, the target 
  falls down (unless it was flying), taking falling damage as nor-
  mal. The maximum size of the target increases by 1 size cate-
  gory every 5 caster levels.
  Air Leap (air)
  As long as you are surrounded by air or some other gaseous 
  substance, you are always considered to have a running start 
  when jumping. You add your caster level as a bonus on all 
  Acrobatics checks to jump, you jump twice as far or high as the 
  results of your check indicate, and you can once per round as 
  a free action spend 1 spell point when jumping to double the 
  distance you jump again (to a total of four times as far).
  Air Support (air, spirit)
  (requires air) You may as a standard action spend a spell point 
  to increase or decrease your movement speed by 10 ft. + 10 ft. 
  per 5 caster levels (applying to all movement modes) for 1 min-
  ute per caster level.
  Airlord (air)
  You no longer need to make magic skill checks to use a Nature 
  sphere talent or ability from the air geomancing package in 
  areas with weather conditions of wind severity levels of 3 or 
  higher.
  Buffeting Winds (air, geomancing)
  (requires air) As an instantaneous effect, spend a spell point as 
  an immediate action to respond to the attack with calculated 
  bursts of wind. If responding to a melee attack, gain a deflec-
  tion bonus to AC against the attack equal to 1 + 1 per 5 caster 
  levels. If responding to a ranged attack, gain a 10% miss chance 
  against the attack, increasing by 10% per 5 caster levels. In ad-
  dition, during the round in which this talent is used, you gain 
  moderate fortification (50% chance to negate a critical hit or 
  sneak attack). You must be aware of the attack to use Buffeting 
  Winds.
  Create Air (air, geomancing)
  As an instantaneous effect, you may spend a spell point to 
  create a cloud of air anywhere within range. This creates one 
  5-ft. cube per 2 caster levels (minimum: 1 cube) of breathable 
  air. While this is its own geomancing ability, you may combine 
  this effect with another air package geomancing ability as part 
  of the same standard action, in which case the second geo-
  mancing ability comes into effect immediately. You must pay 
  any costs associated with both abilities to combine them in 
  this manner. The created cloud of air will immediately displace 
  other gases, liquids, and vapors in the area, but will shortly 
  thereafter behave as normal air. For example, if this talent is 
  used underwater, the created air cloud will form a bubble that 
  will begin to ascend to the surface.
  Feather Fall (air, spirit)
  (requires air) As a concentration effect, you may spend a spell 
  point as an immediate action to cause you and your equipment 
  to fall slowly, changing the rate at which you fall to a mere 60 ft. 
  per round (equivalent to the end of a fall from a few feet), and 
  you take no damage upon landing while the talent is in effect. 
  When the duration expires, a normal rate of falling resumes.
  Steal Breath (air, geomancing)
  As a concentration effect, you may as a standard action spend 
  a spell point to pull the breath from a living creature’s lungs 
  within range, leaving it unable to speak, use breath weapons, 
  cast spells with verbal components, or anything else requiring 
  breathing (Fortitude negates). Each round, the target has the 
  remainder of the duration for which it can hold their breath 
  reduced by double the normal amount (a target taking only 
  move, swift, or free actions loses 2 rounds of breath each 
  round, while a target taking standard or full-round actions los-
  es 4 rounds of breath each round). If, during the duration, the 
  target moves out of range or line of effect from you, the effect 
  immediately ends. For the purpose of this talent, a barrier from 
  the Protection sphere breaks line of effect. This talent has no 
  effect on creatures that do not need to breathe air.
  Wind Blades (air, geomancing)
  (requires air) As a concentration effect, you may as a standard 
  action create an cloud of harsh winds affecting a 10 ft. + 5 ft. per 
  5 caster levels radius area within range. Any creature or object 
  moving in the area must make a Fortitude save or take 1d6 
  points of slashing damage for the first 5 ft. of movement, plus 
  an additional 1d6 points of slashing damage for every addition-
  al 10 ft. of movement. Movement that doesn’t pass through 
  the air cloud (such as burrowing, swimming, or teleportation) 
  doesn’t cause this damage. If cast in an area with wind severity 
  level above 2, increase the damage die by 1 size accordingly 
  (d8 for strong, d10 severe, 2d6 windstorm, 2d8 hurricane, 3d6 
  tornado).
  Advanced Talents
  Whispering Wind (air, geomancing)
  Prerequisite: Nature sphere, caster level 1st or higher.
  (requires air) As an instantaneous effect, you may as a standard 
  action spend 2 spell points to send a message or sound on the 
  wind to a designated spot within 1 mile per caster level. The 
  message has 1 hour per caster level to reach its destination. The 
  message travels to the destination, provided that the location 
  is familiar to you and that it can find a way to the location. 
  The message is as gentle and unnoticed as a zephyr until it 
  reaches the location. It then delivers its whisper-quiet message 
  or other sound to all creatures within 10 ft. + 5 ft. per 5 caster 
  levels of the destination. Note that the message is delivered 
  regardless of whether anyone is present to hear it. The wind 
  then dissipates. 
  
  At time of casting, you can prepare the effect to bear a message 
  of no more than 20 + your caster level words, cause the talent 
  to deliver other sounds for 1 round, or merely have the message 
  seem to be a faint stirring of the air. You can likewise cause the 
  wind carrying the message to move as slowly as 1 mile per hour, 
  or as quickly as 1 mile per 10 minutes.
  When the message reaches its objective, it swirls and remains 
  in place until the message is delivered, at which time the spell 
  is discharged. The message cannot speak verbal components, 
  use command words, or activate magical effects.
  Updated Content
  Destruction Sphere: Destroyer’s Handbook - 
  Feats
  Imbue with Nature
  Geomancing Package
  Blast Type Categories
  Air Geomancing
  Air
  Divination Sphere - Alternate Divinations
  Divine Elements (divine) 
  If you possess the Air package, you may divine and identify 
  the presence of breathable air, and toxic gases or vapor (or lack 
  thereof if in a vacuum).
  Nature Sphere: Geomancer’s Handbook - 
  Talents
  Nature Barrier
  Transparent 
  Example
  Opaque 
  Example
  Air
  Mist
  Cloud
  Nature Sphere: Geomancer’s Handbook - 
  Advanced Talents
  Zoetic Geomancy
  Geomancing 
  Package
  Required 
  Target
  Creature
  Air
  15-ft cube of Air
  Huge Geomancy 
  Born air Elemental
  Prodigy Class: Champions of the Spheres
  Imbue Sequence (Nature)
  Wind Barrier (imbue) (requires Air Geomancing): The prodigy 
  gains a bonus to armor class vs. ranged attacks equal to the 
  length of her sequence.
  Credits
  Creative Director: Adam Meyers
  Author: Derfael Oliveira
  Layout: Rachel Meyers
  Nature Sight (spirit)
  As a concentration effect, you gain an extraordinary sense de-
  pending on geomancing packages you possess. Those with air 
  geomancing gain cloudsight, earth geomancers gain earthsight, 
  fire geomancers gain firesight, metal geomancers gain metal-
  sight, plant geomancers gain plantsight, and water geomancers 
  gain watersense, each with a range of close (25 ft. + 5 ft. per 
  2 caster levels). Those with the nature spirit drawback may 
  choose any singular extraordinary sense listed here each time 
  they use this talent.
  Below is a summary of each sense granted by the Naturesight talent, 
  most of which are modified versions of senses from the universal mon-
  ster rules or kineticist utility talents.
  Cloudsight (Su) You gain mistsight, except allowing you to 
  only see through clouds of fog, mist, and smoke as if they were 
  transparent. In addition, you don’t suffer miss chance from 
  concealment or total concealment against creatures that are 
  flying or have the air subtype provided they are within range 
  of your cloudsight.
  Earthsight (Su) You gain tremorsense, only allowing you to 
  detect anything in contact with the same body of ground as 
  you. In addition, you don’t suffer miss chance from conceal-
  ment or total concealment against creatures that are under-
  ground or have the earth subtype provided they are within 
  range of your earthsight.
  Firesight (Su) You can see through flames, lava, and smoke 
  as if they were transparent. In addition, you don’t suffer miss 
  chance from concealment or total concealment against crea-
  tures that are on fire or have the fire subtype provided they are 
  within range of your firesight.
  Metalsight (Su) You gain the scent ability, except only allow-
  ing you to detect metal objects (including creatures wearing 
  or carrying metal objects). In addition, you don’t suffer miss 
  chance from concealment or total concealment against ferrous 
  creatures or have the clockwork or robot subtypes provided 
  they are within range of your metalsight.
  Plantsight (Su) You gain greensight, except only allowing 
  you to see through leaves, vines, greenery, undergrowth, and 
  living wood as if they were transparent (you still cannot see 
  through dead wood). In addition, you don’t suffer miss chance 
  from concealment or total concealment against creatures that 
  are entangled in plantlife or of the plant creature type provided 
  they are within range of your greensight.
  Watersense (Su) You gain tremorsense, except only allow-
  ing you to detect anything in contact with the same body of 
  water as you. In addition, you don’t suffer miss chance from 
  concealment or total concealment against creatures that are 
  underwater or have the water subtype provided they are within 
  range of your watersense.
  
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  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; 
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  Spheres of Power © 2014, Drop Dead Studios; Authors: Adam Meyers, Tyler 
  Keene, Ryan Ricks, Owen Stephens
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  Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; 
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  Spheres Apocrypha: Nature Package: Air © 2018, Drop Dead Studios; 
  Author: Derfael Oliveira
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Drop Dead Studios/Spheres Apocrypha - Nature Package Air.pdf