Air Magic (Austromancy) is magic that involves the manipulation of the air element. Those born under the runic element of air would use air magic as magic. Air magic is divided into the following categories: Aeromancy and Audiomancy.

  • Aeromancy: Aeromancy focuses most on effects, flight, sound, spirit, and speed, however there are some attack spells. Offensive aeromancy magic tends to be mostly wind or air based containing no physical parts and thus armor would useless against it unless it is enchanted or made to protect against air magic attacks.
  • Audiomancy: Audiomancy is controlling sound by your manipulation of the air. With audiomancy you might attack, send messages, or control others. 

Minor elemental manipulation usually involves effecting the air around you.

Air Affinities

Those born under the element of air will have a stronger affinity to one of two aspects of air. Those aspects are air and sound.

Air is the most iconic and well known aspect of aeromancy. It is the very aspect of air itself, of the breezes, scents, and even storms. Air governs aeromancy's power of movement and speed. Through wind, one might fly like a falcon, slow enemies down, create a terrible twister, or even summon a bolt of lightening. These are your aeromancers. Those with the air affinity are whimsical, flirty, and out going.

Sound is the aspect of air magic that sirens and entertainers most resonate with. Sound governs the hearing world and its magic is that of audiomancy. It is the magic of the siren and the banshee, and has the power to harm and control. Through sound, one might send thoughts miles away, control others minds, or even walk through walls. These are your audiomancers. Those with the sound affinity are very outspoken. They like to be heard and like attention.

Minor Elemental Manipulations

Those who are strong in their elemental affinity can make small tugs on their element, causing minor affects.

Air: You can cause small manipulations like carry scents, slow down descent, and so forth.

Sound: You can cause small manipulations like distort sound, cast voice, and so forth. 

The Two Iconic Symbols of Air Magic

In the elemental magic of air magic, there are two iconic symbols. For Air the symbols are the West Wind and the Tornado and for Sound the symbols are the Siren and the Banshee. These symbols are said to be the very source of air magic, even though like all elemental magic in Nor'Ova, air magic is conducted not by incantations or potions, but by manipulating the element of air to produce magical effects.

These symbols are therefore nothing more than just symbols, representatives of the two opposing forces of magic, the positive force and the negative force. Magic as a whole is neither evil or good. It is simply a neutral force. Society doesn't judge based on what magic is used, only on how it is used and for what reason. Therefore, despite whether or not certain spells may be associated with what is considered the good or the dark side of magic, the use of spells has no effect on your alignment unless it is used for a wholly good purpose, or for a whole evil purpose.

In the elemental magic of air magic, the West Wind and the Siren symbolizes the light aspect while the Tornado and the Banshee represents the dark aspect.

Environmental Effects on Air Magic

Due to the fact that elemental magic is elemental, the environment can play an effect on the magic you are casting. If the environment has a larger amount of your element present, your magic will be stronger. If the environment has a lesser amount of the element you are casting, your element will be weaker. If the element present in your environment is about average, then there would be no change.

In the case of air magic:

  • In windy places or places where there is a lot of air element present - such as open plains or on windy days - air magic effects are increased by x 1.25
  • In caves or in places with a lot of earth element present, air magic effects are decreased by x 0.75.

The Soul of Air

All who live upon Nor'Ova have within them what is known as their runic soul. It is the very part of their being that connects them to their runic element. By connecting and using your runic element more and more, your runic soul grows and strengthens.

The runic soul of air is that of the great and powerful Hurricane. The various affinities have their own minor soul that they connect to.

  • Air: The affinity soul of air is the West Wind. The west wind comforts them, activating a 1d4 Vitality regeneration per round when their Vitality drops below 15% of their max Vitality, until their Vitality is back up to 35% of their max Vitality.
  • Sound: The affinity soul of sound is the Siren. They have a 10% chance to charm any enemy that is attacked by their spells to fight with them for the next 1d4 rounds.

The air soul of the Hurricane can be reached when the one born under air has acquired 3 air spells. Once this happens, the person will have access to both the affinity soul and the runic soul. The runic soul awakens when the bearer feels threatened when surrounded on 3 or more sides. The chance is a hard arcana check. If you succeed, a great tempest is expelled from your body in all directions. Everyone will be pushed back 1d20 spaces. Enemies will be knocked down and dazed for one round, and have to make a Hard Grip Check to not lose their weapon from their grasps.

Air Magic Progression

Air Magic Progression is separated into its two affinities, Air and Sound. 

Air Affinity Magic Chart

Air Affinity Magic Spells

Tier Level: 1
Spell Tier Level Spell Type Stat Cost Spell Cast Speed Range & Area Duration Cast Roll Effects Rune Stone Effect Requirements
Air's Constant Flow 1 🛠️ Utility 2 Soul 1 1 target or self 1 hour Easy Arcana

This spell is a part of the Air's Constant Flow spell chain and can be found in the Air's Constant Flow rune stone.

Before an aeromancer ever learns to call a storm or soften a blow, they learn to listen to their own breath - the simplest, most intimate way anyone touches the air element, whether they carry magic or not. Every living thing breathes. Only the aeromancer notices. It is usually the very first thing a fledgling learns to shape, long before they've earned the right to call themselves anything grander than a neophyte - not because it is easy, but because it is close.  There is no reaching outward here, no calling upon the West Wind's favor or wrestling with the nameless friction between the Four. There is only the aeromancer's own breath, and the quiet discovery that they can hold it, shape it, and hand it to someone else. Some young aeromancers may even have learned this long before even knowing what an aeromancer was, before knowing that within them lay two symbols of a magic essential to the world as a whole. They may have learned this through play, showing off how much longer they can stay underwater, laughing with mischievous glee at the frantic concern of others after they have stayed submerged far longer than should be possible.

When Air's Constant Flow is cast, the young aeromancer draws...

Armor Effect: Air's Constant Flow (helmet only)

Allows for breathing no matter the environment.

N/A
Airess 1 🛡️ Defensive 2 Soul 2 1 target or self until target is attacked Easy Arcana

This spell is a part of the Airess spell chain and can be found in the Airess rune stone.

It has often been said that aeromancers do not cast spells, they play with the wind itself. It is a saying that has proven true more than once, even in the case of young neophyte aeromancers who are just now learning to connect and communicate with their runic soul. But not every spell is a chance for the fun loving aeromancer to toy with the currents of the air. Sometimes they truly desire to protect their friends. 

Seeing the threat around them, the young aeromancer, for at least a moment, lets go of their fun loving side and bears a serious look. They have heard the voice within them before, the gentle whispers of the spirit of the West Wind - a force that the druids call Zephyr, yet the neophyte only knows as "The Protector". The West Wind knows well what the young aeromancer wants to ask for, even if the aeromancer has yet to find the right words - protection. Whether it be for the aeromancer themself or one of their allies, the West Wind acknowledges and complies. Like a comforting blanket, the air settles closely around the protected target, promising that whatever attack is dealt, it will not be felt fully. When the blow finally comes, the West Wind slips in between the protected and the attack at just the right moment,...

Armor Effect: Airess

Physical damage reduced by 10%.

N/A
Dishevel 1 😵‍💫 Dazed Effect 2 Soul 1 1 target 1 round Easy Arcana

This spell is a part of the Dishevel spell chain and can be found in the Dishevel rune stone.

Aeromancers are known to be as fickle and unpredictable as the weather. One minute they can be a fun loving friend who is laughing in joyful glee as they watch a leaf dance in a breeze they have created. The next minute they can become like a fierce storm full of quick yet dangerous anger. Not only one symbol lies etched within their runic soul. Just as the Four Winds - a quartet of balance seeking deities said to work in harmony - are able to let slip through the narrow spaces something that answers to no name and keeps no temple, so too does the young aeromancer give way to a force not celebrated - wrath and anger. 

Pushed from joy to anger faster than the winds themself can change directions, the young aeromancer loses themselves to the darker voice howling from within. For a moment the air behaves erratically as if lost in the turmoil itself, as it batters the one the aeromancer has grown angry with. It pushes from every direction at once, disoriented and disorienting, dealing 3d4 points of damage before scattering as suddenly as it gathered. For that first spinning round the target can do little but brace and swing on instinct - no room left for spellcraft or careful footwork, though they can still strike back or...

Weapon Effect: Dishevel

Critical Hit causes Imbalance

N/A
Tier Level: 2
Spell Tier Level Spell Type Stat Cost Spell Cast Speed Range & Area Duration Cast Roll Effects Rune Stone Effect Requirements
Air Burst 2 ⚔️ Offensive 4 Soul 3 1 target instant Normal Arcana

This spell is a part of the Airess spell chain and can be found in the Airess rune stone.

Not every aeromancer who calls on the West Wind is asking for shelter. Zephyr's gift, after all, was never only comfort - spring is also the season of sudden squalls, of gentle mornings turning sharp without warning, and an aeromancer who has learned to ask for protection eventually learns they can ask for something with more bite instead. Air Burst is usually the first such lesson, simple enough that even a young aeromancer barely past their first cast of Airess can manage it, though simple does not mean gentle.

To cast it, the aeromancer gathers a fistful of West Wind's own current and works it between their hands until it thickens - folding, compressing, refusing to let it dissipate the way loose air always wants to. What results is a taut, invisible bubble of concentrated wind, no bigger than a melon, humming faintly with the pressure it's holding in. Thrown at a target, it doesn't so much strike as arrive - and then, all at once, it isn't a bubble anymore. It pops with a violence entirely disproportionate to its size, the compressed air unleashing outward against whatever it touched, dealing 2d12 points of damage. The aeromancer, more often than not, grins at the sound of it - Zephyr's currents were never meant to...

Weapon Effect: Air Burst

Critical Hit causes spell effect.

Airess
Haste 2 ⏳ Haste or Slow Effect 4 Soul 3 1 target or self 1d10 hours Easy Arcana

This spell is a part of the Airess spell chain and can be found in the Airess rune stone.

Having learned to ask Zephyr for protection, the aeromancer eventually notices something the West Wind never bothered to mention outright: a gift given once tends to invite a second question. If the wind can be asked to soften a blow, can it not also be asked to simply move faster than a blow could ever land in the first place? Zephyr, gentle and changeable as her own season, finds the question charming rather than presumptuous - spring, after all, is the season that never quite sits still.

To cast Haste, the aeromancer doesn't summon a gust so much as borrow a fraction of the West Wind's own hurry and settle it over the target - themself, or, more often, whoever needs the extra step. There's no flash or extravagant show of arrival. It simply arrives, wraps close, and negates whatever resistance the air might otherwise offer. The target's movement rates double, and their Evade increases by 3, for up to ten hours - long enough to matter, gentle enough that most who receive it barely notice the moment it takes hold, only that the world seems to require less effort to move through than it did a breath ago. The aeromancer, still young enough to find real delight in this, tends to test it immediately -...

Armor Effect: Haste (Foot Wear only)

Doubles movement rates, +1 to Evade

Airess
Scent of Dreamers 2 💤 Sleep Effect 4 Soul 4 a 3x3 space area around you instant Normal Arcana

This spell is a part of the Air's Constant Flow spell chain and can be found in the Air's Constant Flow rune stone.

The same breath the aeromancer once learned to hold and shape and hand away has, by now, become something they barely think about - which is exactly what makes Scent of Dreamers possible. If air can be made to sustain a life without asking permission, it can just as easily be made to do the opposite: to slip in quietly, uninvited, and simply turn a body's attention inward until it stops paying attention at all.

There's no wind here, no gust, no gathering of pressure - just a strange, sweet-smelling gas that spreads outward from the aeromancer without any real drama announcing it. Everyone within its reach - friend and stranger alike - breathes it in without noticing, and one by one, wherever they stand, they simply sit down and sleep, right where they are. There's no violence in it, no struggle, no moment of realizing what's happening before it's already happened. The affected stay asleep until something wakes them - a shake, a shout, a slap, anything loud enough to cut through it - and the aeromancer, watching a room go quiet all at once, generally finds this a good deal more useful than dramatic. After all, what better whimsical prank is there than to simply make everyone fall asleep?

...

Weapon Effect: Scent of Dreamers

Critical Hit inflicts sleep on target.

Air's Constant Flow
Seal of the Airs 2 💪 Empowerment 4 Soul 4 all allies 1d10 hours Normal Arcana

This spell is a part of the Air's Constant Flow spell chain and can be found in the Air's Constant Flow rune stone.

There is a version of this magic the aeromancer learned first for themself - the private mask, the breath held and shaped and handed to one person at a time. Seal of the Airs is what happens when that same quiet care stops being personal and becomes something shared. Not a mask this time, but an atmosphere: the aeromancer reaches into the air around their whole party and, with just a little help from their connection with the West Wind, makes it belong to them a little more than it did a moment ago.

Cast this way, the spell settles evenly over every ally at once, deepening whatever connection each of them already carries to the air element and doubling its benefit - sharper magical offense, sturdier magical defense, quicker feet for everyone regardless of what runic element they were actually born under. Anyone who had no natural claim to air at all is quietly given one anyway, a borrowed foothold in a power that was never theirs to begin with given only by the constant presence of the West Wind. And for anyone who counted air as a weakness rather than a strength, that weakness simply stops mattering for as long as the spell holds. The one person left untouched by all of it is the aeromancer...

N/A

Air's Constant Flow
Theft 2 🛠️ Utility 4 Soul 3 1 target instant Normal Arcana

This spell is a part of the Dishevel spell chain and is found in the Dishevel rune stone.

Not everything the aeromancer learns from that first taste of temper is about hurting someone. Some of it, it turns out, is just about getting away with something — and Theft is where the Tornado's restless friction reveals it isn't only good for scattering people or souring their aim. It can also be small. Quiet. Quick enough that no one notices until it's already gone.

The aeromancer sends out a narrow current of that same friction, no bigger than a curious draft slipping under a door, and lets it do what wind has always been good at: finding the gaps. It can't untie a knot or work open a latch — the friction isn't clever, just persistent — but anything sitting loose in a pocket or an unfastened bag is fair game, plucked free and carried back to the aeromancer's waiting hand before its owner has finished noticing the breeze. Nothing heavier than half the aeromancer's own weight limit can be lifted this way, and what exactly counts as fair to take is ultimately a judgment call for the moment, not the spell. The aeromancer, more often than not, finds this whole exercise delightful in a way none of Dishevel's angrier children ever quite managed — there's a particular satisfaction in being sneaky instead...

Weapon Effect: Theft

Critical Hit steals 1 item from target, to be determined by GM.

Dishevel
Unsure Aim 2 🔻 Debuff 4 Soul 3 1 target 1d6 rounds Normal Arcana

This spell is a part of the Dishevel spell chain and can be found in the Dishevel rune stone.

The anger the aeromancer touched in Dishevel doesn't vanish just because the spell itself ends quickly — it lingers, low and restless, looking for smaller places to leak out. Unsure Aim is one of those places: not a burst this time, not damage at all, just a thin thread of the Tornado's own restless friction, small enough to go almost unnoticed until it's already working against someone.

Rather than gather and strike, the aeromancer lets a sliver of that friction hang loose around the target — a localized disturbance, barely a breeze, just enough to catch at the edges of anything thrown or fired their way. Any projectile or thrown attack the target makes suffers a 1d8 penalty to its Focus check. There's no visible wind to explain it, nothing dramatic enough to blame outright — just a target who keeps missing by margins too small to be bad luck and too consistent to be coincidence, and an aeromancer who knows exactly why, even if no one else does.

Weapon Effect: Unsure Aim

Critical Hit causes spell effect for 1 round. 

Dishevel
Vortex 2 ✨ Other 4 Soul 3 a 3x3 space area around you instant Normal Arcana

This spell is a part of the Dishevel spell chain and is found in the Dishevel rune stone.

Dishevel teaches a young aeromancer that anger has a shape and a name they cannot give it - a nameless thing that lives, however briefly, in the space between one wind and another. It can only be described by the friction and disaster it can cause - the Tornado. What it does not teach, not yet, is scale. Vortex is the lesson that follows, often sooner than the aeromancer would like: that the same friction they touched once, aimed at a single target and scattered by their own effort, can just as easily refuse to be aimed at all.

When Vortex is cast, the aeromancer doesn't reach outward this time - they let the friction gather around their own body instead, current after current pulling inward, tightening, until the air itself seems to hold its breath. Then it releases all at once, in every direction simultaneously, indifferent to who stands where. Everyone within the vortex's reach - ally and enemy alike - is thrown back 4 spaces, or roughly 20 feet. Should the force fling one target into another, both go down hard, the collision doubling the damage between them. Should it fling someone into a wall, a tree, anything that doesn't yield, the impact alone is punishment enough. There is no bracing against...

Weapon Effect: Vortex

Attack target pushes target back 2 spaces, as long as target is not immune to knock back status effects. Target can of course make a hard brace check to not be pushed back.

Dishevel
Tier Level: 3
Spell Tier Level Spell Type Stat Cost Spell Cast Speed Range & Area Duration Cast Roll Effects Rune Stone Effect Requirements
Aero Disk 3 ⚔️ Offensive 6 Soul 5 1 intended target and any in a line between target and caster instant Challenging Arcana

This spell is a part of the Airess spell chain and can be found in the Airess rune stone.

The aeromancer is not so green as they once were. They have learned how to harness their anger through the power of the Tornado. With it they have disoriented and damaged their target. But even an angry aeromancer is still one who loves to toy with the air. "What if I could harness the power of the Tornado within  me into a disc?" The aeromancer asked and the Tornado showed the way, forming Aero Disk. 

Compressing the vortex within, the aeromancer forms a disk of pure, concentrated violent wind. It is akin to a hurricane, flattened and made as small as a small chakram - its edges whirling as fast as a tornado which can tear through almost anything. Honing in on the target that has made the aeromancer angry, the aeromancer lets loose the disk. The violent disk of sheer wind flies in an arc, leaving the caster it first curves downward to just above the surface of the ground. Any targets that lie between the aeromancer and the intended target - ally or foe - will be knocked off their feet and receive 3d10 damage. When the violent disk of wind finally reaches the intended target however, it curves upward, cutting along the target's torso as it arcs upward screaming off into the sky above. The intended target takes 4d10 magic damage, increased...

N/A

Air Burst
Aiming Misdirection 3 🔻 Debuff 6 Soul 5 1 target 1d6 rounds Challenging Arcana

This spell is a part of the Dishevel spell chain and can be found in the Dishevel rune stone.

The friction the aeromancer left behind with Unsure Aim was never meant to stay that small. A thread that thin can only nudge - for real control, the aeromancer has to stop hiding the wind and start commanding it, coiling that same restless current tight enough to grip a weapon, an arrow, a bolt of spellfire, anything the target sends flying.

Whenever the target attempts to attack another target, they must roll a 1d8, with the number on the dice showing where the target actually hits:

  • Roll a 1: Space to the North
  • Roll a 2: Space to the North East
  • Roll a 3: Space to the East
  • Roll a 4: Space to the South East
  • Roll a 5: Space to the South
  • Roll a 6: Space to the South West
  • Roll a 7: Space to the West
  • Roll a 8: Space to the North West

There's no mistaking this for bad luck. The target feels it now - their own arm twisting a half-second too late, their own shot dragged sideways by a wind that answers to someone else. Where Unsure Aim worked so quietly no one thought to blame the air, Aiming Misdirection doesn't bother hiding anymore. By the...

N/A

Unsure Aim
Chaotic Winds 3 ⚔️ Offensive 6 Soul 5 1 target instant Challenging Arcana

This spell is a part of the Dishevel spell chain and can be found in the Dishevel rune stone.

Vortex teaches an aeromancer that the friction between winds can be aimed - but aimed is not the same as obeyed, and Chaotic Winds is where that distinction finally becomes impossible to ignore. Where Vortex simply let the Tornado go and trusted it to scatter fairly, this spell asks something far more presumptuous: point it. Narrow it. Send the whole formless disaster down a single, deliberate line at one target instead of every direction at once. The Tornado, as it turns out, has opinions about that request.

The aeromancer draws the friction inward the same way they did for Vortex, but this time refuses to let it simply erupt - twisting it instead into a tight, cork-screwing shot of compressed air and hurling it at their chosen target with everything they can put behind it. The base damage rolled is 5d10. What actually lands, though, is not entirely up to the aeromancer. Something in the Tornado's nature resists being pointed anywhere in particular, and that resistance shows itself the instant the shot connects. Roll 1d3 immediately after: a 1 cuts the damage in half, a 2 lets it land exactly as rolled, and a 3 doubles it outright. The aeromancer who casts this spell learns to...

Weapon Effect: Chaotic Winds

Roll a 1d3 with every hit:

  • 1 decreases damage dealt by half
  • 2 does nothing
  • 3 doubles damage dealt.
Vortex
Hitting Misdirection 3 🔻 Debuff 6 Soul 5 1 target 1d6 rounds Challenging Arcana

This spell is a part of the Dishevel spell chain and can be found in the Dishevel rune stone.

By now the one lesson the aeromancer has learned well is that the Tornado doesn't only cause damage, it also causes chaos. When the aeromancer learned Dishevel, the aeromancer did not yet have a name for the chaotic wind that howled within their runic soul. The aeromancer saw the disorienting effects first hand, and knew then what it reminded them of - the fury of angered wind without control. When the aeromancer learned Unsure Aim, the lesson of chaos that the Tornado taught became evident once again. Now, through the power of Hitting Misdirection, the aeromancer has learned how to channel the chaos of the Tornado to ensure that the target fails to ever find their mark. 

Letting loose the disorientating power of the Tornado within, the aeromancer curses the target. There is nothing visible here. There is no evidence of swirling wind. Not even a breeze or a subtle movement is seen to show that something has happened. Instead, the target feels the Tornado within them, and for that moment of time the target cannot seem to move just right. It is as if their entire sense of place is distorted. Their vision is fine. But whenever they try to hit their target, be it with a melee attack, thrown attack, trying to shoot them with a bow and...

Weapon Effect: Hitting Misdirection

Critical Hit causes spell effect for 1 round.

Unsure Aim
Levitate 3 👣 Movement Based 6 Soul to cast, 2 Soul per additional rounds 5 1 target or self 1d6 rounds + any additional rounds Challenging Arcana

This spell is a part of the Airess spell chain and found in the Airess rune stone.

When the aeromancer was young, the aeromancer often played with their runic connection. They used the wind to help them run faster, and when they would jump, they would use the wind to help them jump farther, and higher. This play had developed over time into actual spells. Running faster became Haste, where they felt the West Wind's hurry make them run faster than before. But what more could the developing aeromancer ask of the West Wind? The druids say that the god of the West Wind is Zephyr, and that Zephyr is a gentle god that brings aid. The symbol within might not be the god, but the West Wind is very similar - a runic connection to the deity's power perhaps. One that gives aid. One that likes to play just as much as the aeromancer. "If I can use the wind to jump higher, maybe I can use it to hold myself up." is the statement that set the playful, creative aeromancer's mind in motion, and the outcome was Levitate. It was as if Zephyr herself was responding, showing a lack of care for being stationary and grounded.

Levitate asks nothing more complicated of the wind than to hold something up. Cast normally, it gathers beneath the target and lifts them one space (5 feet) into open air, steady as if standing on solid ground...

Rune Stone Effect

Armor Effect: Levitate (Foot Wear only)

Able to levitate a foot off of the ground by spending 4 Soul.

Immune to fall damage when jumping or falling from great heights.

Haste
Scent of Roses 3 📋 Status Effect Healing 6 Soul 6 a 3x3 space area around you 1d8 rounds Challenging Arcana

This spell is a part of the Air's Constant Flow spell chain and is found in the Air's Constant Flow rune stone.

If the same breath that sustains a life can be turned to draw a room quietly into sleep, then surely - the aeromancer reasons, not long after their first real prank went further than intended - it can be turned back the other way just as easily. There's no drama in relearning the trick either. The same easy control over what the air carries that once produced a sweet, sleepy haze now produces something brighter instead: the sharp, clean smell of roses, carried on air that refuses, gently but absolutely, to let anyone drift off.

The scent spreads through a 3x3 space around the aeromancer and lingers there, refusing sleep any purchase for as long as it holds - friend, foe, or the aeromancer themself, it makes no distinction at all. Whoever the scent reaches wakes at once if already dreaming, and simply can't fall back under while it remains. There's nothing about it that overpowers a mind by force; it just leaves nowhere for sleep to take hold, the way a bright morning makes it hard to stay in bed even when you'd like to. 

It isn't lost on the aeromancer that the same trick which once put an entire tavern to sleep for a joke now exists mostly to undo exactly that kind of mistake. Whether that's...

Armor Effect: Scent of Roses (Helmet only)

Immune to sleep status effect.

Scent of Dreamers
Translucence 3 🥷 Stealth 6 Soul 5 self 1d10 hours Challenging Arcana

This spell is a part of the Air's Constant Flow spell chain and can be found in the Air's Constant Flow rune stone.

Aeromancers are aeromancers because of their connection to the element of air itself, and air is something that is more often than not felt, not seen. This is something the aeromancer has always known instinctively, from even a very young age when they marveled at how something invisible like the wind could move things, even when they began to use the same wind themself to blow about fallen leaves or propel them forward at faster speeds. The one trick that first brought fear to the aeromancer before it brought them joy was when they watched their hands seemingly vanish, as if they were becoming like the air itself. Now that the aeromancer is older and more skilled, they have learned how to tap into the runic power within their runic soul - the West Wind - and become like the wind itself. To become translucent.

The change isn't invisibility - anyone looking hard enough can still find the shape of the aeromancer standing there. What gives is everything around that shape: edges blur into whatever's behind them, color and outline thin toward the same soft transparency the open sky has, and the eye simply struggles to hold onto something that no longer insists very hard on being there. It fools sight alone - footsteps...

Armor Effect: Translucence

Enemy Perceive Checks have a penalty of 3.

Seal of the Airs
Weapon Rush 3 ⚔️ Offensive 6 Soul 5 a random target in a 3x3 space area around the caster instant Challenging Arcana

This spell is a part of the Dishevel spell chain and is found in the Dishevel rune stone.

Theft taught the aeromancer that a narrow current of the Tornado's friction could slip into a pocket, lift what it found there, and carry it home before anyone noticed the draft. Having learned that, holding the obtained goods in hand, the aeromancer thinks back to when they were younger. Often times they'd play with their friends, throwing balls and other such things. The young aeromancer would add just a bit of air behind their throw, making it fly further and faster. Once however it did not go where they wanted it to, and this was their first taste of the power they did not yet know - the Tornado - and its unpredictability. The aeromancer stands here now with the obtained goods from Theft, wondering if they can repeat what they did in play - if they could reverse the effects of Theft, but with their melee weapon in play. What the aeromancer came up with is Weapon Rush - the same trick turned outward and given an edge - literally. Instead of reaching for someone else's loose belongings, the aeromancer lets that same current take hold of their own weapon and throws it into the wind entirely.

The weapon leaves the aeromancer's hand and the wind takes it from there - carrying it fast and low toward whoever happens to be standing closest...

Weapon Effect: Weapon Rush

When thrown weapon returns to you and you add runic power to attack.

Theft
West Wind's Charge 3 💪 Empowerment 6 Soul 6 1 target 1d10 rounds Challenging Arcana

This spell is a part of the Airess spell chain and is found in the Airess rune stone.

Zephyr offers aid and protects those who ask it of her - such is what the druids say about the deity that controls the West Wind - the wind of new beginnings, uncertain weather, and the particular kind of hope that arrives when winter ends and is not yet sure of itself. The West Wind that lies within the aeromancer's runic soul is almost an exact copy of this - both a symbol of the positive nature of air and a representative of the deity of one of the four winds that the druids pray to. The West Wind offers aid and protection to those who call upon her. If the aeromancer asks for all aid and protection, the West Wind responds and that response is West Wind's Charge. 

Wrapped around the target - the aeromancer themself, or whoever they trust most at their side - the West Wind settles in twice over: once as an edge, sharpening every blow the target lands by 1d10, and once as a shield, thickening whatever armor they wear by a quarter (25%) against harm. And because it is Zephyr's own current doing the wrapping, nothing born of air can find purchase against it either - the charged target stands immune to air magic entirely for as long as the charge holds. Struck, sharpened,...

Weapon Effect: West Wind's Charge

Weapon attack value increased by 50%.

Armor Effect: West Wind's Charge

Physical Armor increased by 25% for the piece of armor that this is applied to.

Air Burst
West Wind's Protection 3 🛡️ Defensive 6 Soul 6 1 target 1d10 rounds Challenging Arcana

This spell is a part of the Air's Constant Flow spell chain and is found in the Air's Constant Flow rune stone.

Seal of the Airs taught the aeromancer to share the air's favor evenly - a little more belonging to everyone at once, spread thin enough that no one person gets more of it than anyone else. West Wind's Protection is what happens when the aeromancer decides someone in particular deserves more than an even share.

Rather than spreading thin, the West Wind gathers close around a single chosen target and goes still - not gone, not a barrier anyone can see, just calm in a way the air around it usually isn't. That stillness has teeth for anyone who crosses into it uninvited: a melee attacker who closes the distance and swings finds the air itself pushing back, hard, dealing 3d12 magic damage for the trouble. An arrow or a thrown blade fares only a little better - it has to cross real distance to arrive at all, and the same stillness can nudge it just enough that a quarter of the time, it strikes someone else entirely instead. Magic, though, never has to touch the air to land. It arrives already arrived, the way a thought does, and against that the West Wind's calm has nothing to push against at all - magic attacks pass through untouched.

The West...

Armor Effect: West Wind's Protection (Body Armor Only)

Retaliates melee damage with runic power.

Seal of the Airs
Tier Level: 4
Spell Tier Level Spell Type Stat Cost Spell Cast Speed Range & Area Duration Cast Roll Effects Rune Stone Effect Requirements
Air Dome 4 🛡️ Defensive 8 Soul 8 a 3x3 space area around 1 target 1d6 rounds Challenging Arcana -2

This spell is a part of the Dishevel spell chain and can be found in the Dishevel rune stone.

Unlike tornadoes in nature, the dark symbol of air - the Tornado - isn't purely destructive. It is chaotic. Chaos itself isn't inherently destructive. This was shown to the aeromancer time and time again, with the latest lesson being found in Weapon Rush. The Tornado does not need to harm. It simply disrupts. Air Dome is yet another example of that disruption. 

Called up around a target - the aeromancer or whoever they choose to shelter - the Tornado's fury doesn't scatter outward this time. It curls into a churning sphere instead, thick and violent along its edge, calm at its center. Nothing loosed from outside can punch through that shell to reach whatever's sheltered within it, and nothing thrown or fired from inside can escape it either - arrows, bolts, thrown weapons, none of it crosses the boundary in either direction while the dome holds. The wall isn't gentle to bodies, either: anyone stepping through the boundary, entering or leaving, must pass a Hard Brace check or be knocked flat by the wind fighting to keep its shape.

It's a strange kind of shelter - as much a cage as a shield, depending on which side of the wall you happen to be standing on when it goes up.

N/A

Weapon Rush
Dove Flight 4 👣 Movement Based 8 Soul 7 1 target or self movement rate worth of flight Challenging Arcana -2

This spell is a part of the Airess spell chain and found in the Airess rune stone.

This manipulation gifts unto you the ability of graceful flight. You cannot attack or cast spells while flying. You cannot do much more than pick things up or move around in the air. You can move at triple your movement rate and can fly up to 4 stories or 40 feet high. 

Levitate taught the aeromancer that Zephyr was willing to hold them steady in open air, asking for nothing in return but the asking. It didn't take long for the aeromancer to want more than stillness. If the West Wind could hold a body up, could she not also carry it somewhere? Zephyr's answer came gently, the way everything she gives tends to - not a burst of speed, not anything fierce, just the same unhurried grace a dove keeps in flight, wingbeats too soft to seem like effort at all.

Lifted and carried this way, the aeromancer moves through open air at three times their normal pace, rising as high as four stories - forty feet - above the ground, with all the same ease a dove shows drifting between rooftops. The grace comes with a trade, though: both of the aeromancer's hands and their attention are given over entirely to staying aloft, leaving no room for swinging a weapon or shaping a spell mid-flight. They can...

N/A

Levitate
Down Burst 4 ⚔️ Offensive 8 Soul 7 1 target instant Challenging Arcana -2

This spell is a part of the Airess spell chain and can be found in the Airess rune stone.

The dark symbol that is the Tornado and the aeromancer are in many ways very similar in nature. Both are chaotic and mischievous. Both also have quick and destructive tempers. Down Burst is that temper put into action. It is not as elegant as Aero Disk - instead it is something else. It is pure, sudden violence matching the aeromancer's quick temper. 

There's no throwing motion here, no arc to admire. There is only sudden destruction. The aeromancer calls the compressed vortex up directly above the target and lets go of it entirely, and the Tornado does what it's always secretly wanted to do given the chance - it comes straight down, fast, crushing, a single column of violent wind slamming into whatever's standing beneath it before the target has any real chance to move. There's no finesse left in it by the time it lands, no controlled curve, no clever cut across the torso - just raw weight and speed meeting flesh all at once, dealing 8d8 points of damage in the instant it strikes. It isn't the aeromancer's most creative trick. It's just one of the most effective, and sometimes that's enough of a reason on its own. As quickly as the aeromancer's temper fades, so too does the spell - gone in an instant with the Tornado's...

N/A

Aero Disk
Movement Misdirection 4 🔻 Debuff 8 Soul 7 1 target 1d6 rounds Challenging Arcana -2

This spell is a part of the Dishevel spell chain and can be found in the Dishevel rune stone.

Aiming Misdirection taught the target that their own arm could betray them mid-swing. Movement Misdirection goes further still - it doesn't wait for the target to attack at all. Once the aeromancer has learned to grip a strike hard enough to redirect it, gripping a footstep is barely any harder. The same coiled current that once seized an arrow or a blade now wraps around the target's own legs instead.

Every step becomes a small negotiation the target loses. Whenever the target tries to move, the wind decides where that step actually lands - roll a 1d8, with the number showing where the target actually moves, checked fresh with every single space they attempt to cross:

  • Roll a 1: Space to the North
  • Roll a 2: Space to the North East
  • Roll a 3: Space to the East
  • Roll a 4: Space to the South East
  • Roll a 5: Space to the South
  • Roll a 6: Space to the South West
  • Roll a 7: Space to the West
  • Roll a 8: Space to the North West

There's no walking in a straight line anymore, no retreating cleanly,...

N/A

Aiming Misdirection
Tornado's Restraint 4 🤢 Sickness 8 Soul 8 1 target 1d8 rounds Challenging Arcana -2

This spell is a part of the Dishevel spell chain and can be found in the Dishevel rune stone.

Tornadoes are seen as a chaotic disaster by any who have witnessed them. They are known for being completely destructive, chaotically unpredictable, and short lasting. The symbol of chaotic friction that aeromancer scholars had labeled as the Tornado though, are not entirely the same as a tornado spun during a powerful storm. While chaotic, the Tornado is a symbol of magic, a reflection of the carefree aeromancer's darker side - the quick burst of uncontrolled anger that can spin up without warning and fade just as quick. But it is a symbol of an unknown force and not the force of nature itself, and aeromancers - unlike tornadoes, can learn to control their rage. Worse, they can learn to control the dark chaotic symbol itself. They can direct it, make it stay - and make it last. 

Focusing their anger, controlling it to a point that would make even the patient aquamancer take notice, the aeromancer lets loose a small, contained funnel that gathers around the target and stays exactly where it's put, spinning in place with a discipline nothing in this whole restless lineage has shown before. Each round the target remains inside it, they take 5d10 damage, battered from every side by winds that refuse to wander even an...

N/A

Chaotic Winds
Transparency 4 🥷 Stealth 8 Soul 7 1 target or self 1d10 hours Challenging Arcana -2

This spell is a part of the Air's Constant Flow spell chain and can be found in the Air's Constant Flow rune stone.

Translucence let the aeromancer become like the air in part - a shape still there for anyone patient enough to look hard for it, softened at the edges but never quite gone. Transparency finishes what that first trick started. This time there's no soft blur left to catch the eye at all. Where the aeromancer stood a moment ago, there is now, to any eye looking for them, simply nothing - no fading, no half-seen outline, nothing that says a person is standing there at all.

Only the very edge of them gives anything away, and only to someone who already knows to look: the faintest bend of light where their silhouette used to be, the way air ripples over a hot stone in summer. Finding the aeromancer this way takes an Impossible Perceive check, worsened further by distance (-2 for every space, 3 feet, between watcher and target) and made hopeless entirely in the dark (-10, on top of everything else) - sight, on its own, simply has nothing left to find. But a body is still a body, even one the eye can't hold onto. Every sound made, every careless movement, chips 3 points off however hard the aeromancer is to find, one occurrence at...

Armor Effect: Transparency

Enemy Perceive Checks have a penalty of 1d12.

Translucence
West Wind's Blessing 4 📋 Status Effect Healing 8 Soul 8 1 target 1d10 rounds Challenging Arcana -2

This spell is a part of the Air's Constant Flow spell chain and is found in the Air's Constant Flow rune stone.

West Wind's Protection taught the aeromancer that the air could stand between someone they cared for and whatever meant to hurt them - though never perfectly, never against everything, and the aeromancer has long since made peace with that gap. What the West Wind offers here is the other half of the same care: not standing in harm's way this time, but tending to what's left once harm has already had its say.

Settling over the target like something breathed rather than cast, the air undoes what it can of the damage already done. Whatever lingering affliction has taken hold - poison, fear, weakness, anything short of death itself - simply loses its grip and lets go all at once. From there, the same gentle current keeps working for as long as it lingers: 1d4 Vitality returned every round, closing wounds a little at a time, and 1d6 Soul returned alongside it, easing back whatever the fight itself demanded to draw on. It isn't dramatic, and it isn't instant. It's patient, the way care usually has to be.

The West Wind never seems to mind picking up wherever Protection left off. Some hurts simply need mending more than they ever needed stopping.

N/A

West Wind's Protection
Wind Guardian 4 🛡️ Defensive 8 Soul 8 1 target or self 1d6 rounds Challenging Arcana -2

This spell is a part of the Airess spell chain and is found in the Airess rune stone.

West Wind's Charge taught the aeromancer that Zephyr's protection and Zephyr's bite could be asked for together, split evenly between the two. Wind Guardian is what happens when the aeromancer stops splitting anything at all and asks for nothing but protection, whole and undivided. Zephyr gives generously when asked this plainly - so generously that the gift comes with an edge the aeromancer doesn't always expect.

The West Wind wraps close around the target - the aeromancer themself, or whoever they've chosen to shelter - and never sits still, circling constantly, indifferent to which direction anything physical happens to be moving. A blade, a fist, an arrow, a charging shoulder - none of it crosses that moving current at all; whatever comes for the protected target simply never arrives. Magic and raw energy pass through untouched regardless, the way they always do, though a breath weapon - dragon fire, corrosive gas, anything exhaled rather than cast - finds the same wall physical attacks do and gets stopped just as completely. But the barrier doesn't know the difference between an attacker's fist and its own wearer's: the protected target cannot throw a physical strike of their own either while it holds, caught in the same current meant to...

Armor Effect: Wind Guardian (Body Armor Only)

Decreases damage received (physical, magic, energy, explosive) by the wearer's Spirit + Arcana. Does not decrease status effect damage values.

West Wind's Charge
Wisps of Death 4 🧪 Poison Effect 8 Soul 8 1 target within 6 spaces 6 rounds (3 rounds poison, 3 rounds death countdown) Challenging Arcana -2

This spell is in the Air's Constant Flow spell chain and can be found in the Air's Constant Flow rune stone.

Scent of Roses taught the aeromancer that whatever rides on the air a target breathes can be turned to suit whoever's shaping it - sweet dreams undone, or given back. Such is fitting for the mischievous, playful minded aeromancer. But when angered is when an aeromancer stops playing and becomes a force to be feared. Tornadoes are feared for a reason, and when the aeromancer casts Wisps of Death, the aeromancer takes on the worst outcome of the Tornado - the death it leaves behind. Wisps of Death in practice is not far removed from Scent of Roses. It is the same trick with none of the playfulness left in it at all. Some threats don't leave room for mischief, and the aeromancer, however much they'd rather this never needed learning, has learned it anyway.

There's no gas cloud to see coming, no scent to notice and flee from - so long as the target stands within six spaces of the aeromancer when the spell takes hold, the poison doesn't fill the air around them, it becomes part of the air already inside them, mixed into every breath they draw from that moment on. For three rounds it works quietly through their system, dealing 1d8 poison damage to their Vitality each round, before the body...

N/A

Scent of Roses
Tier Level: 5
Spell Tier Level Spell Type Stat Cost Spell Cast Speed Range & Area Duration Cast Roll Effects Rune Stone Effect Requirements
Choking Gas 5 🧪 Poison Effect 10 Soul 9 a 4x4 space around user 1d8 rounds Hard Arcana

This spell is a part of the Air's Constant Flow spell chain and can be found in the Air's Constant Flow rune stone.

The Choking Gas spell fills the area with a putrid gas. This gas causes everyone under it, ally and enemy, to take 5d12 damage per round while they are in the gas. Once the gas dissipates or a target, ally or enemy, gets out from the gas, they begin taking poison damage of 1d8 until cured or dead. You are not effected.

N/A

Wisps of Death
Falcon Flight 5 👣 Movement Based 10 Soul 9 self movement rate worth of flight Hard Arcana

This spell is a part of the Dishevel spell chain and found in the Dishevel rune stone.

This manipulation allows you to lift into a fast flight. You can go as high as 200 feet or 67 spaces into the air. You can move at 4 times your movement rates and can dive all 200 feet in a single turn. 

N/A

Dove Flight
Funnel of Power 5 💪 Empowerment 10 Soul 9 1 target 1d12 rounds Hard Arcana

This spell is a part of the Airess spell chain and can be found in the Airess rune stone.

This manipulation enchants a weapon of the target with the ability to knock down a target on hit and dealing an extra 1d20 points of damage with every hit. You can cast this spell on anyone’s melee weapon. The magic appears to be wind swirling around the part of the weapon that hits the enemy. You can only use this spell on melee, hand-held weapons.

N/A

Wind Guardian
Gale Force 5 🌪️ Multi-Target 10 Soul 10 all enemies instant Hard Arcana

This spell is a part of the Dishevel spell chain and can be found in the Dishevel rune stone.

When the aeromancer was young and undisciplined, their anger was chaotic and unpredictable. Now, through practice and real effort, the aeromancer has developed into a caster who can put aside their whimsical play and practice control over their devastating rage. Tornado's Restraint taught them the control, and Gale Force demonstrates their growth and comfort with unleashing the dark anger that howls within. The one who angers the aeromancer now begins to understand why their dark symbol is called the Tornado. 

Where Tornado's Restraint drew the friction tight around a single point and made it stay, Gale Force does the opposite - the aeromancer lets go of everything they've learned to hold back all at once, exploding outward from their own body in every direction simultaneously. Wind tears through the battlefield lifting anyone it touches clean off their feet, slamming them back down hard. Each enemy caught in the blast takes 8d10+1d4 damage, though not evenly - the wind buffets differently depending on distance, footing, luck, however the Tornado feels like distributing its fury that instant. What's remarkable isn't the violence, which the aeromancer has seen from this force before. It's the precision inside the...

N/A

Tornado's Restraint
Hurricane Force Winds 5 🌪️ Multi-Target 10 Soul 10 a 4x4 space around user 1d6 rounds Hard Arcana

This spell is a part of the Dishevel spell chain and can be found in the Dishevel rune stone.

When you cast this spell winds with the speed and force of a hurricane blow from you. They push everyone, friend or foe 1d10 spaces away from you. Small derbies is picked up by the winds hitting everyone in the area dealing 9d12 damage. Everyone must make Hard -2 Brace Checks to remain standing. After the initial impact of the storms, everyone is disorientated receiving the effects of Aiming Misdirection and Movement Misdirection for the remainder of the spell's duration. 

N/A

Movement Misdirection
Nimbus Field 5 💪 Empowerment 10 Soul 9 a 4x4 space around user 1d10 rounds Hard Arcana

This spell is a part of the Dishevel spell chain and can be found in the Dishevel rune stone.

When you cast this spell you create a field of empowering breeze. Anyone in the field, you, ally, or foe, receive bonuses of 1d6 to all Speed traits. Furthermore, everyone in the field is levitating 1 foot off the ground and therefore immune to any terrain penalties or ground based attacks. Once the spell ends or someone leaves the field they are set down gently and the bonuses disappear. 

Armor Effect: Nimbus Field

+1 to all speed traits.

Air Dome
Tornado's Strength 5 💪 Empowerment 10 Soul 9 1 target 1d12 rounds Hard Arcana

This spell is a part of the Dishevel spell chain and can be found in the Dishevel rune stone.

The chaotic and devastating power of the Tornado is not only a power that destroys, it is a power than can help another destroy. Having learned the lesson of control through Tornado's Restraint, Tornado's Strength shows the aeromancer that chaos can also be used to empower. Through the Tornado, the aeromancer offers raw and undiluted power with nothing held back and nothing spent in violence. 

The aeromancer reaches for the same coiled discipline they learned holding the Tornado in place, but instead of releasing it as wind or damage, they pour it directly into the target's body - muscle, sinew, the raw physical capacity for force. The target's Strength stat doubles, and every Strength-based trait increases by 2 for the duration, enough that almost any feat of physical power, within reason, simply succeeds. There is no damage here, no destruction, no scattering - just the quiet, strange fact that the same force which once could only lash out has become, in the aeromancer's hands, something they can simply give away. It is, in its own way, the furthest the Tornado has ever traveled from where it started: from a nameless anger with no temple to a gift with someone else's name on it.

Armor Effect: Tornado's Strength (Hands only)

Increases strength traits by 1.

Tornado's Restraint
Tornado's Swiftness 5 ⏳ Haste or Slow Effect 10 Soul 10 self and all allies 1d12 rounds Hard Arcana

This spell is a part of the Air's Constant Flow spell chain and can be found in the Air's Constant Flow rune stone.

When this spell is created no immediate effect is visible. It is not until the user moves that it becomes evident what the magic did. When the user moves, the user jumps from place to place in a flash. This spell doubles the caster's and his or her allies speed. Move rates are x3. Everyone gets 1 additional of each action Everyone gets 1/2 of the caster's Arcana as Evasion bonus. 

Armor Effect: Tornado's Swiftness (Foot Wear only)

Move x 2. 

Transparency
West Wind's Vengeance 5 ⚔️ Offensive 10 Soul 10 1 target when attacked Hard Arcana

This spell is a part of the Air's Constant Flow spell chain and is found in the Air's Constant Flow rune stone.

This manipulation summons up a spiraling wind around the target of your choosing. Whenever the protected target is attacked, whether it be by ranged, melee, magical, breath weapon, or any other form of attack, the attacker is instantly dealt 9d10 points of damage.

N/A

West Wind's Blessing
Tier Level: 6
Spell Tier Level Spell Type Stat Cost Spell Cast Speed Range & Area Duration Cast Roll Effects Rune Stone Effect Requirements
Suffocate 6 💀 Instant Death 12 Soul 11 1 target 3 round countdown Impossible Arcana

This spell is a part of the Air's Constant Flow spell chain and can be found in the Air's Constant Flow rune stone.

Suffocate creates an air vacuum in front of the mouth of the target. This vacuum stops all air from being taken in by the target. The target tries to breath, gasping and terrified. For three rounds the target struggles for air. Finally the target passes out and dies. At any part of the suffocation, someone can break the magic of suffocation by dragging the body from the area of the air vacuum. The target though is unable to act or move during this spell.

N/A

Choking Gas
Tornado's Destruction 6 🌪️ Multi-Target 12 Soul 12 all enemies instant Impossible Arcana

This spell is a part of the Airess spell chain and can be found in the Airess rune stone.

With this spell you spin up a tornado that attacks all foes in the area at once doing 9d10 damage to every target and having a 25% chance per target to remove from the target all armor, weapons, and possessions. You and allies are not affected.

N/A

Gale Force
Twins of the Inner Storm 6 💪 Empowerment 12 Soul 12 2 targets 1d12 rounds Impossible Arcana

This spell is a part of the Dishevel spell chain and can be found in the Dishevel rune stone.

This spell creates two large globes of glowing light. Each one will go to an ally of your choice. This can be two allies or 1 ally and yourself. There are only two globes so you can only choose two targets. The globes go to the locations selected. Each target who gets the globe has a choice of an Armor Defense, Armor Spirit, Power, and Vitality bonus of double their Arcana or a boosted Offensive, Bow, and Runic Power of + 1d20.

N/A

Tornado's Strength

Sound Affinity Magic Chart

Sound Affinity Magic Spells

Tier Level: 1
Spell Tier Level Spell Type Stat Cost Spell Cast Speed Range & Area Duration Cast Roll Effects Rune Stone Effect Requirements
Echo Perception 1 💪 Empowerment 2 Soul 1 1 target or self 1d10 hours Easy Arcana

This spell is a part of the Echo Perception spell chain and can be found in the Echo Perception rune stone.

This spell allows you to hear the slightest echo. If you are blind or have visual instability, you no longer suffer the perception penalty  for the duration. If you are not blind or have visual instability, you gain +1d6 to your Perceive for the duration. Deafness renders this spell ineffective.

Armor Effect: Echo Perception (Helmet Only)

Increase Perceive by +2

N/A
Intricate Vibrations 1 💪 Empowerment 2 Soul 1 1 target or self 1d10 hours Easy Arcana

This spell is a part of the Intricate Vibrations spell chain and can be found in the Intricate Vibrations rune stone.

This spell allows the target to be able to sense vibrations, increasing their Perceive and Insight by +2

Armor Effect: Intricate Vibrations (Helmet Only)

+1 to Perceive, +2 to Insight

N/A
Subtle Whispers 1 🔻 Debuff 2 Soul 1 1 target within 12 spaces 1d6 rounds Easy Arcana

This spell is a part of the Subtle Whispers spell chain and can be found in the Subtle Whispers rune stone.

This spell causes the target to hear faint, distracting whispers, receiving a -2 penalty to all Focus checks.

Weapon Effect: Subtle Whispers

Critical Hit causes -1 penalty to Focus for 1 round.

N/A
Tinnitus 1 🔻 Debuff 2 Soul 1 1 target within 12 spaces 1d6 rounds Easy Arcana

This spell is a part of the Tinnitus spell chain and can be found in the Tinnitus rune stone.

This spell causes a terrible ringing in the ear of the target. The target is left unable to concentrate and cannot perform any multi-round actions, make focus checks, and can only do up to 2 actions instead of normal actions, ie instead of attack, magic, support, move, the target can only do 2 of those.

Weapon Effect: Tinnitus

Critical Hit causes spell effect.

N/A
Tier Level: 2
Spell Tier Level Spell Type Stat Cost Spell Cast Speed Range & Area Duration Cast Roll Effects Rune Stone Effect Requirements
Auditory Imbalance 2 🔻 Debuff 4 Soul 3 1 target 1d6 rounds Normal Arcana

This spell is a part of the Echo Perception spell chain and is found in the Echo Perception rune stone.

With this spell you use sound dislocation to cause an imbalance in the target. The target will need to make Hard Brace Checks each time the target moves. If the target fails the check, the target falls down and needs a move action to get back up.

Weapon Effect: Auditory Imbalance

Critical hit causes knock down.

Echo Perception
Doubtful Whispers 2 🔻 Debuff 4 Soul 3 1 target within 12 spaces 1d6 rounds Normal Arcana

This spell is a part of the Subtle Whispers spell chain and can be found in the Subtle Whispers rune stone.

This spell causes whispers to the target that inflict doubt and loss of self. The target is now unsure of him/her self and is unable to add Offensive, Bow, or Runic Power to any attack. 

N/A

Subtle Whispers
Momentary Vibrations 2 ⚔️ Offensive 4 Soul 3 1 target within 12 spaces instant Normal Arcana

This spell is a part of the Intricate Vibrations spell chain and can be found in the Intricate Vibrations rune stone.

With this spell you cause an object to vibrate violently. If held, the target must make a Normal -2 Grip check or drop it.

Weapon Effect: Momentary Vibrations

Critical Hit causes target to need to make Normal Grip check or drop weapon.

Intricate Vibrations
Otic Tearing 2 🔇 Silent Effect 4 Soul 3 1 target within 12 spaces instant Normal Arcana

This spell is a part of the Tinnitus spell chain and can be found in the Tinnitus rune stone.

This spell sends a powerful sound pitch into the ears of the target where it tears and pulls from within. This causes the target deafness for 1d4 rounds and deals the target 2d12 magic damage. 

Weapon Effect: Otic Tearing

Critical Hit causes deafness to the target for 1d4 rounds.

Tinnitus
Siren's Soothing Tones 2 📋 Status Effect Healing 4 Soul 4 a 3x3 space area around you instant Normal Arcana

This spell is a part of the Intricate Vibrations spell chain and can be found in the Intricate Vibrations rune stone.

With this spell you call upon the positive aspect of sound, the Siren. The mythical Siren appears and sings a soothing song. Any target in the spell's area of affect, ally, self, and enemy, have any enraging status effect removed and recover 2d12 Power.

N/A

Tinnitus
Sonic Shot 2 ᯓ➤ Fast Spell 4 Soul 3 straight line from user instant Normal Arcana

This spell is a part of the Tinnitus spell chain and can be found in the Tinnitus rune stone.

This spell concentrates sound into a tight orb which it then sends in a straight line from the caster. Any target, ally and enemy, in the shot's path is dealt 2d12 magic damage.

N/A

Tinnitus
Sound Dislocation 2 🛠️ Utility 4 Soul 3 1 source of sound to another location 1 minute of sound Normal Arcana

This spell is a part of the Echo Perception spell chain and is found in the Echo Perception rune stone.

This spell lets you send any sound you desire to a different place. You can send the sound of your words, the sound of noise, the sound of other people's words, any sound at all but only one source of sound and only a minute of that sound at a time. You can send this sound to any place you can see or any place that you have been.

N/A

Echo Perception
Sound Location 2 🛠️ Utility 4 Soul 3 1 target or self 1d10 hours Normal Arcana

This spell is a part of the Echo Perception spell chain and can be found in the Echo Perception rune stone.

With this spell you let out a high pitch echo in the hopes of finding something that you wish to find. As you get closer to that something, you will hear a hum that will get louder. The spell can also be used to warn you of any nearby traps or other dangers.

Armor Effect: Sound Location (Helmet Only)
Hear a growing hum when you get close to magical items.

Echo Perception
Tier Level: 3
Spell Tier Level Spell Type Stat Cost Spell Cast Speed Range & Area Duration Cast Roll Effects Rune Stone Effect Requirements
Audio Blast 3 🌪️ Multi-Target 6 Soul 5 a 3x3 space area around the target instant Challenging Arcana

This spell is a part of the Tinnitus spell chain and can be found in the Tinnitus rune stone.

With this spell the Sonic Shot causes an explosion of sound. All in the area, including yourself, will take 2d20 magic damage.

N/A

Sonic Shot
Auditory Hallucinations 3 🌀 Confusion, Control 6 Soul 6 1 target within 12 spaces 1d8 rounds Challenging Arcana

This spell is a part of the Echo Perception spell chain and can be found in the Echo Perception rune stone.

With this spell you cause the target to hear things that are not there. This distracts the target. The target will have to make hard perceive checks to distinguish real from not real, to defend, to evade, to attack, to do anything. The target will have to make a hard insight check as well or may believe that his or her ally is an enemy.

Weapon Effect: Auditory Hallucinations

Critical hit causes spell effect

Sound Dislocation
Bat's Perception 3 💪 Empowerment 6 Soul 5 1 floor of area or 1 square mile instant Challenging Arcana

This spell is a part of the Echo Perception spell chain and can be found in the Echo Perception rune stone.

This spell allows you to see through walls and barriers. You can see the area like a map on a whim and see enemies in clear depth. This spell can't be used in battle.

Armor Effect: Bat's Perception (Helmet Only)
Spell effect when needed by spending 4 Soul.

Sound Location
Deafness 3 🔻 Debuff 6 Soul 5 1 target within 12 spaces 1d6 rounds Challenging Arcana

This spell is a part of the Tinnitus spell chain and can be found in the Tinnitus rune stone.

This spell prevents any sound whatsoever except for the sounds caused by this spell from reaching the target, rendering the target deaf. This gives the target a penalty of 2 to Perceive and increases any perceive check difficulty up a level. Therefore it if was a normal difficulty it becomes a hard difficulty, for example.

Weapon Effect: Deafness

Critical Hit causes spell effect.

Otic Tearing
Echo Spirit 3 👁️⃤ Illusion 6 Soul 6 next to self 1d6 rounds Challenging Arcana

This spell is a part of the Subtle Whispers spell chain and can be found in the Subtle Whispers rune stone.

With this spell you create a replica of yourself. This is your echo spirit. It will have the same actions, stats, skills, spells, and equipment that you possess.

N/A

Doubtful Whispers
Shattering Vibrations 3 🌪️ Multi-Target 6 Soul 6 a 3x3 space area around you instant Challenging Arcana

This spell is a part of the Intricate Vibrations spell chain and can be found in the Intricate Vibrations rune stone.

This spell sends out sound vibrations from your body. Any target, ally or enemy, that is within the spell's area of effect will receive 2d20 magic damage.

Weapon Effect: Shattering Vibrations
Critical Hit causes 30% of damage done to target to also affect surrounding targets within 1 space of target.

Otic Tearing
Siren's Healing Tones 3 ❤️‍🩹 Healing 6 Soul 6 a 3x3 space area around you instant Challenging Arcana

This spell is a part of the Intricate Vibrations spell chain and can be found in the Intricate Vibrations rune stone.

This spell calls upon the positive aspect of sound, the siren. The siren appears and sings a beautiful song that causes all within the spell's area, ally, self, and enemy, to recover 2d12 Vitality.

N/A

Siren's Soothing Tones
Sound Tripping 3 🌪️ Multi-Target 6 Soul 5 a 4x4 space around user instant Challenging Arcana

This spell is a part of the Echo Perception spell chain and is found in the Echo Perception rune stone.

This spell sends a sound wave straight from you in in all directions. Any target, ally or enemy, that is in the wave's path must make a Hard Brace Check or is knocked over and dealt 3d10 magic damage.

N/A

Auditory Imbalance
Tier Level: 4
Spell Tier Level Spell Type Stat Cost Spell Cast Speed Range & Area Duration Cast Roll Effects Rune Stone Effect Requirements
Audio Wave 4 🌪️ Multi-Target 8 Soul 7 straight line from user, 3 spaces wide instant Challenging Arcana -2

This spell is a part of the Echo Perception spell chain and is found in the Echo Perception rune stone.

This spell produces a 3 space wide sound wave that goes from you in a straight line in the direction you are facing. Any target, ally or enemy, caught in the wave's path must make a Hard Brace Check with a 2 point penalty or be pushed back 1d3 spaces and dealt 5d10 magic damage. 

N/A

Sound Tripping
Auditory Predictions 4 💪 Empowerment 8 Soul 7 1 target or self 1d8 rounds Challenging Arcana -2

This spell is a part of the Echo Perception spell chain and can be found in the Echo Perception rune stone.

The target of this spell is able to pick up on the minute vibrations of movement before they happen. This gives the target a +2 to Evade, React, and Perceive.

Armor Effect: Auditory Predictions (Helmet Only)

+1 to Evade, React, and Perceive

Auditory Hallucinations
Banshee's Scream 4 😱 Fear 8 Soul 8 a 4x4 space around user instant Challenging Arcana -2

This spell is a part of the Tinnitus spell chain and can be found in the Tinnitus rune stone.

This spell calls upon the negative aspect of sound, the screaming banshee. The Banshee lets out a blood curdling scream. All targets in the area of effect except the user must make an impossible mental balance check against fear. Also all targets in the area except the caster are dealt 6d10 magic damage.

N/A

Audio Blast
Ear Whistle 4 🌀 Confusion, Control 8 Soul 7 1 target within 12 spaces 1d4 rounds Challenging Arcana -2

This spell is a part of the Tinnitus spell chain and can be found in the Tinnitus rune stone.

This spell emits a high pitch whistle that only enemies can hear. This whistle noise drives the target crazy, requiring them to make an impossible mental balance check. A failed check is followed by a roll of a 1d6 with even numbers meaning the target goes berserk for the duration of this spell and odd numbers meaning that the target will attack itself for the duration of the spell.

N/A

Deafness
Molecular Vibrations 4 👣 Movement Based 8 Soul 8 affecting up to 6 feet from you effect lasts for 10 minutes Challenging Arcana -2

This spell is a part of the Intricate Vibrations spell chain and can be found in the Intricate Vibrations rune stone.

With this spell you let loose a very high frequency sound that no one can hear at an obstacle in your way. The sound causes the molecules of the obstacle to vibrate at such high intensity that you can walk through the obstacle.

Armor Effect: Molecular Vibrations (Body Armor Only)

With this rune stone effect you can spend 20% of your Max Soul and be able to pass through small amounts of natural materials that already has a high air content. Examples of this are sand, clay, glass, crystal, wood, plant material, mud, dirt, gravel, and cobblestone. The thickness of material that you can pass through would vary on the amount of Soul that is spent using the 20% max Soul and just how porous that material is. A good rule of thumb is no thicker than 10 inches for the most porous, or 4 inches for the most dense.

Shattering Vibrations
Siren's Song 4 ❤️ Charm Effect 8 Soul 8 3x3 area around caster affecting enemies only 1d6 rounds Challenging Arcana -2

This spell is a part of the Intricate Vibrations spell chain and can be found in the Intricate Vibrations rune stone.

With this spell you call upon the positive aspect of sound, the Siren. The siren comes and sings a seductive song. The song causes all enemy targets in the spell's area to defend you at all costs and treat you as their ally.

N/A

Siren's Healing Tones
Sonar Impulse 4 🌀 Confusion, Control 8 Soul 8 1 target within 12 spaces instant Challenging Arcana -2

This spell is a part of the Echo Perception spell chain and can be found in the Echo Perception rune stone.

This spell penetrates your target's mind with audio impulse, causing the target a moment of disorientation and confusion. The target must make an Impossible Focus check or the target will not be able to do anything during it's turn and any spells that the target is trying to cast will be interrupted and stopped. For the next 3 rounds the target will suffer from Confusion and have to make Normal Insight checks to determine friend from foe. 

Weapon Effect: Sonar Impulse

Critical Hit stuns target for 1 round.

Bat's Perception
Song of the Dead 4 🕯 Summon 8 Soul 8 entire area or battlefield 1d8 rounds Challenging Arcana -2

This spell is a part of the Intricate Vibrations spell chain and can be found in the Intricate Vibrations rune stone.

With this spell you let out a haunting melody that awakens all dead things and dead spirits in the battlefield. Roll a 1d12. The number rolled indicated the number of dead that is reanimated which you can place anywhere. The dead will go about aimlessly attacking every enemy of the caster they can reach. Each dead can move 6 spaces and attack once doing 6d10 damage.

N/A

Shattering Vibrations
Sonic Boom 4 ⚔️ Offensive 8 Soul 7 1 target instant Challenging Arcana -2

This spell is a part of the Tinnitus spell chain and can be found in the Tinnitus rune stone.

This spell summons forth a blast of wind that is moving faster than sound. Instead of hitting the target, the wind moves right past the target. The sonic boom proceeding right after smashes into the target doing 5d12 points of damage and throws the target away from you by 4 spaces.

N/A

Audio Blast
Suggestive Whisperings 4 🌀 Confusion, Control 8 Soul 8 1 target within 12 spaces 1d10 rounds Challenging Arcana -2

This spell is a part of the Echo Perception spell chain and can be found in the Echo Perception rune stone.

Using this spell you begin to make strong suggestions to the target. The target must make a hard mental balance check with -3 penalty. If the target fails, it must do whatever you suggest it to do for that round, except cause self harm, but gets to resist again the next round.

N/A

Auditory Hallucinations
Tier Level: 5
Spell Tier Level Spell Type Stat Cost Spell Cast Speed Range & Area Duration Cast Roll Effects Rune Stone Effect Requirements
Audio Slave 5 🌀 Confusion, Control 10 Soul 10 1 target within 12 spaces duration of battle Hard Arcana

This spell is a part of the Subtle Whispers spell chain and can be found in the Subtle Whispers rune stone.

With this spell you attempt to make the target your slave through the power of sound. The target must make an impossible mental balance check. You can give a penalty by spending more soul, 2 soul is 1 penalty. If the target has failed its mental balance checks you make the target your slave. You have complete control over the target for the duration of the battle. 

N/A

Suggestive Whisperings
Banshee's Curse 5 🧿 Curse 10 Soul 10 1 target 1d8 rounds Hard Arcana

This spell is a part of the Tinnitus spell chain and can be found in the Tinnitus rune stone.

This powerful spell calls upon the dark aspect of sound, the Banshee. The Banshee lets loose a spirit warping scream that distorts the target's perception of reality. For the duration of the spell the target will see that their friends and foes have traded spaces and will simply think that is how it has always been. This will cause the target to protect who were once their enemies and attack who were once their allies. Any calls from their true friends will seem to come from where they believe their friends are now. The target can make an Impossible Insight check each round to break from this curse. As this is a curse, simple magic ending spells such as dispel will not cure the target. 

N/A

Ear Whistle
Banshee's Song 5 😱 Fear 10 Soul 10 a 4x4 space around user 1d6 rounds Hard Arcana

This spell is a part of the Tinnitus spell chain and can be found in the Tinnitus rune stone.

This spell calls upon the negative aspect of sound, the banshee. The banshee appears and sings a terrifying melody. All targets in the area of effect, ally and enemy, must make an impossible mental balance check against fear and a second hard mental balance check against berserk. Each round that the target is in the spell's area of effect, a -2 penalty that stacks is applied to the two mental balance checks. The affected targets will be unable to attack the spell caster. The spell caster is unaffected.

N/A

Banshee's Scream
Disrupting Vibrations 5 ⚡⚡ Stun Effect 10 Soul 9 1 target within 12 spaces 2d4 rounds Hard Arcana

This spell is a part of the Intricate Vibrations spell chain and can be found in the Intricate Vibrations rune stone.

This spell causes high frequency sound that disrupts the target's nervous system. The target is stunned for the duration of the spell. When the spell ends, the target is dazed for 1d4 additional rounds.

Weapon Effect: Disrupting Vibrations

Critical Hit stuns target for 1d3 rounds.

Molecular Vibrations
Impulse Shield 5 🛡️ Defensive 10 Soul 10 1 target or self until hit Hard Arcana

This spell is a part of the Echo Perception spell chain and can be found in the Echo Perception rune stone.

This spell creates a protective force upon its recipient. Until the target is hit there is nothing to indicate that there is anything different about the target. However, once the target is hit the spell takes affect as a shield of sound waves, blocking 1d100 as a percentage of damage and redirecting that damage back at the attacker. The spell then fades away from the target as if it was never there. 

N/A

Auditory Predictions
Quiet Focus 5 💪 Empowerment 10 Soul 10 self and all allies 1d6 rounds Hard Arcana

This spell is a part of the Echo Perception spell chain and is found in the Echo Perception rune stone.

This spell makes you and your allies immune to distractions. You and your allies get a +5 to Focus and a +2 to all wisdom traits. 

Armor Effect: Quiet Focus (Helmet Only)

+3 to Focus and Insight

Sonar Impulse
Song's End 5 💀 Instant Death 10 Soul 10 1 target duration of battle Hard Arcana

This spell is a part of the Intricate Vibrations spell chain and can be found in the Intricate Vibrations rune stone.

This spell creates a countdown of sorts for the target. A song will start above the target and last for the duration of the battle. Every time an ally of the target dies, a 1d6 is rolled. If a 6 is rolled, the target kills itself.

N/A

Song of the Dead
Sonic Explosion 5 💥 Explosion 10 Soul 10 a 4x4 space area of your choosing instant Hard Arcana

This spell is a part of the Tinnitus spell chain and can be found in the Tinnitus rune stone.

This spell causes an explosion of deafening sound. Anyone in the area, friend or foe, are rendered deaf for 1d10 rounds with a penalty of 5 to Perceive. They are also dealt 7d12 damage. 

N/A

Sonic Boom
Tier Level: 6
Spell Tier Level Spell Type Stat Cost Spell Cast Speed Range & Area Duration Cast Roll Effects Rune Stone Effect Requirements
Banshee's Reaping 6 💀 Instant Death 12 Soul 12 entire area or battlefield instant Impossible Arcana

This spell is a part of the Tinnitus spell chain and can be found in the Tinnitus rune stone.

With this spell you call upon the negative aspect of sound, the banshee. The banshee will go to every target, ally and enemy, and attempt to reap that target. Enemies must roll a 1d6, with 6 killing the target. Allies must roll a 1d20 with 1 killing the ally. You are immune.

N/A

Banshee's Song
Siren's Call 6 💀 Instant Death 12 Soul 12 1 target 1d4 rounds Impossible Arcana

This spell is a part of the Echo Perception spell chain and is found in the Echo Perception rune stone.

When you cast this spell you call upon the Siren to destroy your enemy. The Siren does this by calling upon the soul of your target. The target must make a 1d6 roll each round for the duration of the spell. Should the target roll a 6, the target's soul will be unable to resist the Siren and will leave the target, thereby killing the target. Any other roll is multiplied against the caster's Runic Power roll as magic damage to the target caused by the target's soul being in agony over the call of the Siren.

N/A

Quiet Focus
Vibrations of Creation 6 🌪️ Multi-Target 12 Soul 12 entire area or battlefield instant Impossible Arcana

This spell is a part of the Intricate Vibrations spell chain and can be found in the Intricate Vibrations rune stone.

This powerful spell recreates the violent sounds and vibrations of creation on the battlefield. All the sudden the battlefield shakes and shutters in the violent throws of creation. Every enemy target takes 1d% magic damage. The caster rolls a 1d3, multiplying the damage against the number rolled. The caster and allies are protected in sound proof bubbles.

N/A

Disrupting Vibrations