Air Magic is an excellent resource for expanding the elemental options available in your campaign.
The Genius Guide to: Air Magic is a 14-page PDF (13 pages if you remove the credits/OGL page) for the Pathfinder RPG written by Owen K. C. Stephens and published by Super Genius Games. This is part of Super Genius Games’ Genius Guide line.
The layout is a screen-friendly landscape design, with cover art and 1-column on the first page and three columns on the rest. The chart of feats is clear and easy to read. The art is a mix of color and black and white and generally supports the air magic and magic-using theme of this product.
Air Magic opens with a discussion about the place of air magic and the divide between air and storm magic, this product focusing on air spells alone (though thunder does make an appearance as well).
Sixteen new spells across most levels and something for most types of casters (primarily druid and sorcerer/wizard but only a few available to the bard and cleric). There is a good mix of spells between attack, defense and utility with defensive spells being in the minority, but an interesting mix of effects and magical options.
To support use of the new spells there is the Wind Domain for Clerics, the Storm Lord path for Druids, the Air Master path for monks (giving them access to air magic and martial arts), the Skyborne Bloodline for Sorcerers and the Wind specialist for Wizards. Rounding out the product are a template -Airborne to make any creature a flying creature- along with two new feats.
Disclosure: As a featured reviewer for RPGNow/DriveThruRPG, I received my copy of this product for free from the publisher for the purpose of this review.
[4 of 5 Stars!]