Aeromancy
Spell | Effects Summary | Level Effects Summary | Rune Stone Effect | Stat Cost | Casting Speed | Range & Area | Success Rate | Cost to Acquire |
---|---|---|---|---|---|---|---|---|
Ear Whistle |
This spell is a part of the Tinnitus spell chain and rune stone. This spell emits a high pitch whistle that only enemies can hear. This whistle noise drives the target of Tinnitus crazy, requiring them to make a will check. A failed will 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: Only 1 levels with this spell. | N/A | 35 Soul | 3.5 | 1 target | Level 1: 45/75 |
This is a Tier 4 spell Level 1: 100/200 |
Funnel of Power |
This spell is a part of the Airess spell chain and rune stone. This manipulation enchants a weapon of the target with the ability to knock down a target on hit and dealing an extra 2d% 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. |
Level 2 Upgrade: Attack also causes dazed status effect. Level 3 Upgrade: Critical Hit stuns target. Critical cast of this spell causes every hit to stun target. |
N/A | 40 Soul; +10 per level | 4; +1 per level | 1 target |
Level 1: 40/70 Level 2: 30/60 Level 3: 20/50 |
This is a Tier 5 spell Level 1: 150/300 |
Twins of the Inner Storm |
This spell is a part of the Airess spell chain and 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 yourseld. 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 a Defense, Spirit, and Vitality bonus of double their Runic Energy, or a boosted Power, Melee, Bow, and Throw Power of x 2. |
N/A: Only 1 levels with this spell. | N/A | 50 Soul | 5 | 2 targets | Level 1: 35/65 |
This is a Tier 6 spell Level 1: 200/400 |
West Wind's Blessing |
This spell is a part of the Air's Constant Flow spell chain and rune stone. This manipulation has multiple functions. First, it removes any harmful status effects except death. Second, it gives a regeneration effect that restores 6d12 Vitality per round. Lastly, it creates a regeneration effect for Soul, restoring 2d10 Soul points per round. |
N/A: Only 1 levels with this spell. | N/A | 40 Soul | 4 | 1 target | Level 1: 45/75 |
This is a Tier 4 spell Level 1: 100/200 |
West Wind's Vengeance |
This spell is a part of the Air's Constant Flow spell chain and rune stone. This manipulation summons up a spiraling wind around the target of West Wind's Charge. 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 10d20 points of damage. |
N/A: Only 1 levels with this spell. | N/A | 50 Soul | 5 | 1 target | Level 1: 40/70 |
This is a Tier 5 spell Level 1: 150/300 |