Aeromancy

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Bat's Perception

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

N/A: Only 1 levels with this spell. Armor Effect: Bat's Perception (Helmet Only)
Spell effect when needed by spending 30 Soul.
30 Soul 3 1 floor of area or 1 square mile Level 1:  50/80

This is a Tier 3 spell

Level 1: 75/150

Sound Dislocation

This spell is a part of the Echo Perception spell chain and 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: Only 1 levels with this spell. N/A 10 Soul 1 1 source of sound to another location Level 1:  55/85

This is a Tier 2 spell

Level 1: 50/100

Aero Disk This spell is a part of the Airess spell chain and rune stone. By creating this spell you create a disk of pure wind with edges sharper than many swords that shoots off towards your target. The disk attack by sweeping up the target's torso doing an 8d20 points of damage before disappearing right above the target. Level 2 Upgrade: Increase damage by 1d20.
Level 3 Upgrade: Increase damage by 1d20.
Level 4 Upgrade: Increase damage by 1d20.
N/A 30 Soul, +10 per additional 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
Level 2: 100/200
Level 3: 125/250
Level 4: 150/300

Air Burst This is part of the Airess spell chain and rune stone. Creating the spell “Air Burst” creates a bubble of concentrated air that you launch at a target. When it hits the target the bubble pops doing 5d20 points of damage to the target. Level 2 Upgrade: Increase damage by 1d12.
Level 3 Upgrade: Increase damage by 1d12.
Level 4 Upgrade: Increase damage by 1d12.

Weapon Effect: Air Burst

Critical Hit causes spell effect.

20 Soul, +10 per additional level 2, +1 per additional level 1 target Level 1:  55/85
Level 2:  45/75
Level 3:  35/65
Level 4:  25/55

This is a Tier 2 spell

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200
Level 4: 125/250

Down Burst This spell is a part of the Airess spell chain and rune stone. Down Burst sends a crushing amount of wind from above down onto the target to do damage. The wind comes down in the form of a stream and hits hard and quickly doing 12d20 points of damage. Level 2 Upgrade: Increase damage by 2d12
Level 3 Upgrade: Increase damage by 2d12, inflicts Daze for 1d3 rounds.
Level 4 Upgrade: Increase damage by 2d12, inflicts Daze for 1d3 rounds, inflicts knock down and stun for 1 round.
N/A 40 Soul, +10 per additional level 4, +1 per level 1 target Level 1:  45/75
Level 2:  35/65
Level 3:  25/55
Level 4:  15/45

This is a Tier 4 spell

Level 1: 100/200
Level 2: 125/250
Level 3: 150/300
Level 4: 175/350

Hitting Misdirection This is part of the Haste spell chain and rune stone. This spell screws with the target's sense of place so that it has a 15 penalty to their Hit Chance. N/A: Only 1 levels with this spell.

Weapon Effect: Hitting Misdirection

Critical Hit causes spell effect.

20 Soul 2 1 target Level 1:  55/85

This is a Tier 2 spell

Level 1: 50/100

Unsure Aim This spell is a part of the Dishevel spell chain and rune stone. This spell impairs the target's ability to aim by causing a 3d12 penalty to Hit Targeting. N/A: Only 1 levels with this spell.

Weapon Effect: Unsure Aim

Critical Hit causes spell effect.

20 Soul 2 1 target Level 1:  55/85

This is a Tier 2 spell

Level 1: 50/100

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

Auditory Hallucinations This is in the Echo Perception spell chain and 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 perception checks with your Runic Soul as a penalty to distinguish real from not real, to defend, to evade, to attack, to do anything. The target will have to make a mental check as well or may believe that his or her ally is an enemy. N/A: Only 1 levels with this spell.

Weapon Effect: Auditory Hallucinations

Critical hit causes spell effect

30 Soul 3 1 target Level 1:  50/80

This is a Tier 3 spell

Level 1: 75/150

Suggestive Whisperings

This spell is a part of the Echo Perception spell chain and rune stone. Using this spell you begin to make strong suggestions to the target. The target must make a Will check with your Runic Energy as a penalty. If the target fails, it must do whatever you suggest it to do for that round, but gets to resist again the next 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

Audio Slave

This spell is a part of the Echo Perception spell chain and rune stone. With this spell you attempt to make the target your slave through the power of sound. The target must make a will check with your Runic Energy as a penalty. By doubling, you can double your Runic Energy penalty. If the target has failed its will checks you make a target your slave. You have complete control over the target for the duration of the battle.

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

Song's End

This spell is a part of the Tinnitus spell chain and 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: Only 1 levels with this spell. N/A 60 Soul 6 1 target Level 1:  40/70

This is a Tier 5 spell

Level 1: 150/300

Chaotic Winds

This spell is a part of the Airess spell chain and rune stone. When this manipulation is created it creates a powerful cork-screwing shot of air. When shot at a single target it has the chance of dealing either heavy damage or little damage. First you roll 10d20 for damage, and then you roll a 1d3. Rolling a 1 decreases the damage that would be done by half. Rolling a 2 lets the spell do the damage shown on the 10d20. Rolling a 3 increases the damage that would be done by x 2. You can also make a Mental check to stun the target for 1 round.

Level 2 Upgrade: Increase inital damage roll by 1d20.
Level 3 Upgrade: Increase inital damage roll by 1d20.
Level 4 Upgrade: Increase inital damage roll by 1d20.

Weapon Effect: Chaotic Winds

Roll a 1d3 with every hit:

  • 1 decreases damage dealt by half
  • 2 does nothing
  • 3 doubles damage dealt.
40 Soul, +10 per additional level 4, +1 per additional level 1 target Level 1:  45/75
Level 2:  35/65
Level 3:  25/55
Level 4:  15/45

This is a Tier 4 spell

Level 1: 100/200
Level 2: 125/250
Level 3: 150/300
Level 4: 175/350

Tornado's Restraint

This spell is a part of the Airess spell chain and rune stone. When this spell is created, a small tornado surrounds the body of t target of Chaotic Winds. The tornado spins where the target is, moving around. Inside, for each round the target takes 3d% damage. When the spell ends, the target is left with sickness caused from the spinning which decreases the target's movement by half and damage power by 25% for 3 rounds.

Level 2 Upgrade: Increase damage by 2d12
Level 3 Upgrade: Increase damage by 2d12, dazes target 1d3 rounds
Level 4 Upgrade: Increase damage by 2d12, stuns target 1 round
N/A 40 Soul; +10 per level 4; +1 per level 1 target Level 1:  45/75
Level 2:  35/65
Level 3:  25/55
Level 4:  15/45

This is a Tier 4 spell

Level 1: 100/200
Level 2: 125/250
Level 3: 150/300
Level 4: 175/350

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
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Sonic Boom

This spell is a part of the Tinnitus spell chain and 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 14d12 points of damage and throws the target away from you by 4 spaces.

Level 2 Upgrade: Increase damage by 2d12.
Level 3 Upgrade: Increase damage by 2d12.
Level 4 Upgrade: Increase damage by 2d12.
N/A 50 Soul; +10 per level 5; +1 per level 1 target Level 1:  45/75
Level 2:  35/65
Level 3:  25/55
Level 4:  15/45

This is a Tier 4 spell

Level 1: 100/200
Level 2: 125/250
Level 3: 150/300
Level 4: 175/350

Suffocate

This spell is a part of the Air's Constant Flow spell chain and 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: Only 1 levels with this spell. N/A 60 Soul 3 1 target Level 1:  35/65

This is a Tier 6 spell

Level 1: 200/400

Auditory Imbalance

This spell is a part of the Echo Perception spell chain and rune stone. With this spell you use sound dislocation to cause an imbalance in the target. The target will need to make Agility Checks each time the target moves. If the target fails a Agility Check, the target falls down and needs a move action to get back up.

N/A: Only 1 levels with this spell.

Weapon Effect: Auditory Imbalance

Critical hit causes knock down.

15 Soul 1.5 1 target Level 1:  55/85

This is a Tier 2 spell

Level 1: 50/100

Theft

This spell is a part of the Air's Constant Flow spell chain and rune stone. With this spell you create a gust of wind that can pull something light off a target and bring it back to you. The item cannot weigh more than your character’s lifting 1-H limit. The wind cannot untie knots or undo latches, but it can reach into pockets or bags as long as they are not latched or tied shut with anything. The GM has the final say on all items lifted with this spell.

N/A: Only 1 levels with this spell.

Weapon Effect: Theft

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

20 Soul 1 1 target Level 1:  55/85

This is a Tier 2 spell

Level 1: 50/100

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

Deafness

This spell is a part of the Tinnitus spell chain and rune stone. This spell prevents any sound whatsoever except for the sounds caused by this spell from reaching the target of Tinnitus, rendering the target deaf. This decreases the target's Perception by 10 points and Detect by 25 points.

N/A: Only 1 levels with this spell.

Weapon Effect: Deafness

Critical Hit causes spell effect.

30 Soul 2.5 1 target Level 1:  50/80

This is a Tier 3 spell

Level 1: 75/150

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

Tornado's Strength

This spell is a part of the Haste spell chain and rune stone. Tornado’s Strength provides massive muscle to the target of the spell. So much strength that the Strength stat of the target is doubled. Almost any test of strength, within reason, is successful with the help of the magic. 

N/A: Only 1 levels with this spell.

Armor Effect: Tornado's Strength (Arm Wear only)

Increases Strength by 75%.

30 Soul 3 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
Level 2: 175/350
Level 3: 200/400

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
Level 2: 100/200
Level 3: 125/250
Level 4: 150/300

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

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

Airess This is part of the Airess spell chain and 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. Level 2 Upgrade: increase reduction percentage by 5.
Level 3 Upgrade: increase reduction percentage by 5.
Level 4 Upgrade: increase reduction percentage by 5.

Armor Effect: Airess

Physical damage reduced by 10%.

10 Soul, +10 per additional level 1, +1 per additional level 1 target or self 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
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Translucence This spell is a part of the Air's Constant Flow spell chain and rune stone. Using this manipulation the target becomes see through. One can still see the target, but it is much harder to detect its presence. This spell hides the target from nothing more than conventional sight and causes a target to have to make a perception check with a penalty of -5 for every space or 3 feet away from the target they are and an added penalty of -20 for dark environments. N/A: Only 1 levels with this spell.

Armor Effect: Translucence

Enemy Perception Check reduced by 5%.

20 Soul 2 1 target or self Level 1:  50/80

This is a Tier 3 spell

Level 1: 75/150

Tags: Aeromancy