TEXT: Secrets of Fire 8
  SCION OF THE NORTH
  You can breathe a cone of cold.
  Prerequisites: Coldspawn
  Aspect: Air
  EFFECT
  You may spend karma to breathe forth a cone of
  chilling cold, 60 ft. long and 15 ft. wide at its end point.
  Anything in its path suffers 5 cold damage and –1 fad-
  ing physical and mental penalty. In addition to damage
  and the fading penalty, the breath may destroy mundane
  plants, weaken objects’ tensile strength, freeze water,
  and cause other environmental effects at the GM’s dis-
  cretion. Karma may be spent to cause the following
  effects, as decided by the dragon:
  Karma
  Effect
  1
  Inflict an additional 5 cold damage
  1
  Extend or shrink the length of the
  cone by 30 ft. (to a minimum of 10
  ft.)
  1
  Widen or shrink the diameter of the
  cone by 5 ft. (to a minimum of 5 ft.)
  1
  Inflict an additional –1 fading physi-
  cal penalty and a –1 fading mental
  penalty
  Targets may resist with Water (Stamina) tests.  Each
  success lowers the damage by 5 or the fading penalties
  by 1.
  WIND WYRM
  Your breath is equivalent to that of gale-force winds.
  Prerequisites: Heir of the Storm
  Aspect: Air
  EFFECT
  You may spend karma to breathe a cone of powerful
  wind 60 ft. long and 15 ft. wide at its end point.
  Creatures within the cone are subject to a Toss attack
  and are subjected to a Toss attack with an effective num-
  ber of presses following it equal to the Storm Wyrm’s
  Air score. Tossed creatures take damage as per falling
  or, if striking an unyielding surface, as per falling rapid-
  ly; even those who are not tossed suffer a –1 fading
  physical and mental penalty. Karma may be spent to
  cause the following effects, as decided by the dragon:
  Karma
  Effect
  1
  Extend or shrink the length of the
  cone by 30 ft. (to a minimum of 10
  ft.)
  1
  Widen or shrink the diameter of the
  cone by 5 ft. (to a minimum of 5 ft.)
  1
  Inflict an additional –1 fading physi-
  cal penalty and a –1 fading mental
  penalty
  1
  Add an additional effective press
  after the Toss attack.
  Targets may resist the breath with Water (Athletics)
  tests. Each Water (Athletics) success cancels either an
  effective press or reduces the fading physical and men-
  tal penalties by 1. 
  ILLUSIONIST
  You show what is not there. You are an artist and the
  world is your canvas. You can spin images that can fool
  about but the most observant.
  Prerequisites: Shadow Spinner
  Aspect: Air
  EFFECT
  At will: You may create an effect identical to the
  Catcher’s Creation spell on yourself only. The Senses
  test TH to notice something amiss about your illusion is
  equal to 5 + your awakened level.
  Spending karma: You gain the mental action Weave
  Illusion. Every illusion you create has a duration of con-
  centration unless you pay karma to extend it. You can
  create illusions to cover yourself, others, or an area
  within a Trivial distance from you. These illusions fol-
  low the same rules as the Catcher’s Creation spell,
  except that the illusion may be of creatures in addition
  to objects. The Senses test TH to notice something
  amiss about your stationary illusions (illusions of
  objects) is 5 + your awakened level. The Senses test TH
  to notice something amiss about your mobile illusions
  (including illusions that alter your appearance to make
  you appear to be another person or creature) is 1 + your
  NEW RULES
  LOST LEGACIES OF THE ELEMENT OF AIR
  BY THOMAS KLEIN
  
  awakened level. Karma expenditure is as follows for use
  of this legacy:
  Karma
  Effect
  1
  Cover 1 size category worth of crea-
  tures or objects with an illusion of
  your choice. For each additional size
  category worth of creatures or
  objects you cover, the cost of this
  effect increases by 1.
  1
  Increase the Senses TH to notice
  something amiss about your illusion.
  1
  Cause the glamour to fool even those
  viewing the ephemeral, so long as
  their Ka score is no higher than 1.
  The requisite Ka score to automati-
  cally see through the glamour can be
  increased by 1; for each increase of 1
  in the requisite Ka score, the cost of
  this effect doubles. Such creatures
  still have a chance to perceive that
  something is miss using a Senses
  test, just as a normal viewer would.
  1
  Extend the range at which you can
  maintain the illusion by one Karmic
  range increment. For each rank you
  increase your control range by, the
  cost of this effect doubles.
  1
  Extend an illusion’s duration (either
  a static illusion or one programmed
  to run a certain scene) by 10 minutes
  beyond your concentration.
  NEW RULES: LOST LEGACIES OF AIR
  2
  
SOURCE: textdata/thevault/Fireborn/Fireborn Secrets of Fire 8 New Rules - Lost Legacies of the Element of Air.pdf