← All proposalsWork blog
Oil painting of a storm mage at night holding a caged arc of lightning between raised hands, faint pale marks hovering over a distant foe, a summoned wisp of wind waiting jobless at the mage's side

The Visible Storm

A deep dive into Shroud of the Avatar's Air magic, what the genre learned about lightning, storms, and control from Ultima Online onward, and twenty-four concrete proposals.

Air is the game's stun school and its only mobility line: the school whose whole identity is control, and every ounce of that control is invisible. Stun chance is a dice roll no tooltip explains. A stunned target silently loses dodge and hands every attacker a doubled hit chance, the biggest hidden damage multiplier in the game, and Air owns it. The breakout roll that Intelligence has powered for years is documented nowhere, and the resistance that quietly builds on every landed stun has never once been shown on a screen. Even the school's dormant half is hidden: an artifact stat that rewrites three of its spells appears on no character sheet. The latest school audit could price only four of Air's ten skills, and the half it could price dies at the endgame walls the 2018 forums already mapped. This page asks for zero new stun power. It asks for the control to become visible, answerable, and connected: a charge you can see, a counterplay window you can play around, and jobs for the mobility, summon, and shield thirds the numbers cannot even measure.

0 · Executive summary 1 · Where we are today 2 · Lessons: Ultima Online to modern 3 · The twenty-four proposals    Tier 1 · The honest air (A1–A10)    Tier 2 · The control becomes visible (A11–A22)    Tier 3 · The storm (A23–A24)    Considered and rejected 4 · The moment of play 5 · Sequencing 6 · Appendix
Section 0

Executive summary

Ultima Online shipped the ancestor in 1997: a lightning ladder with a cheap bolt, an expensive finisher, and a Chain Lightning that doubled its damage and split it across everyone struck — chain math as deliberate design, though lightning stayed pure damage, zero states. World of Warcraft's shaman built the build-and-spend template: routine actions charge the lightning into visible stacks, and its most honest stun is a totem with a two-second fuse anyone can kill. Guild Wars 2 made critical strikes the engine of the air rotation and drew its stun as a ring on the ground the enemy chooses to cross. Path of Exile made shock a capped, visible damage amp instead of a stun, and gave lightning a permanent job in PvE. The Elder Scrolls Online shipped the cleanest teleport governor the genre has — a recast price that climbs — and its loudest cautionary tale about fusing a stun to it. Divinity: Original Sin 2 built air as a two-step ladder where Shocked warns before Stunned lands. Baldur's Gate 3 needed one word, Wet, to organize entire parties around lightning. The verdict is consistent: nobody ships raw stuns anymore; the stun is earned through a state the victim can see and answered by a window the attacker respects.

Measured against that bar, Shroud's Air magic is mid-table and unreadable. The latest balance audit could price only 4 of its 10 combat skills, and the half it could price sits 6th of 9 magic schools at a healthy 2.78 sustained — this is not a weak school, and this page does not pretend otherwise. The gaps cluster in three places:

  1. The control is invisible, on both sides. Stun chance is an unexplained roll; a landed stun shows no timer and plays no sound, because the stun impact effect simply carries no audio; the Intelligence-driven breakout has been undocumented for years; and the resistance ladder that already answers stun spam builds silently on every landed control effect. Nobody has ever seen either side of Air's own game.
  2. Half the school is dormant or disconnected. Wild Lightning rewrites three spells, is carried only by one wand family and one gem, appears on no screen, and is built as an either/or swap that trades away bolt quality — for everyone else, the boosted branches have never fired once. The summon has no job, the shield is argued about on the forums as a liability, one skill in fifteen joins the combo system, and six of ten skills price at zero in the audit.
  3. Three kits, no glue. A stun kit, a two-spell mobility kit, and a summon-and-shield kit, and nothing connects them. The glue this page proposes is charge.

The deal that runs through all twenty-four proposals: zero new stun power. A stunned target silently loses all dodge and hands every attacker a doubled hit chance, so every stun second is a party-wide damage multiplier — which is exactly why stuns cannot be handed out, and why this page spends its budget on visibility, counterplay, and connection instead. Tier 1 turns the lights on: sounds, timers, honest tooltips, and the seven defects this review filed. Tier 2 builds the visible control economy — a charge you can watch build, a converter that spends it, a counterplay window both sides can play around — and gives the summon, shield, and mobility thirds real jobs. Tier 3 is the storm. One narrow exception to the stun rule exists, on A17, and it is gated, argued, and labeled where it stands.

Where the fences are. Pet commands and the summon rail belong to the taming page; Shock Weapon gear and enchant itemization to the weapons page. Every number below rides the combat balance program's test-shard changesets, and the endgame resistance walls the audit measured — 0.043 sustained against tier-5 undead, 0.697 against tier-8 elementals, the same walls players mapped on the forums in 2018 — are that program's committed work; this page connects to that fix rather than duplicating it. Transformation and deck-identity grammar stay with the Chaos design review. The Earth page deliberately left the anti-Air ward's mirror image to this page, and it is settled here (A9). Conductivity's Water half belongs to the Water page published beside this one — its visible chill state is the natural conductor, and this page does not reach across that fence (A20).
#ProposalTierSizeServerOne-line pitch
A1Thunder you can hear1Snoneevery Air stun lands in silence today; the sounds the school already owns get wired
A2The tooltip confesses1Snonestun odds, the artifact-only line, and the 2021 armor rule finally appear in the words
A3A stun you can count1S-Mnonestuns show on the target bar with a ticking timer and a combat log line
A4The ladder was always there1S-Mnonethe Intelligence breakout and the resistance ladder step into the light
A5A spec for the drawn deck1SnoneAir specialization finally touches a cooldown, on either deck style
A6Discharge tells the truth1Snonea two-second debuff beside thirty-second siblings gets aligned or documented
A7Pin the lightning down1Snoneevery Air formula pinned in tests before anything gets tuned
A8The wind finally pushes1SnoneGust's push starts pushing, with its immunities and safety rules written down
A9A ward with its own face1Snonethe ward pair stops wearing each other's icons and gets a sane unlock
A10The potion's fine print1Snonethe specialization elixir stops multiplying Lightning's range by eight
A11Wild Lightning lives2Mnonethe artifact-only state that rewrites three spells becomes earnable through play
A12The charge builds2Lone stata visible Charged state on targets; part of the stun dice becomes a readable ramp
A13The release2Mnonea new spell spends the charge: focus back, an interrupt, a longer chain
A14Grounded2Lone stata visible immunity window after every stun; stronger control stops losing to weaker
A15Shield of Air: the owner's choice2Mopen questionfour community-argued options for the shield, and the owner picks
A16Second wind2Mnonethe summon trickles focus back to its caster, the way the water summon heals
A17The elemental gets a job2Mnonethe summon's authored stun proc gets repaired and the wild kin's toolkit added
A18Dash, uncaged2S-MnoneDash breaks roots and snares, and spam taxes itself instead of a cooldown
A19Blink, sharpened2MnoneBlink stops fizzling on the move and says why a destination failed
A20Waiting for rain2Mdormantlightning learns a conductivity term that waits, dormant, for Water's chill
A21The chain learns to count2S-Mnonethe chain's damage falloff finally covers all six targets
A22Combos for the combo-dead2MnoneAir joins the combo table, Wind Slash included
A23The storm remembers3Lflagshipthe storm builds charge, aims at the charged, and lends your hand a cheap strike
A24Tempest3M-Lone skill ida capstone stance: longer chains, faster charge, and an emptying focus bar
Section 1

Where we are today

Picture the fight the school was built for: a bandit camp, two enemies left, an air mage opening with Lightning. The forums described this exact fight years ago — Arkah EMPstrike documented the pure-air build in 2018, and Antrax Artek spent that same year charting what casting in armor costs the school. What neither thread could describe is everything the screen refuses to say while the fight happens. A stun lands below; watch what the game shows for it.

Combat
Bandit Footpad486 / 850stunned, somewhere in there
Bandit Archer781 / 850 
★ You1,120 / 1,475
Lightning hits Bandit Footpad for 46.
Bandit Footpad is stunned.for how long? and no sound played
Gustfocus 8 Discharge5 s Lightningfocus 12 Chain Lightningfocus 16 Lightning Stormfocus 45 Blinkfocus 22
Chain Lightning
Air damage that arcs between nearby foes
Chance to stunno number given
How many arcs, at what damagenot stated
Wild Lightning rewrites this spellnot mentioned
Wild Lightning: on no screenCrowd control resistance: building, unseen

How a stun actually travels

Every Air cast runs the same road, and its last three stages are invisible to everyone in the fight:

flowchart LR
  A["Glyph played\nfrom the deck"] --> B["Cast gauntlet\nrange, sight, focus,\nreagents, fizzle"]
  B --> C["Effects fire\ndamage, push, debuff,\neach on its own roll"]
  C --> D["Stun roll\nchance minus the target's\nstun and control resistance"]
  D --> E["The stun lands\nno timer, no sound,\nno number anywhere"]
  E --> F["Resistance stacks\nevery landed control effect\nbuilds it, unseen"]
  F -.->|"feeds the next roll"| D
  style D stroke:#a33d2e,stroke-width:2.5px
  style E stroke:#a33d2e,stroke-width:2.5px
  style F stroke:#a33d2e,stroke-width:2.5px

Stages four through six are a complete, working control economy — a roll that reads your investment, a landing that changes the fight, a resistance that grows, a breakout that quickens — and every part of it ships in the dark. The forums have argued about Air stuns for years, in both directions, without either camp ever seeing the machine they were arguing about. The Tier 1 cards operate on exactly these stages: disclosure first, then the numbers.

The one hard constraint. Combat in this game is a synchronized simulation run on the players' machines: damage becomes real on the attacker's machine, but a stun, a debuff, or a state becomes real on the target's. Every card here that puts a new state on a target says so, and every one ships only after verification with two live clients — one casting, one carrying the state — the single class of bug no automated test can see. The same architecture gives one gift back: the visible displays this page proposes read the same numbers the spells already read, so the display and the reality can never drift apart.
Section 2

Lessons: Ultima Online to modern

Lightning is the genre's favorite element and its most argued crowd control, so the record here is unusually rich: eight eras of designers answering the same question — how do you make the strongest effect in the game fair to be hit by? The method below follows this series: measure the school against its own engine, then against the genre, then propose mostly data. Fire was rich and unreadable; Earth was solid and inert. Air's variant of the disease is stranger: the school works, sits mid-table, and hides every interesting thing it does from both sides of the fight.

Two-panel oil painting of the same wizard duel: first a storm mage casting into darkness with unseen dice above the foe, then the same duel with a lit ladder of pale charge marks over the enemy and a readable gap between them
The whole argument in one image: the same duel twice, first as the game tells it today, then with the control ledger in the open.
1997
UO Chain Lightning
Doubles its damage, then splits it across every target: chain math as deliberate design. But lightning stayed pure damage, zero states.
2004
WoW shaman
Maelstrom stacks and the Capacitor fuse: other actions charge the lightning, and the honest stun telegraphs for two full seconds.
2012
GW2 elementalist
Fresh Air and Static Field: crits drive the rotation, and the stun is a ring on the ground the enemy chooses to cross.
2013
PoE shock
Shock is not a stun. It is a capped damage amp with a visible magnitude, and it gave lightning a PvE job forever.
2014
ESO Storm Calling
Streak's ramping recast cost is the cleanest teleport governor ever shipped: no cooldown, just a price that climbs.
2017
D:OS2 Aerotheurge
The two-step ladder: Shocked warns before Stunned lands, water conducts, and the air school owns movement itself.
2023
BG3 Wet
One condition doubled lightning damage and organized whole parties around a bottle of water. Conductivity is instant literacy.
modern
The verdict
Nobody ships raw stuns anymore. The stun is earned through a state the victim can see, and answered by a window the attacker respects.

What each game contributes

Ultima Online: the words-of-power lineage this game descends from priced its lightning as a ladder — a cheap bolt, an expensive finisher, and a Chain Lightning that doubled its damage and split it across everyone struck. Chain math as a design statement, decades before anyone said "falloff table"; A21 asks this game to make the same statement on purpose. World of Warcraft's shaman is the strongest transferable pattern for a deck game: Maelstrom Weapon turned routine actions into visible stacks that a chosen cast spends — the direct model for A12 and A13 — its Capacitor Totem made a stun honest with a two-second killable fuse, and Lightning Shield made defense bite back, the model for the shield hook on A15. Guild Wars 2 made critical strikes the engine of the air rotation, the grant events A11 borrows; drew its stun as a boundary the enemy chooses to cross, the best counterplay crowd control in the genre; and its Overload burned the school's own future for present burst, the shape A24 takes. Path of Exile made shock a capped magnitude printed on the debuff icon instead of a stun — the printed-odds standard A12 holds itself to — and Arc pays more damage per remaining chain, the philosophy option A21 puts on the table; its cautionary tale is threshold math nobody can read. The Elder Scrolls Online shipped the ramping recast price A18 and A19 copy, the ally-activated storm synergy A23 adapts, and the genre's loudest warning about fusing a stun to a teleport — a warning this page obeys to the letter. Divinity: Original Sin 2 built air as a two-step ladder where Shocked warns before Stunned lands — the readable ramp A12 adapts and the visible window A14 completes — and Magicka's canon rides beside it: every player alive already believes water conducts lightning (A20). Baldur's Gate 3 needed one word, Wet, to organize whole parties around lightning, and its Call Lightning is the deck-native storm grammar A23 borrows: cast once, then harvest cheap strikes while it lives.

Capability matrix

CapabilityUOD:OS2BG3 / D&DGW2WoW shamanPoEESOSotA todaySotA proposed
Visible CC state on targets (timers, marks)● A3/A12
CC counterplay ladder (resist growth, immunity, telegraph)◐ hidden†● A4/A14
Lightning as a damage-amp ailment◐ buried● A2/A6
Elemental synergy states (wet, conductivity)◐ fields◐ A20 waits
Chain behavior depth (hop rules, smart preference)◐ broken tail● A13/A21
Mobility verbs, count and quality◐ two, taxed● A18/A19
Caster self-state engine (stacks, overload)◐ artifact-only● A11/A24
Summon with a school-specific job● A16/A17
Endgame viability against resist walls● wet negates◐ tools○ 0.04 vs undead◐ balance owns
Defense that converts to offense● A15

● native · ◐ partial or era-limited · ○ absent. "SotA today" = the current development branch, 2026-08. † The half-filled cell is the page's strangest finding: a resistance ladder already answers stun spam here, building on every landed control effect and every successful breakout, and it has never been visible to either side of a fight. Surfacing it is A4; the telegraphed immunity window on top of it is A14. Row 3's "buried": the bolts already shave the target's air resistance in a stack nobody can see; A6 makes the three bolts agree on it and A2 admits it in words, while the damage-amp identity itself stays deliberately modest — Fire owns detonation. Row 9's numbers: sustained output is 0.043 against tier-5 undead and 0.697 against tier-8 elementals; the fix is the balance program's committed work, and this page links to it rather than duplicating it.

Section 3

The twenty-four proposals

Tier 1 is the honest air: repairs and disclosure, almost all of it data and client work, published with what was broken named in player terms. Tier 2 builds the control economy the summary promised — the charge, the release, the window — and gives the summon, shield, and mobility thirds real jobs. Tier 3 is the set piece. Every tuning number below is an illustrative starting point: final values ship through the combat balance program's test-shard changesets and its measurement windows.

The deal, stated once. Zero new stun power. A stunned target silently loses all dodge and hands every attacker a doubled hit chance, so every stun second is a party-wide damage multiplier — and the school's own passives already double stun durations at grandmaster. That is exactly why stuns cannot be handed out, and why this catalog spends its budget on visibility, counterplay, and connection instead. Air is not weak — 6th of 9 magic schools at a 2.78 sustained median — so no power case exists here and none is faked. The single exception is A17's repair of a stun that was authored, paid for, and shipped broken, and it is gated behind the counterplay window (A14) on purpose.

Tier 1 · The honest air — repairs and disclosure (A1–A10)

A1 · Thunder you can hear

Tier 1Size SServer: nonebug fix

Every Air stun in the game lands in silence. The bolt strikes, the target freezes, and no sound plays at all — the stun impact effect simply carries no audio. There is even a finished chain lightning cast effect, with its sound authored and attached, sitting unused in the game files while a silent version plays instead. This card wires up the sounds Air already owns: stuns get an impact crack, chain lightning gets its authored audio, Blink gets an arrival sound, and the leftover orphaned effects are either connected or retired. Filed as #4407.

Seen in: WoW and FFXIV, where every crowd control effect has a signature sound and veterans track fights by ear.

Implementation notes

Reference wiring over existing recordings — no new audio is commissioned. The pass includes an audit of the school's effect files for orphans and borrowed pieces, the same sweep the Fire page ran on its own school, with each candidate checked before it is referenced.

client S (audio wiring)server noneimpact the school's signature moment announces itselftests effect-reference audit: no orphaned Air effects

A2 · The tooltip confesses

Tier 1Size SServer: nonetruth pass

Air's tooltips describe a different game than the one that ships. Lightning and Chain Lightning have been unblockable, unparryable, and armor-piercing since 2021, and no text says so. Three spells describe Wild Lightning bonuses that only a rare wand family and one imbued gem can ever switch on, with no hint that the line is artifact-only (A11 is that story). Chain Lightning's own words undersell it: the live spell reaches six targets in total. Shield of Air's absorb wording does not match how the absorb actually works. Stun chances are dice rolls no tooltip explains. This card is a full truth pass: the words finally match the spells, and every stated number is checked against a pinned formula before it ships.

Seen in: Path of Exile's ailment tooltips after its clarity push; D:OS2, where every status writes its exact rules on the icon.

Implementation notes

A strings pass, coordinated with the translation pipeline so every language receives the corrected text together, and cross-checked against the A7 pin suite so no tooltip can state a number the formulas do not.

client S (strings)server noneimpact the tooltips stop lyingtests every stated number cross-checked against a pin

A3 · A stun you can count

Tier 1Size S-MServer: none

When you stun a monster, nothing on its health bar says so, or says for how long. When a monster stuns you, the same. Stuns get a visible icon with a ticking duration on target bars and nameplates, and the combat log records the stun landing, its length, and its expiry. The strongest effect in the school stops being a secret — and the display surface this card builds is the same one the Charged pips (A12) will live on later, which is why it ships first.

Seen in: WoW, ESO, and FFXIV, where crowd control duration bars are the basic literacy of group play.

Implementation notes

Pure presentation: the timer reads the same state the target's machine already owns, so nothing about the stun itself changes and the display can never disagree with the effect.

client S-Mserver noneimpact the school's whole identity becomes visibletests display model against applied and expired effects

A4 · The ladder was always there

Tier 1Size S-MServer: nonedisclosure

Two counterplay systems have shipped for years without anyone being told. Mashing to escape a stun works, Intelligence drives it, and every failed attempt shortens the remaining stun. And every landed stun or knockback quietly builds crowd control resistance on the victim, stacking up to ten times, so spamming control into the same target already gets worse and worse. Neither has ever appeared in the UI. This card surfaces both: a struggle prompt with visible progress while stunned, and the resistance stacks shown as a real buff with a real tooltip, on both sides of the fight. Nothing is invented here — the ladder exists; formalizing it into a full immunity window is A14, and this card is its display layer.

Seen in: ESO's break-free prompt; League of Legends' visible Tenacity; D:OS2, where the path from Shocked to Stunned is readable before it happens.

client S-Mserver noneimpact both sides finally see Air's own gametests copy checked against the pinned breakout math (A7)

A5 · A spec for the drawn deck

Tier 1Size SServer: nonechangeset

Air specialization never touches a single cooldown, on either deck style. The Earth page found the drawn deck missing its cooldown scaling; Air is worse, because no Air cooldown scales with mastery anywhere, locked or unlocked. Water's Cone of Cold already ships the pattern inside this same game. This card gives Air specialists the cooldown dividend every other investment of that size implies, tuned through the balance pass, with the formulas pinned (A7) before the first edit.

Seen in: this series' own Earth page, and Water's Cone of Cold in this same game.

client S (changeset)server noneimpact specialization finally reaches the clocktests cooldown monotonicity pin at mastery 0 and grandmaster

A6 · Discharge tells the truth

Tier 1Size SServer: nonebug fix

Discharge's resistance debuff evaporates in about two seconds while the same debuff from Lightning and Chain Lightning lasts thirty. Its damage stops at five targets while its stun reaches ten. Its debuff lands unconditionally while Lightning's requires specialization. None of this reads like design; it reads like drift. This card aligns the spell with its siblings — or, where the owner prefers the current behavior, writes it down as intended. On the target caps, the recommended direction is the stun down to five, consistent with this page's zero-new-stun posture. Filed as #4404.

Seen in: the Fire page's burn-tick parity card, the same class of drift.

Implementation notes

All data. A thirty-second debuff on a spammable spell is quietly a damage buff for the whole school, so the alignment ships through the balance program's measurement window rather than by assertion.

client S (changeset)server noneimpact three siblings, one rulebooktests duration and target-count pins (A7)

A7 · Pin the lightning down

Tier 1Size SServer: nonetests

Before anything else changes, every Air formula gets locked in a test vise: all ten combat skills evaluated at zero mastery and at grandmaster, the chain jump table's length checked, the tree's structure audited. Every later card on this page edits numbers; this card makes those edits impossible to break silently. It is the page's first shippable artifact, and the chain-table check alone would have caught a defect that has sat in the school since 2021 (A21).

Seen in: the Fire page's expression pin suite, which unlocked that school's entire edit program.

client S (tests only)server noneimpact every later edit becomes safetests the suite is the deliverable

A8 · The wind finally pushes

Tier 1Size SServer: nonebug fix

Gust's tooltip promises to push the target back. The shipping spell is wired as a visual effect, so the push may never have actually moved anyone — possibly for years. The creature and weapon-proc versions of the same gust are wired correctly and do push. This card makes the root spell do what it says, surfaces which creatures shrug the push off, confirms it can never shove your own party, and documents its one real interaction: a knockback removes roots. Because the wiring predates the current records, the card starts with an in-game verification rather than a promise — and because a push that starts working after years changes PvP feel, it ships called out in the patch notes. Filed as #4403.

Seen in: D:OS2's Aerotheurge and WoW's Thunderstorm, where the push is the point.

client S (data + live verify)server noneimpact the wind finally pushestests push, immunity, and party-safety checks in a live scene

A9 · A ward with its own face

Tier 1Size SServer: none

The Air tree's defensive ward wears the Earth specialization's icon, and Earth's ward wears Air's, so the two most easily confused skills in both trees are also visually identical to the wrong thing. And the ward unlocks at level zero of its prerequisite, a pattern the Fire page already flagged as the odd one out. New icons for the ward pair, and a sane unlock level. The Earth page filed the shared half as #2594; this card closes the Air side of the family.

Seen in: this series' own Earth and Fire pages, which each fixed half of this family.

client Sserver noneimpact the ward pair gets its own facestests icon-reference audit across both trees

A10 · The potion's fine print

Tier 1Size SServer: nonebug fix

The Air specialization elixir secretly multiplies Lightning's range by nearly eight, out to about 156 meters, because its second bonus feeds a range stat nothing else in the game grants. Sibling elixirs feed sensible stats in that slot. This card gives the elixir a bonus that belongs there and leaves the broader elixir rebalance to the pass that owns all nine potions — the two are cross-linked, never tangled. Filed as #4405.

Seen in: no other game; this is housekeeping the school's players deserve.

client S (changeset)server noneimpact the potion stops sniping across the maptests elixir bonus pin

Tier 2 · The control becomes visible (A11–A22)

A11 · Wild Lightning lives

Tier 2Size MServer: nonecredited

Roughly half of Lightning's and Chain Lightning's authored behavior is locked behind one wand family and one imbued gem. Wild Lightning makes Lightning bounce, widens Discharge, and extends chains — and for everyone without the artifact, those branches have never fired once. Worse, the artifact swaps rather than adds: at one point of Wild Lightning the normal bolt stops firing entirely, and the wild version is blockable and loses the armor-piercing the normal bolt has carried since 2021, so the wand quietly trades away bolt quality. This card lets play grant the state, briefly, through the school's own moments — landed stuns and critical strikes build short-lived Wild Lightning — and retunes both branch families together, so the boosted path is an upgrade for everyone, wand owners included, instead of a trade nobody was told about. The wand family keeps a permanent floor the earned stacks never reach. The discoverability gap is community-documented: Asclepius asked what the gem even does, and Adam Crow and Tirrag pieced the answer together (forum thread 174373).

Seen in: WoW's Maelstrom Weapon build-and-spend, GW2's Fresh Air crit engine, PoE2's Lightning Infusion.

Implementation notes

The state exists in the game's data today, so no new stats are needed; the grants are timed self-effects in spell data. The retune touches all three bolts in one changeset — which is why the A7 pins are a hard prerequisite, and why wand owners get a regression watch on the test shard.

client M (changeset)server none (existing state)impact the school's dormant half wakes for everyonetests both branch families pinned in both directions

A12 · The charge builds

Tier 2Size Lkeystoneone stattwo-client verify

Air gets a visible state on its targets: Charged. Lightning hits and landed stuns add pips you can see on the target's nameplate, with the magnitude written on the icon. Part of today's invisible stun dice moves into that ramp, so a charged target is visibly closer to a stun than a fresh one, and both sides can read it. This is not Fire's burn wearing blue: Fire's stacks are a damage ledger you detonate; Air's charge is a control ledger you convert — into focus, interruption, and longer chains (A13). Total stun output does not rise. Base chances are rebased down in the same changeset that adds the Charged term, and the rebase is measured on the test shard, not asserted. The same odds the game already rolls just become readable — and readable means answerable.

Seen in: WoW's Maelstrom stacks, PoE's shock magnitude printed on the debuff icon, D:OS2's ladder where Shocked is visible before Stunned ever lands.

Implementation notes

One new stat on the target, appended to the table both the client and server share — append-only by design, so nothing existing can break. The state lives on the target's machine, the authoritative side for everything that happens to a character, and the card ships only after live verification with two clients: one casting, one carrying the marks, both reading the same number. The pips ride the display surface A3 builds.

client Lserver one statimpact the invisible economy becomes the visible onetests accrual, cap, decay, and spend pinned as a state machine

A13 · The release

Tier 2Size Mkeystonenew spell, reserved slot

A new spell spends the charge. Cast it at a Charged target and every pip converts: focus refunded per pip, the target's current cast interrupted, and your next Chain Lightning jumping one extra time per pip spent. A short, visible wind-up telegraphs the spend, so the target sees it coming. Deliberately, no stack-scaled damage — Fire already owns detonation. Air's payoff is tempo: your resource back, their spell gone, your next chain bigger, and the converter must never out-damage simply casting bolts, a constraint written into its tuning. Name candidates: Capacitance, Conduit, or Static Discharge — a name the game itself freed when the old Wand of Static Discharge was renamed to Wild Lightning in 2021.

Seen in: WoW's Maelstrom spend and old Thunderstorm mana return; D:OS2's ladder, where the payoff is earned in two steps; the Capacitor Totem's honest telegraph.

Implementation notes

The spell rides a skill slot reserved years ago and never used, so it costs no new server work at all — the full recipe is a tree row, spell data, an icon, strings, and a test. The interrupt reuses the interruption rule the game already applies elsewhere, and the interrupt's feel in duels tunes inside the balance program's published bands.

client Mserver none (reserved slot)impact the charge gets its payofftests refund and hop math pinned per pip count

A14 · Grounded

Tier 2Size Lone stattwo-client verifycredited

The game already answers stun spam with a hidden resistance ladder; this card finishes the thought in the open. After a stun expires, the target gains Grounded: a brief, clearly telegraphed window of stun immunity shown right on the nameplate. And when two crowd control effects collide, the stronger one wins instead of the newer one, so a pet's weak stun can no longer overwrite a player's strong one. Air proposes this because Air owns stuns, and it is the precondition for any future conversation about stun budgets; the cross-school rollout ships through the balance pass. The history cuts both ways here: air stuns once chain-locked whole rooms in PvE, and today's PvP players complain stuns are too escapable. A visible ladder with a visible immunity window is the only design that can thread both, and the window's length is a balance-pass knob, not a number this card pretends to know. Requested by Akandriel (wishlist #778, the counterplay half; the numeric half of that ask belongs to the balance program) and answers Barugon's crowd-control stacking worry (wishlist #3982, whose gear half stays with the weapons page); the stronger-wins rule answers a standing forum ask about pets overwriting player control.

Seen in: ESO's crowd control immunity window after break-free, D:OS2's Shocked-before-Stunned ladder, and the diminishing returns every MMO ships and almost none display.

Implementation notes

One new target-side state, appended like Charged and verified the same two-client way. The cleanest part of the design: the target's own machine applies the window the moment its stun expires, so the authority question answers itself.

client Lserver one statimpact counterplay both sides can plan aroundtests window applies, blocks, expires: three pinned states

A15 · Shield of Air: the owner's choice

Tier 2Size Mopen questioncredited

The community wrote most of this card. One camp says Shield of Air's focus drain makes it a liability that caster enemies strip constantly; another says it is fine exactly as it is, provided you invest, and would rather pay focus than health. Both are on the record, so this card is a menu, not a verdict. Option one, the minimum fix: a toggle for the drain, keeping the attunement bonus. Option two: a pulsing storm aura that zaps a nearby enemy every few seconds, combat-range only so it cannot pull extra monsters. Option three: a gust shield with a chance to push melee attackers back and deflect projectiles. Option four: dispel resistance that scales with investment. And independent of the choice, an optional keystone hook: hits the shield absorbs build Charged (A12) on the attacker, so defense finally converts to offense. Worth noting: the shield's cast cost was already cut 70% in 2021 and the complaint survived, which is why this reads as a design question rather than a numbers one. Requested by Micmatty (forum thread 182343). The case for the status quo is Wishdragon's, on the record; Punkbeach argued for playstyle-flavored variants, Akandriel suggested the dispel resistance, Vaentorian the gust shield, and Duke Gréagóir weighed in. The thread's companion ask, a Shield of Focus, belongs to the Focus tree and is cross-linked there, not proposed here. Vote on this card.

Seen in: Diablo 2's lightning auras, GW2's Shocking Aura, ESO's damage shields that stay useful without draining their caster dry.

client M (L with the charge hook)server none (one stat if the hook ships)impact the school's most argued skill gets its decisiontests per-variant pins once the owner picks

A16 · Second wind

Tier 2Size MServer: nonecredited

The Water elemental heals its summoner. The Air elemental, summoned by the school that spends focus faster than any other, restores nothing. This card gives it the obvious job: a periodic trickle of focus back to its caster while it fights. The summon becomes the answer to the school's real resource problem instead of a decoration, sized against the Water summon's heal. What it deliberately does not touch: pet commands and the summon rail, which belong to the taming page. Requested by Barugon (wishlist #4240; forum thread 182477).

Seen in: the game's own Water elemental, and the long MMO tradition of utility summons that feed their caster's resource.

Implementation notes

A pet innate plus a periodic effect on the summon, with the Water heal as the sizing reference. It lands in the same balance window as whatever A15 becomes, because both touch the focus economy and the two must be measured together.

client Mserver noneimpact the summon earns its slottests trickle rate pinned against the Water parity

A17 · The elemental gets a job

Tier 2Size MServer: nonebug fixcredited

The Air elemental was authored with a stun proc that has been broken since it shipped: the effect is wired as the wrong kind, so it silently does nothing. Players noticed years ago that wild air elementals gust and shock while the summoned one never does. This card repairs the authored proc and gives the summon the wild kin's toolkit: a gust, an interrupt-flavored discharge, and scaling that already follows your own Air specialization since a recent fix. One honesty note: repairing that proc is this page's single exception to its zero-new-stun rule. The stun was authored, paid for, and merely broken — and it ships only after Grounded (A14), so the repaired stun arrives inside the visible counterplay system, never before it. Requested by FBohler (forum thread 167220, 2021); Sorgin Txakal's observation in the same thread, that summoned elementals never gust while wild ones do, shapes the kit; Wishdragon's ask for a chain-flavored area summon (forum thread 182511) is noted as a variant for the taming page's rail. Filed as #4406.

Seen in: UO's spell-casting air elementals; D:OS2's incarnates, which inherit a school's verbs; this series' own Earth page.

client Mserver noneimpact the summon fights like its speciestests proc fires; A14 gate honored; budget offset measured

A18 · Dash, uncaged

Tier 2Size S-MServer: none

The mobility school's speed spell does not free you from anything: rooted is rooted, snared is snared, Dash just makes you a faster statue. Casting Dash now breaks roots and snares on use — the escape the school's identity always implied, and a rule the game half-owns already, since a knockback removes roots today. And instead of a heavier cooldown to police it, Dash borrows the cleanest governor in the genre: recasting it within a few seconds costs half again more focus each time, so spam taxes itself and honest use costs nothing extra. The ramp constant is a balance-pass knob, and the cost rule gets its own pin (A7).

Seen in: ESO's Streak, whose ramping recast cost tamed a decade of teleport spam without a cooldown; D:OS2's Uncanny Evasion.

client S-Mserver noneimpact the escape finally escapestests recast ramp read by the cost formula, pinned

A19 · Blink, sharpened

Tier 2Size MServer: nonecredited

Players asked in 2017 whether Blink was worthless: it fizzled constantly while moving, and a sheathed shield still punished the cast. The complaints were never answered. This card answers them: moving-cast fizzle relief for Blink specifically, no shield penalty when the shield is on your back, clear reticle feedback when a destination is invalid, and a small arrival payoff for specialists — a static crackle at the landing point that builds Charged (A12) on nearby enemies. Deliberately, no stun on arrival: the genre's most hated skill is the teleport with a stun stapled on. The same ramping recast governor as Dash (A18) keeps it fair, and the arrival rider ships dormant until Charged exists. Requested by Quenton (forum thread 102908, 2017); the broader fizzle complaint requested by Antrax Artek (forum thread 108426, 2018) — the full fizzle system belongs to the balance program, and this card takes only the Blink slice.

Seen in: PoE's Lightning Warp, which strikes where you land; GW2's Lightning Flash; ESO's Streak, both the governor to copy and the fused stun to refuse.

client Mserver noneimpact the teleport works when you need ittests fizzle relief scoped to Blink, pinned

A20 · Waiting for rain

Tier 2Size Mdormantopen timing

Every player alive believes water conducts lightning; fifteen years of games taught them. Shroud has no wet state anywhere, so this card is honest about what it can ship: the Air side of the wire. Lightning learns a conductivity term that amplifies damage and extends chains against cold-soaked targets, capped, and far lower in PvP than in PvE. As it happens, the Water page published beside this one proposes exactly the state to conduct through: visible chill marks that stack on a target. Frost is water; the canon holds. The term here sits dormant until Water's chill ships — this page does not invent a Water mechanic from the outside, and the two cards name each other. The school that waited years for Wild Lightning to matter knows dormant wiring can still be a promise kept.

Seen in: BG3's Wet vulnerability, D:OS2's conductive surfaces, Magicka's wet wizards; the canon rule players already know.

client M, mostly deferredserver noneimpact the wire is laid for the raintests dormant term pinned inert until the state exists

A21 · The chain learns to count

Tier 2Size S-MServer: nonebug fix

Chain Lightning was raised from four targets to six in 2021, but its damage falloff table was never extended, so the fifth and sixth hops quietly deal full damage where the fourth deals a quarter. The furthest strikes are the strongest, which no one designed. This card extends the table — and is honest that the fix is a nerf to hops five and six, messaged as the defect repair it is, with the returned headroom respent where the balance pass decides. Then the real question goes to the owner: what should a chain's math say? A taper that fades, the old Ultima approach of doubling the total and splitting it across everyone hit, or the modern approach where each remaining jump hits harder so short chains feel deliberate. The pin suite (A7) guards the table so it can never silently regress again. Filed as #4409.

Seen in: UO's doubled-then-split Chain Lightning, PoE's Arc paying more per remaining chain, WoW's jumps flattened after years of decay.

client S-M (changeset)server noneimpact the chain's math becomes a decisiontests table length and per-hop pins

A22 · Combos for the combo-dead

Tier 2Size MServer: nonecredited

One of Air's fifteen skills participates in the glyph combo system, and even that one only as an ingredient in someone else's recipe. The school of connection connects to nothing. This card authors Air's cross-school entries, starting with the one a player already designed: Gust plus Double Slash makes Wind Slash, a blade carried on the wind. The Earth page's honest caveat stands here too: combos only fire from unlocked glyphs. The Earth-and-Air pairing already proposed on that page is cross-linked, never double-granted, and Water pairings wait for Water's page. Requested by Sorgin Txakal (forum thread 164727).

Seen in: Magicka's element combining, D:OS2's cross-school reactions, and this game's own Juxtapose.

client M (each result is content: spell, icon, strings)server noneimpact Air earns slots in other deckstests combo-pair resolution pins

Tier 3 · The storm (A23–A24)

A23 · The storm remembers

Tier 3Size Lflagshipbug fixtwo-client verify

Lightning Storm today is a patch of random ticks with a stun formula unlike anything else in the school — one that ignores your skill, your stats, and your specialization entirely. The rework makes the storm the school's set piece. The zone builds Charged (A12) on everyone it touches. Its bolts prefer the most charged target, with a visible strike wind-up. While your storm lives, the storm glyph in your hand becomes a cheap Strike you can call again and again — something a deck can do that a hotbar never could. Allies standing in your storm gain a brief conduit charge they can spend, so the storm mage lays fuel for the whole party. And cast the converter (A13) into your own storm, and the screen goes white. The broken stun formula is replaced in the same pass — and its repair ships early, with the Tier 1 fixes, whether or not the rework lands. Filed as #4408.

Seen in: BG3's Call Lightning, one cast then cheap strikes harvested; PoE's Orb of Storms, a zone your other casts trigger; ESO's ally-activated conduit; the Capacitor Totem's telegraphed honesty.

Implementation notes

The zone rides the same pooled-area machinery the Earth and Fire pages already budgeted, inside the same performance caps. The ally gift is a state the zone's own tick applies, never a position the server would have to referee — which is what makes it safe in PvP. The in-hand glyph transform is the one piece that needs a feasibility spike first; if the spike fails, the storm ships without it and still works.

client Lserver none (uses A12's state)impact the school gets its set piecetests zone tick, preference weighting, formula replacement pinned; two-client verify

A24 · Tempest

Tier 3Size M-Lone skill id

The capstone: a high-tier self-stance for masters only. While Tempest holds, every chain jumps one extra time and every source of Charged builds twice as fast — and the stance drains focus for every second it lives. Air's identity is potential energy, and Tempest is the decision to spend the school's future on its present: when it ends, you are empty, and everything before that was the storm. It is the one genuinely new skill this page asks for, stated as such, and it ships last — after the charge economy (A12) and Wild Lightning's stacking rules (A11) it multiplies are proven live.

Seen in: GW2's Overload Air, burning the attunement's own recharge for burst; ESO's Overload toggle spending a banked resource.

Implementation notes

One new skill entry, the page's only one, appended to the shared skill table the same append-only way as the stats. The stance takes its own exclusive buff channel, and its drain is designed together with Shield of Air's absorb rules so the two states cannot fight each other.

client M-Lserver one skill idimpact mastery gets its decisiontests hop bonus, generation multiplier, and drain pinned in and out of the stance

Considered and rejected

Section 4

The moment of play

The same window regions as the Section 1 screen, the same bandit fight, after the catalog ships. The bars carry the marks, the chip line carries the school's economy, the hand changes with the fight, and the forecast that was a secret is a tooltip. That is the whole page in one screen.

Combat
Bandit Footpad366 / 850Charged ◆◆◆stunned 2.1 s
Bandit Archer604 / 850Charged ◆grounded 3 s
★ You1,210 / 1,475
Wild Lightning 1Storm 8 stheir control resistance: 2 stacks, fading
Chain Lightningfocus 16 Capacitancespends ◆ Storm Strikewhile storm lives Lightning Storm14 s Blinkfocus 22 Dashbreaks roots
Stun forecast · Bandit Footpad
Base chance29%
Charged, 3 marks+12%
Their control resistance-8%
Next bolt stuns at33%
Capacitance: 3 marks spent. 14 focus returned.
Your next Chain Lightning arcs one more time.and the stun landed with a thunderclap
Storm strikes prefer Charged targetsGrounded: briefly immune after a stun ends
Section 5

Sequencing

PhaseShipsRule
P0 · De-riskNothing ships. Verify Gust's push in a live game, pin all ten spell formulas at zero mastery and grandmaster (A7), re-baseline the school audit, prove the two-client stun verification harness.Every "already authored" claim gets proven before it is promised.
P1 · Repair, in the openA1–A10, carrying the seven filed defects with them; the storm's broken stun formula gets its early repair here too.All of Tier 1 before any new state; each fix published with what was broken, in player terms.
P2 · The control becomes visibleA11, A12, A13, A14.Each state card passes the caster, target, and observer check on two live clients; A11 retunes both branch families in one changeset, never piecemeal.
P3 · The kit joins the loopA15 (after the owner's pick), A16, A17 (after Grounded), A18, A19, A21, A22; A20's air-side term ships dormant.Every card connects a third of the kit to the charge loop or answers a named community ask.
P4 · The stormA23 after the hand-transform spike, A24 last; the open questions (A15's variant, A14's rollout, A20's timing) resolve from page votes and thread input.The set piece ships after Charged is proven live; no open question resolves silently.
flowchart LR
  P0["P0 verify and baseline"] --> A7["A7 pin suite"]
  A7 --> T1["A1 to A10\nrepairs and disclosure"]
  A7 --> A11["A11 Wild Lightning lives"]
  T1 --> A12["A12 the charge builds"]
  A12 --> A13["A13 the release"]
  A12 --> RID["A15 shield hook\nA19 arrival rider"]
  A12 --> A23["A23 the storm remembers"]
  A13 --> A23
  A12 --> A24["A24 Tempest"]
  A11 --> A24
  A4["A4 the ladder disclosed"] --> A14["A14 Grounded"]
  A14 --> A17["A17 the elemental's repair"]
  A14 --> FUT["any future stun budget"]
  WATER["Water page: chill ships"] -.-> A20["A20 conductivity"]
  style A12 stroke:#c9a55a,stroke-width:2px
  style A13 stroke:#c9a55a,stroke-width:2px
  style A23 stroke:#c9a55a,stroke-width:2px
  style A7 stroke:#a33d2e,stroke-width:2px
Section 6

Appendix

Already built — credited, not re-proposed

This page builds on a year of shipped repairs rather than re-asking for them: Well Grounded's air resistance was doubled (2026-07-24); Lightning Storm's stun now scales with Rapid Discharge and its duration with specialization (2026-07-24); the summoned elemental levels off its summoner's own school, and wild elementals now name their element (2026-08-03); Shock Weapon shipped (2026-07-25) and the Ignite, Frost, and Shock enchant exclusivity followed (2026-08-05); respec refunds in full, and specialization parking was fixed. One piece of history frames the whole page: in 2021 the bolts went unblockable, unparryable, and armor-ignoring, and Shield of Air's cast cost was cut 70% — and the complaints this page answers survived both changes, which is why it treats Air as a design problem rather than a numbers problem.

Where the numbers come from

ClaimSource surface
A stunned target loses dodge and attackers hit twice as oftenThe combat math that resolves dodge against a stunned target
The Intelligence breakout, and failure shortening the stunThe stun-clear routine in the combat code
The hidden resistance ladder, both entry pointsThe resistance effect every landed control applies, and the breakout success path
Wild Lightning's carriers and its either/or branchesThe wand artifact family, the imbued gem, and the three bolt definitions
Chains reach six targets and the falloff table stops at fourThe chain spell's data against its damage table
Only 4 of 10 skills priceable; the 2.78 median; the 0.043 and 0.697 wallsThe 2026-07-07 balance audit
Every Air stun lands silentlyThe stun impact effect, which carries no sound
Gust's push wired as a visual effectThe spell's effect data, against its working creature and weapon twins
The elixir's 156 m bolt rangeThe specialization elixir's second bonus, against its siblings
No Air cooldown scales with specializationThe school's cooldown expressions, drawn and locked
One skill in fifteen joins the combo tableThe combo definitions across the spell assets
The community recordNamed threads: Micmatty 182343, Barugon 182477, FBohler 167220, Quenton 102908, Antrax Artek 108426, Sorgin Txakal 164727, the Wild Lightning thread 174373, and the 2018 build and resistance-wall threads

Constraints honored

Test surface

The A7 pin suite is the page's first shippable artifact: every spell expression pinned at zero mastery and at grandmaster — the works-untrained invariant, numerically; the chain falloff table pinned at its full length; the breakout math pinned at low and high Intelligence; Charged accrual, cap, decay, and spend pinned as a state machine; Grounded's three states (applies when a stun ends, blocks what it should, expires on time); the converter's refund math per pip; and Wild Lightning's either/or swap pinned in both directions, so the A11 retune cannot regress silently. The one thing no automated test can cover is multi-client state sync; every stat card on this page carries the caster, target, and observer checklist on two live clients.

Sources

Shipping game data (the skill sheet, the thirteen Air spell definitions, the resistance and channel data, the wand artifact family); the combat engine's effect, formula, and targeting code; the balance audit and change log; the 2025–2026 wishlist sweep and the named forum threads; and the genre record — Ultima Online's lightning ladder and chain math, D:OS2's Aerotheurge, BG3's Wet and Call Lightning, GW2's Fresh Air and Static Field, WoW's Maelstrom and Capacitor, PoE's shock and Arc, ESO's Storm Calling, with Magicka's conductivity canon.

Feedback

General comments

No account needed. Every proposal above also has its own Discussion box for talking about that one alone; this thread is for the plan as a whole. Comments are plain text, held to basic decency, and may be trimmed.

← All proposalsWork blog