1. Basic Info
Type: Summon, Elemental
Moral Points: 0
Habitat: Free Air Elementals are drawn to windy places such as mountain tops, open plains, or gusty canyons.
Appearance: Whatever shape the summoner desires, only composed of air. Some are as invisible as the air in front of you, but more often than not they are composed of a dense, cloudy air.
Runic Element: Air
Runic Element Information:
- Effects on Magic Damage: Double magic power for magic attacks done against those of the water element.
- Effects on Magic Defense: 20% chance for immunity to air an water magic attacks.
- Supportive Effects: Ranges of your projectile or thrown attacks by automatically increased by 5.
2. Vital Stats
3. Armor Stats
|PR||0||0||Natural PR: 25|
|MR||0||0||Natural MR: 50|
4. Main Stats
|Stat Name||Stat||Race Max||Modifiers|
5. Secondary Stats
Jump Up: 5
Jump Across: 7
Jump Up: 10
Jump Across: 14
Magic Power: 5
|Magic Power: +10|
Skills & Abilities
|Skill or Ability||Effect||Stat & Action Cost||Range & Area||Duration||Skill Points to Skill Mastery||Skill Mastery|
|Aeromancy Magic||Able to cast any aeromancy spell with its mastery depending on the tier. Tier 1 = 90%, Tier 2 = 70%, Tier 3 = 50%, Tier 4 = 30%, Tier 5 = 10%, Tier 6 = 5%||depends on spell||depends on spell||depends on spell||N/A||
Tier 6: 5
|Magic Absorb||Using this skill allows you to absorb ½ of the magical damage, having only 1/3rd of it affect your SA. This is a free action.||1 /3 rddamage to SA||self||instant||1 skill point =
2 skill mastery %
|Magic Redirect||This skill allows you to redirect either 25%, 50%, 75% or all of the stored magic damage into your magic spell attack, increasing your total damage by that amount. This is a free action.||N/A||spell's range||instant||1 skill point =
2 skill mastery %
|Magic Store||This ability allows you to store your absorbed magical damage so that you can release it later with the Magic Redirect skill. Using this ability to store absorbed damage costs 25% of the stored damage to SA per round.|
7. Combat Notes
Free Air Elementals will often only approach other creatures if they are using a substantial amount of aeromancy. At first they may be interested in the individual, but are usually mistaken as being menacing beasts and are attacked, or tried to be tamed by the unwitting aeromancer. Air Elementals once attacked or when attempted to be controlled or tamed, will feel threatened and attack with all of their might.
It is just plain hard to hit something made of air, especially one as fast moving as an air elemental. Their attack is a fist-like blast of near solid air, and they use their flight and superior movement speed to attack then run out of range. They take spell casters out first, followed by any air aligned characters and then water aligned characters. The rest are attacked randomly. Air Elementals are typically encountered individual, but rarely there may be as many as three of them.
1⁄4 pounds of Teal Glass: Make a luck check to see if the elemental leaves behind 0.25 pounds of teal glass.
1⁄4 pounds of Teal Ylem: Replaces Teal Glass if successful luck check is lower than 5.
1⁄4 pounds of Topaz: Replaces Teal Glass if successful luck check is 5 and greater but lower than 11.
There is no monetary or equipment reward.
9. Companion Benefits
When summoning the elemental, this elemental will provide the following benefits:
- Aeromancy Empowerment: Your magic power is doubled for aeromancy spell casting.
- Increased Ranges: Your projectiles and throw ranges are doubled
- Magic Action Increase: You gain +1 Magic Actions