Draft:Two Worlds:Air Magic: Difference between revisions

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m (Korra II A Royal moved page Draft:Ns3014:Air Magic to Draft:Air Magic without leaving a redirect: Text replacement - "Ns3014:" to "")
m (Text replacement - "[[Category:Air Magic]" to "Category:Two Worlds Air Magic")
 
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{{Two Worlds Draft}}
{{ItemTransformer|name=Air Magic|image=[[File:Skill_Air_Magic.png]]}}
{{ItemTransformer|name=Air Magic|image=[[File:Skill_Air_Magic.png]]}}


Air Magic is a skill the player can invest in to enable more air [[Magic|spells]], as well as increase the effectiveness of the ones already enabled. The player begins with one level in Air Magic, so they do not need to find a trainer. Unlike most skills but like all magic school skills, it requires 15 points to master.
Air Magic is a skill the player can invest in to enable more air [[Magic|spells]], as well as increase the effectiveness of the ones already enabled. The player begins with one level in Air Magic, so they do not need to find a trainer. Unlike most skills but like all magic school skills, it requires 15 points to master.
<onlyinclude>{{TableHeader|style=magictable|
 
{{TableHeader|style=magictable|
{{:Blessing|style=magictable}}
{{:Blessing|style=magictable}}
{{:Heal|style=magictable}}
{{:Heal|style=magictable}}
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{{:Strength of God|style=magictable}}
{{:Strength of God|style=magictable}}
}}
}}
</onlyinclude>
 
[[Category:Air Magic]]
[[Category:Two Worlds Air Magic]]]

Latest revision as of 01:15, December 4, 2023

Template:ItemInfoBox

Air Magic is a skill the player can invest in to enable more air spells, as well as increase the effectiveness of the ones already enabled. The player begins with one level in Air Magic, so they do not need to find a trainer. Unlike most skills but like all magic school skills, it requires 15 points to master.

Template:TableHeader]