From: Sylphonic Sitar
Lore: Aerial Waltz is a spell that embodies the harmony between the Sylphonic Sitar, the avatar, and the wind spirits. This enchanting melody was discovered by ancient bards who sought to master the art of aerial movement and the grace of flight. When the avatar performs the spirited melody on the Sylphonic Sitar, the winds respond to their music, allowing the avatar and nearby allies to dance gracefully through the air. For a limited time, this magical effect grants them the ability to jump extraordinary distances and glide effortlessly through the skies, bestowing upon them incredible mobility and a profound tactical advantage.
Use: To invoke Aerial Waltz, the avatar performs a spirited and uplifting melody on the Sylphonic Sitar. As the music reverberates through the air, it calls upon the wind spirits, who respond by granting the avatar and their nearby allies the gift of aerial movement. During the duration of the spell, they gain the extraordinary ability to jump incredible distances, as if weightless, and glide through the air like sylphs themselves. This newfound mobility provides them with unparalleled tactical advantages, allowing them to reach vantage points, evade threats, and execute surprise attacks with grace and finesse.
Stats:
- Spell Level: Tier 1
- Range: Self (affects the avatar) and up to 5 creatures of the avatar’s choice within 30 feet.
- Duration: Concentration, up to 1 minute (10 rounds)
- Casting Time: 1 action
- Components: V, S (verbal, somatic – playing the sitar)
- Class: Bard, any class that can cast 1st-level spells
- Saving Throw: None
- Skill Check: Performance skill check for the avatar when playing the Sylphonic Sitar to determine the spell’s effectiveness.
Skills: The success of casting Aerial Waltz depends on the avatar’s proficiency in playing the Sylphonic Sitar. A character proficient in Performance or possessing specific training in playing this unique instrument has a higher chance of successfully invoking the spell. They may also utilize Charisma as their spellcasting ability modifier when casting this spell.
Cost: Casting Aerial Waltz consumes the daily magical energy within the Sylphonic Sitar. The spell can be used once per day unless the musician finds a way to replenish the instrument’s power through magical means or a rest.
Tags:
- Aerial Movement: Aerial Waltz grants the avatar and their allies extraordinary aerial mobility, emphasizing the ability to move and jump with remarkable grace and agility through the air.
- Tactical Advantage: The spell provides significant tactical advantages, allowing the avatar and their allies to gain higher ground, avoid obstacles, and surprise enemies from unexpected angles.
- Exploration: Aerial Waltz opens up new possibilities for exploration, granting the avatar and their allies access to otherwise unreachable locations and hidden areas.
- Additional: Mobility Enhancement, Wind-Based, Bardic Spell, Group Buff, Concentration Required, Performance Dependent, Limited Duration, Magical Instrument, Tier 1 Spell, Utility Spell

Tactics — Aerial Waltz offers a range of strategic and tactical opportunities during combat and exploration:
- Aerial Flanking: The avatar and their allies can use the spell to flank enemies from above, gaining an advantage in combat and catching adversaries off-guard.
- Surprise Attacks: Aerial Waltz allows the avatar and allies to swoop down from the sky, launching surprise attacks on unsuspecting enemies, and then quickly retreating to safety.
- Tactical Retreats: When faced with overwhelming foes, the avatar and their allies can use the aerial mobility to make strategic retreats, reposition, and regroup.
- Scouting and Reconnaissance: The spell enables the party to scout ahead and survey the battlefield from advantageous vantage points, gaining vital information about enemy positions and defenses.
- Escape Routes: Aerial Waltz opens alternative escape routes, allowing the party to bypass obstacles or enemies that might hinder a ground-based retreat.
- Strategic Positioning: The avatar can use the spell to position themselves or allies in advantageous locations during combat, gaining cover, high ground, or better angles for ranged attacks.
- Platforming and Exploration: Outside of combat, Aerial Waltz grants the party exceptional exploration capabilities, reaching high ledges, crossing wide gaps, and discovering hidden areas.
Ballad of Whispering Winds and the Sky-Dance
In times beyond reckoning, when the world of Saṃsāra was yet young, and the echoes of creation still
resonated in the mountains, there lived a tribe. Not of men, nor beast, but of
beings woven from the very essence of the zephyrs, they were known as the
Sylvans – a people said to whisper with the breeze and sing with the sighing
gales. They were light, ethereal, as if they were made from the first light of
dawn.
These Sylvans, they held a secret, a melody, a tune, that was said to be gifted
by the wind gods themselves. They made instruments, sitars crafted from the
hollowed branches of sky-reaching trees, strings spun from spider silk kissed by
the morning dew. And with these, oh, with these, they played a tune. A tune so
hauntingly beautiful, it could coax the clouds to weep and the sun to linger
just a moment longer in the sky.
Among them, a maiden, light of step, swift of song, named Lyra. She was
beloved, a whisper of a girl with eyes like the twilight sky and hair like spun
moonlight. Lyra loved to dance upon the winds more than any other. Her heart
ached for the highest mountains, the most distant horizons. She was always
looking beyond.
One day, old beyond the eldest of days, came a darkness. A creeping shadow from
the spaces between the stars. Monsters, they were, things of nightmare and
dread, all teeth and shadow, hungering for the light of the world. They sought
to eat the magic of the world and came upon the Sylvan tribe, bringing the end
near.
Lyra, seeing her people imperiled, her heart ablaze with a desperate courage,
took up her sitar. The melody she played was a new sound, a song of defiance,
a song of hope. It was as if the wind itself heard her plea. They swirled
around her, lifting her, lifting her kin, carrying them aloft, away from the
gnashing darkness below. They danced amidst the clouds, a waltz with the sky,
beyond the reach of the shadows.
Yet, this was not a power easily given. Each note pulled at Lyra’s life, each
chord demanded a price. Still, she played on, her song a beacon, until one by
one, her people found refuge in the high, unreachable peaks, where the air was
thin and the stars felt close.
Finally, as the last Sylvan touched the safety of the mountain, Lyra’s song
faltered. Her strength, spent like the last embers of a dying fire, flickered
and faded. She fell from the sky, a falling star, a whispered goodbye on the
wind. She was lost, the shadows ate her light, and the world grew darker.
The Sylvans, safe but forever changed, never forgot her sacrifice. The song,
he Aerial Waltz, lived on, etched in their memory, a reminder of the maiden
who gave all for her people so that they may make it another day. The Sylvans
never came down from the high peaks, and it is said that when the wind blows
just right, you can still hear it, the faint, haunting melody, a testament to
Lyra’s courage, to the dance that saved them all.
Moral of the Story: True courage is not the absence of fear, but the
willingness to sacrifice all, even oneself, for the good of others, leaving
behind a legacy that echoes through the ages.
Suggested conversions to other systems:
Call of Cthulhu (7th Edition)
Aerial Waltz
- Lore: A blasphemous melody, perhaps learned from forbidden texts or whispered by inhuman entities, that warps the very fabric of reality, allowing brief defiance of gravity and the natural order.
- Sanity Cost: 1d4/1d8
- Magic Points: 8
- Casting Time: 1 round
- Effect: The investigator, upon successfully performing the incantation (a haunting melody played on a stringed instrument), may temporarily alter the local gravitational forces affecting themself and up to 5 other individuals within 15 feet.
- Mechanics:
- The investigator must make a successful Perform (stringed instrument) roll. The difficulty may be adjusted based on the circumstances and the investigator’s familiarity with the melody.
- If successful, the investigator and chosen targets can, for the next 1d3+1 rounds, move as though under a powerful levitation effect.
- They can ascend or descend at a rate of 10 feet per round and move horizontally at their normal MOV rate, but with extraordinary leaping ability (triple normal jumping distance).
- Targets are still affected by momentum and must take care not to injure themselves when landing.
- Failing the Perform roll may result in a partial or uncontrolled effect, potentially causing unintended movement or even attracting unwanted attention from otherworldly entities.
- The melody is disturbing and unnatural. All those who hear it, including those affected, must make a Sanity roll (1d4/1d8).
Blades in the Dark
Aerial Waltz
- (Ritual)
- Lore: A whispered cadence, a secret of the harmonic manipulation of the ghost field, allowing brief mastery over levitation and enhanced movement. The song is said to have been stolen from the caged spirits of a forgotten wind-temple.
- Magnitude: Tier II
- Effect: The Whisper (or other character with Ritual ability), upon performing the ritual, can imbue themselves and up to 4 other individuals within close proximity with unnatural agility and the ability to partially defy gravity.
- Mechanics:
- The ritual requires a successful Ritual roll. The result on the roll determines the effect.
- 1-3: The ritual backfires or has unintended consequences. Perhaps it attracts unwanted spectral attention or causes a temporary distortion in the local environment.
- 4/5: The ritual works, but with limited effectiveness. Targets gain the ability to make extraordinary leaps (double normal distance) and reduce falling damage by half for 1d4 segments.
- 6: The ritual is successful. Targets can move with enhanced speed and agility (+1d to Prowl and Finesse rolls related to movement) and may levitate up to 5 feet for 1d4 segments, moving horizontally as normal.
- Critical: The ritual is exceptionally potent. Targets gain a full +2d to Prowl and Finesse rolls related to movement and may levitate up to 10 feet for 1d4+1 segments.
- The ritual requires an appropriate offering or sacrifice, determined by the GM based on the fiction and the desired effect. This could be a rare incense, a vial of quicksilver, or even a portion of the Whisper’s own vitality.
- Each participant in the ritual, including the Whisper, takes 1 stress.
- The ritual requires a successful Ritual roll. The result on the roll determines the effect.
Dungeons & Dragons (5th Edition)
Aerial Waltz
- School: Transmutation
- Level: 1
- Casting Time: 1 action
- Range: Self, and up to 5 willing creatures within 30 feet
- Components: V, S, M (a stringed instrument)
- Duration: Concentration, up to 1 minute
- Effect: You and up to five willing creatures within range, that you can see, gain the ability to move with exceptional grace and lightness, as if dancing on air.
- Mechanics:
- Affected creatures gain a flying speed equal to their walking speed. If a creature is knocked prone while flying in this way, it gently floats to the ground instead of falling.
- Affected creatures can hover and have advantage on Dexterity (Acrobatics) checks.
- Affected creatures have their jump distance tripled.
- The spell ends if you lose concentration or dismiss it as an action.
- Requires a successful Performance check (DC 10) to initiate the spell.
Knave
Aerial Waltz
- Effect: By playing a haunting tune on a stringed instrument, the caster and up to d4 nearby allies gain the ability to leap incredible distances and glide through the air for a short time.
- Mechanics:
- The caster must have a stringed instrument and make a successful Charisma save to cast the spell.
- If successful, the caster and up to d4 allies within close range can jump up to 30 feet horizontally or vertically for the next 1d6 rounds.
- They may also glide short distances, negating falling damage if they land within their movement range.
- While under the effects of the spell, targets are immune to the prone condition caused by falling.
- If the caster fails their save, the spell slot is expended. The music may attract unwanted attention, or the spell’s effects may be uncontrolled and erratic.
- This spell occupies one spell slot.
Fate (Core)
Aerial Waltz
- Aspect: Wind-Dancing Melody
- Approaches: Flair, Focus
- Refresh Cost: 1
- Effect: When you play a haunting and uplifting melody on a stringed instrument, you can invoke the Wind-Dancing Melody aspect to grant yourself and up to 4 allies within the same zone exceptional aerial agility.
- Mechanics:
- Create an Advantage: Spend a Fate point and make a Flair roll opposed by the highest Focus in the zone. If successful, invoke the Wind-Dancing Melody aspect on yourself and up to 4 allies. This aspect can then be invoked or compelled as usual. With a success with style, you create a boost as well.
- Invoke for Effect: While the Wind-Dancing Melody aspect is in play, a character can invoke it to gain a +2 bonus or reroll on any action related to movement, agility, or aerial maneuvers. They might use it to leap incredible distances, navigate treacherous terrain, or gain an advantage in combat.
- Compel for Complications: The Wind-Dancing Melody aspect can also be compelled to introduce complications. Perhaps the music attracts unwanted attention, the wind becomes difficult to control, or the magic interferes with other abilities.
- The aspect lasts for the scene or until it is overcome by an appropriate action.
Numenera & Cypher System
Aerial Waltz
- (Cypher)
- Level: 1d4+1
- Form: A stringed musical instrument, possibly an artifact.
- Effect: When played skillfully, the instrument creates a field of altered gravity and wind currents, allowing the user and up to 4 other creatures within short range to move with extraordinary grace and agility for one minute (10 rounds).
- Mechanics:
- Activation: The user must make an Intellect roll with a difficulty equal to the cypher’s level. The roll can be eased by skill in playing the instrument or understanding of wind-based magic.
- Effect: If successful, the user and chosen targets gain the following benefits for one minute:
- Increase Speed by one step.
- Ease all tasks related to movement, agility, and balance by two steps.
- Can leap up to 50 feet horizontally or 20 feet vertically.
- Immune to fall damage from less than 50 feet.
- Depletion: Upon activation, the cypher has a 1 in 1d6 chance of depleting and burning out. If the instrument is an artifact it has a depletion chance of 1 in 1d20 but regains its power after 28 hours.
Pathfinder (2nd Edition)
Aerial Waltz
- School Transmutation; Level 1
- Casting Time 1 action
- Range touch; Targets you and up to 4 willing creatures touched
- Duration 1 minute
- Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
- Components V, S, M (a stringed instrument)
- Effect: You imbue the targets with the grace of the wind, allowing them to leap great distances and glide through the air.
- Mechanics:
- Performance: You must make a DC 15 Performance check to successfully cast the spell. If you have the Bardic Performance class feature, you can use its DC instead.
- Movement: Affected creatures gain a +10-foot enhancement bonus to their speed and a fly speed of 30 feet with average maneuverability.
- Jumping: Affected creatures triple their jump distance.
- Falling: Affected creatures take no damage from the first 30 feet of a fall.
- Concentration: You must concentrate to maintain the spell. If you are damaged while concentrating, you must make a Constitution saving throw (DC 10 or half the damage taken, whichever is higher) or lose concentration.
Savage Worlds (Adventure Edition)
Aerial Waltz
- Power Points: 2
- Range: Touch
- Duration: 3 (1/round)
- Trappings: Haunting melody played on a stringed instrument, wind spirits.
- Effect: The caster and up to 4 additional targets gain the ability to move with exceptional grace and lightness, as if dancing on air.
- Mechanics:
- Activation: The caster makes a Spellcasting roll. With a success, the targets gain the benefits of the spell. With a raise, the duration is increased to 5 rounds.
- Agility: Affected targets increase their Pace by +2 and their running die by one step.
- Flight: Affected targets gain a limited form of flight, allowing them to “jump” up to their Pace horizontally or half their Pace vertically each round. They descend to the ground at the end of their turn.
- Falling: Affected targets take no damage from falls of up to their Pace in feet.
- Modifiers: The caster may choose to spend additional power points to increase the number of targets affected (1 point per additional target) or extend the duration (+1 point per round). A penalty of -2 is applied if the caster does not have a stringed instrument.
Shadowrun (6th Edition)
Aerial Waltz
- Type: Mana, Physical
- Range: Touch
- Duration: (Magic + Willpower) Rounds, Sustained
- Drain: (Force/2) + 1
- Effect: The spellcaster imbues themselves and a number of additional targets equal to their Charisma with enhanced agility and the ability to partially defy gravity through a mystical manipulation of air currents, guided by a haunting melody.
- Mechanics:
- Spellcasting Test: The spellcaster makes a Spellcasting + Magic [Force] vs. a threshold equal to the number of targets.
- Movement: Affected targets add +2 to their Agility and +1 to their Movement (Walk and Run). They can also leap twice their normal distance and reduce falling damage by half.
- Sustain: The spellcaster must continue to sustain the spell, which requires a Free Action each round. They may add +1 target for every 2 hits on their Spellcasting test.
- Instrument: The spellcaster must use a stringed instrument as a focus. If they lack one, they suffer a -2 dice pool penalty.
- Adept: An adept can spend 0.5 power points to get the same effect on themselves.
Starfinder (Core Rulebook)
Aerial Waltz
- School: Transmutation (Air)
- Level: Mystic 1, Technomancer 1
- Casting Time: 1 standard action
- Range: Touch
- Targets: You and up to 4 willing creatures touched
- Duration: 1 round/level
- Saving Throw: Will negates (harmless); Spell Resistance: yes (harmless)
- Effect: You and the other targets gain enhanced agility and limited control over air currents, allowing for extraordinary leaps and graceful movement.
- Mechanics:
- Enhanced Movement: Affected creatures gain a +10 enhancement bonus to Acrobatics checks and their land speed increases by 10 feet.
- Jumping: Affected creatures can triple their normal jump distance.
- Limited Flight: As a move action, affected creatures can fly up to half their land speed. They must end this move on a solid surface or begin falling.
- Falling: Affected creatures reduce falling damage by 20 feet.
Traveller (Mongoose 2nd Edition)
Aerial Waltz
- Psionic Talent: Telekinesis
- PSI Cost: 4
- Range: Near
- Duration: 1d6+INT Rounds
- Effect: The psion creates a telekinetic field that allows them and up to 4 other individuals to move with enhanced agility and leap great distances. The effect is guided and enhanced by playing a haunting melody on a stringed instrument.
- Mechanics:
- Psionic Strength Check: The psion makes a Psionic Strength check, modified by their Telekinesis skill.
- Difficulty: The difficulty is Average (8+) to affect themselves and one other target, increasing by one step for each additional target.
- Movement: Affected individuals add +3 DM to DEX checks related to movement and agility.
- Jumping: Affected individuals can jump up to three times their normal distance.
- Falling: Affected individuals reduce damage from falls by half.
- Instrument: While not required, using a stringed instrument as a focus grants a +1 DM to the Psionic Strength check.
Warhammer Fantasy Roleplay (4th Edition)
Aerial Waltz
- Spell: Dance of the Zephyr
- Lore: Wind
- CN: 2
- Range: You, and up to 4 other creatures within your Willpower yards
- Target: 1
- Duration: (Willpower Bonus) Rounds
- Effect: You weave a haunting melody, calling upon the winds to grant you and your allies unnatural agility and the ability to leap great distances.
- Mechanics:
- Casting Roll: You make a Casting Roll using your Willpower. The Difficulty is equal to the spell’s CN plus the number of additional targets beyond yourself.
- Movement: Affected creatures add +20 to their Movement characteristic and gain the Stride Trait.
- Jumping: Affected creatures can make Leap tests as if their Strength were equal to their Agility.
- Falling: Affected creatures halve the distance they fall for purposes of determining damage.
- Ingredient: You must play a stringed instrument as part of the casting. If you lack one, you suffer a -10 penalty to your Casting Roll.
