I love these threads, but I have one nitpicky thing to say about the first post: I don't think a hurricane has ever, in recorded history, hit anything in Kansas.
Well, we're not in Kansas anymore. (sorry, just always wanted to say that
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1. What is a non-combat interesting way to use air magic?
- Bridging a gap either by supercharging an athletics roll to jump or creating an actual bridge out of hardened air.
- Aiding an investigation roll by having a sort of selective wind that sorts things out of a clutter.
- Cutting of or increasing oxygen flow to a fire.
- Gasmasks/Scubagear.
2. What is a single target interesting way to use air magic?
- A tornado grappling an opponent is a great way to take him out of combat.
- Zapping someone with lightning will also work.
3. What is an area of effect interesting way to use air magic?
I see air as generally more or an area element, due to it's nature, so I would probably use most spells on at least one zone, if they are not specifically designed to act against one target. So instead of a gust of wind on one target, it hits an entire zone, instead of one lightning: lighning storm, and so forth.
4. What is an interesting way to block using air magic?
- Anything other than "Strong headwinds" kind of spells? I got nothing
5. What would be an interesting way to impede someones movement with air magic?
- Same here
6.Can you think of anything else that would fit the Dresdenverse and be really neat in a game for air magic?
- How about some sort of cyclone in a bottle potion effect?
I have to admit, I find air to be the most boring of the 5 traditional elements to use, but that might be just me.