Aeromancy
Spell | Effects Summary | Level Effects Summary | Rune Stone Effect | Stat Cost | Casting Speed | Range & Area | Success Rate | Cost to Acquire |
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West Wind's Charge |
This spell is a part of the Airess spell chain and rune stone. When this spell is created, you or your chosen ally are given a boost to your total damage values and Physical Armor Protection to carry out the whims of the West Wind. This spell increases the target's Melee Power and Throw Power by 30 and increased your Physical Armor by 25% and grants immunity to air magic for the duration of this spell. |
N/A: Only 1 levels with this spell. |
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. |
30 Soul | 3 | 1d10 rounds | Level 1: 50/80 |
This is a Tier 3 spell Level 1: 75/150 |
West Wind's Protection |
This spell is a part of the Air's Constant Flow spell chain and rune stone. When you create this spell, the air grows calm directly around the target. Whenever a melee attacker goes to attack the protected target, the attacker will be dealt 6d20 magic damage. Ranged attacks will be directed away from the protected target and have a 25% chance of hitting another enemy target. Magic attacks will still work against the protected target. |
Level 2 Upgrade: Increase damage by 1d12. Level 3 Upgrade: Increase damage by 1d12. Level 4 Upgrade: Increase damage by 1d12. |
Armor Effect: West Wind's Protection (Body Armor Only) Retaliates melee damage with 30% of damage dealt to armor. |
30 Soul; +10 per level | 3; +1 per level | 1 target |
Level 1: 50/80 Level 2: 40/70 Level 3: 30/60 Level 4: 20/50 |
This is a Tier 3 spell Level 1: 75/150 |
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 |
Wind Guardian | This is a part of the Airess spell chain and rune stone. Wind Guardian creates a protective barrier of pure wind magic that constantly moves around yourself or your chosen ally. When physically attacked by any physical means the attack is stopped by the barrier. Only magical or energy type of attacks, including breath weapons, can harm you. The protected target cannot physically attack either while under this spell, but can cast spells or use energy or magical attacks. This spell can and will work with other protective or barrier spells and enchantments. | N/A: Only 1 levels with this spell. |
Armor Effect: Wind Guardian Decreases damage received (physical, magic, energy, explosive) by 25%. Does not decrease status effect damage values. |
50 Soul | 4 | 1 target | Level 1: 45/75 |
This is a Tier 4 spell Level 1: 100/200 |
Wisps of Death | This is in the Air's Constant Flow spell chain and rune stone. With the creation of this spell, you mix a dark poison with the air that the single target breathes. For three rounds the poison works through the target’s system doing 1d% vitality poison damage. At the end of the third round, the target passes out. Then the countdown for death begins. At the end of the third round of coma state, sixth round of the spell, the target dies. The target cannot be pulled from this spell as it is in the target’s air and follows the target. Antidotes are ineffective. The only way to end this spell's effects and save the affected target is to kill the caster who created the spell or end the battle. | N/A: Only 1 levels with this spell. | N/A | 60 Soul | 5 | 6 spaces affecting 1 target | Level 1: 45/75 |
This is a Tier 4 spell Level 1: 100/200 |