Magic in the Age of Air
Magic in the Age of Air comes in two varieties: Wizardry and Blessings.
Blessings is the province of Priests. Each Priest chooses one element; he can create magical effects related to this element.
Air: Energy, Enlightenment, Flight, Hubris, Protection, Weather
Earth: Inertia, Stability
Fire: Destruction, Purity
Water: Death, Life
(So, for example, a Water Priest can cast a Blessing with the Death or Life effect, or one from any of the other groups labeled ‘Water.’)
Vast majority of Priests are of the Air variety (80%?). Outside of cities, they are generally independent, and are the equivalent of village ‘wise-men/women.’ They usually are spiritual, but not dogmatic leaders for their communities. Cult leaders are often Fire or Water Priests who embraced their element’s negative aspect. In cities, Priests tend to organize themselves peacefully, and focus more on dogma and philosophy.
Wizards have a wider selection of abilities. (But less actual abilities?) No limit on elemental overlap. Wizardry must be taught- in the countryside, there is often a master/apprentice relationship, and the great cities have academies.