Air Magic

Air Magic is the magic of the runic element, air. Therefore it has the following properties:

Magic Type: Air Magic

Effects on Magic Damage: Double runic power for magic attacks done against those of the water element.

Effects on Magic Defense: 20% chance for immunity to air and water magic attacks.

Supportive Effects: 20% penalty to hit chance for targets attacking you with projectiles or thrown weapons.

Affinities: Air, Sound

Months: Kyporus, Varassis

Air Magic 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.

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1) 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.

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2) 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. 

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3) The Two Iconic Symbols of Air Magic

In the elemental magic of air magic, there are two iconic symbols. They are the West Wind and the Tornado. 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 symbolizes the light aspect while the Tornado represents the dark aspect.

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4) 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.
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5) 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 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 loose their weapon from their grasps.

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6) Air Magic Progression

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7) Air Magic Spells

Spell Stat Cost Spell Cast Speed Range & Area Duration Cast Roll Effects Rune Stone Effect Requirements
Airess 2 Soul 2 1 target 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.

You choose a target and create the spell. When the target gets attacked, the spell activates and reduces the damage by 20% and then the spell’s effect ends leaving the target unprotected.

Armor Effect: Airess

Physical damage reduced by 10%.

N/A

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