The air master is a monk who, rather than focusing on the development of his own ki powers, has studied the spiritual connection between self-perfection and the elemental essence of the air.
A character may choose to be an air master upon taking his first level of monk and this decision cannot be changed.
The air master can learn and cast a limited number of magic spells. These spells may be drawn from the cleric, druid, or sorcerer/wizard spell lists. Only spells with the [air] descriptor may be selected. These spells are treated as divine spells but the air master suffers arcane spell failure if wearing armor, even for spells taken from divine spellcasting lists. The air master uses his monk level as his caster level when using these spells.
The air master’s command of these air spells is more limited than typical spellcasters, as he powers them with his internal energy. The air master can cast each spell he knows only once per day. An air master may choose to know the same spell multiple times if he wishes. An air master is not normally able to use metamagic feats, though he can use metamagic rods.
This ability replaces flurry of blows, the bonus feat gained at 2nd level, ki pool, or the wholeness of body, abundant step, and empty body class abilities. Since an air master has no ki pool, he cannot spend ki points as part of the high jump ability.
What casting stat should the Air Master use?
The Air Master was written before the Advanced Player’s Guide came out, so the all divine casters at the time used Wisdom as their casting stat. If you want to use a different casting stat for the Air Master abilities, talk to your GM.
The Genius Guide To: Air Magic. Copyright 2010, Super Genius Games. Author: Owen K.C. Stephens