Effect: Air is used to create or remove Assets or Complications related to gasses, particularly those found in the atmosphere which are colloquially referred to as 'air'. At higher ratings Air can add a Asset to the scene that simulates a conjured 'Air Elemental' creature of some sort that is under the character's control; these Assets can be added to subsequent dice pools to represent the summoned 'Elemental' lending its aid to the character or their allies as relevant. At higher die ratings Air can be used on reactions to avoid being harmed by some attacks, and to attack with.
At d4 Air allows trivial control over an existing gas or ambient atmosphere at near-touch range; for instance blowing a small gust of wind, causing a breeze to be slightly more or less intense, touching someone to make it somewhat easier or harder for them to breathe.
At d6 Air allows minor control over existing gasses or the creation of a small volume of gas within the character's zone; for instance blowing a strong wind out of the area of control or pulling a strong wind into the area of control, poisoning the air in the area of control with a non-breathable gas, or nullifying a non-breathable gas within the area of control.
At d8 Air allows minor control over a larger area as well as more significant effects; for instance creating a spontaneous whirlwind, creating areas of intense crosswinds, blowing a sail-based vessel at high spead or leaving one in a dead calm unable to move via sail-power. This rating also allows Air to be used on reactions against attacks where control over atmospheric effects and the ability to generate intense bursts winds might be helpful, and the summoning of a small 'minor elemental' to aid the character and their allies as a Asset. Air can also be used to take actions against other 'Elementals' and similar creatures where relevant.
At d10 Air allows significant control over gasses and the atmosphere over a very large area, capable of things like whipping up hurricane and gale force winds, creating or snuffing whirlwinds and typhoons, sucking all of the air out of the lungs of living creatures, harnessing and directing atmospheric electricity. This rating also allows Air to be used as an attack as if it were the Ranged Ability, and the summoning of a 'major elemental' or several small 'minor Elementals' to aid the character and their allies as a Asset.
At d12 Air allows extreme control over gasses and the atmosphere; pretty much anything related to controlling or creating gasses or atmospheric phenomena is on the table. This rating also allows the summoning of a large 'Elemental lord' or several 'major Elementals' or a swarm of small 'minor Elementals' to aid the character and their allies as a Asset.
Common SFX: The Telesensory SFX can be taken to allow a character to share sensory information with one or more of their summoned 'Elemental' minions.
Common Limits: Air is sometimes paired with the Spell Components Limit to represent the necessity for mystic passes, incantations, and / or material components, but this is not required.
The Weather Only Limit can be applied to Air to allow a character who can control atmospheric effects related to the weather, but doesn't have power over gasses or the ability to create gas from nothing.
The Unelemental Limit can be applied to remove the ability to summon 'Elementals'