Aeromancy
Spell | Effects Summary | Level Effects Summary | Rune Stone Effect | Stat Cost | Casting Speed | Range & Area | Success Rate | Cost to Acquire |
---|---|---|---|---|---|---|---|---|
Dishevel |
This spell is a part of the Dishevel spell chain and rune stone. When this manipulation is created wind starts rapidly pushing the target around in place. The spell smacks the target around doing 3d20 points of damage and then just breaks away, leaving the target dizzy. This causes the target to be able to move or use spells and skills while it gets itself back together for that round, but can still attack and defend. Once the round is over the target is affected by Imbalance and must make agility checks to move or fall for the rest of the duration of the spell. |
Level 2 Upgrade: Increase damage by 1d10. Level 3 Upgrade: Increase damage by 1d10. Level 4 Upgrade: Increase damage by 1d10. |
Weapon Effect: Dishevel Critical Hit causes Imbalance |
15 Soul; + 5 per level | 2; + 0.5 per level | 1 target |
Level 1: 60/90 Level 2: 50/80 Level 3: 40/70 Level 4: 30/60 |
This is a Tier 1 spell Level 1: 25/50 |
Air's Constant Flow | This is part of the Air's Constant Flow spell chain and rune stone. This manipulation allows you to provide yourself or a target with a constant source of fresh air to breath. It does so by placing an unnoticeable, indestructible, invisible “mask” over the target's nose and mouth. This spell allows for breathing underwater, in gas-filled rooms, and in areas of little or no air. | N/A: Only 1 levels with this spell. |
Armor Effect: Air's Constant Flow (helmet only) Allows for breathing no matter the environment. |
10 Soul | 1 | 1 target or self | Level 1: 60/90 |
This is a Tier 1 spell Level 1: 25/50 |
Echo Perception |
This spell is a part of the Echo Perception spell chain and 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 or need to make a perception check for the duration. If you are not blind or have visual instability, you gain +2d12 to your Perceive for the duration. Deafness renders this spell ineffective. |
N/A: Only 1 levels with this spell. |
Armor Effect: Echo Perception (Helmet Only) Increase Perceive by Runic Energy |
10 Soul | 1 | 1 target or self | Level 1: 60/90 |
This is a Tier 1 spell Level 1: 25/50 |
Haste |
This spell is a part of the Haste spell chain and rune stone. With this manipulation you gift your target with a boost of speed by pushing them faster with wind magic and negating all air resistance. With this boost all of the target’s movement rates will be doubled. You can use this on any target including yourself. |
N/A: Only 1 levels with this spell. |
Armor Effect: Haste (Foot Wear only) Doubles movement rates |
10 Soul | 1 | 1 target or self | Level 1: 60/90 |
This is a Tier 1 spell Level 1: 25/50 |
Tinnitus |
This spell is a part of the Tinnitus spell chain and 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. |
N/A: Only 1 levels with this spell. |
Weapon Effect: Tinnitus Critical Hit causes spell effect. |
15 Soul | 1.5 | 1 target | Level 1: 60/90 |
This is a Tier 1 spell Level 1: 25/50 |