Aeromancy
Spell
![]() ![]() |
Effects Summary
![]() ![]() |
Level Effects Summary
![]() ![]() |
Rune Stone Effect
![]() ![]() |
Stat Cost
![]() ![]() |
Casting Speed
![]() ![]() |
Range & Area
![]() ![]() |
Success Rate
![]() ![]() |
Cost to Acquire
![]() ![]() |
---|---|---|---|---|---|---|---|---|
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 |
Banshee's Reaping |
This spell is a part of the Tinnitus spell chain and rune stone. With this spell you call upon the negative aspect of sound, the banshee. The banshee will go to every target, ally and enemy, and attempt to reap that target. Enemies must roll a 1d6, with 6 killing the target. Allies must roll a 1d% with 100 killing the ally. You are immune. |
N/A: Only 1 levels with this spell. | N/A | 60 Soul | 6 | battlefield | Level 1: 35/65 |
This is a Tier 6 spell Level 1: 200/400 |
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 |
Vibrations of Creation | This spell is a part of the Tinnitus spell chain and rune stone. This powerful spell recreates the violent sounds and vibrations of creation on the battlefield. All the sudden the battlefield shakes and shutters in the violent throws of creation. Every enemy target takes 2d% magic damage. The caster rolls a 1d3, multiplying the damage against the number rolled. The caster and allies are protected in sound proof bubbles. |
Level 2 Upgrade: Increase initial damage by 2d20. Level 3 Upgrade: Increase initial damage by 2d20. Level 4 Upgrade: Increase initial damage by 2d20. |
N/A | 50 Soul, +10 per level | 5; +1 per level | battlefield |
Level 1: 35/65 Level 2: 25/55 Level 3: 15/45 Level 4: 5/35 |
This is a Tier 6 spell Level 1: 200/400 |
Tornado's Devastation |
This spell is a part of the Airess spell chain and rune stone. With this spell you spin up a tornado that attacks all foes in the area at once doing 20d12+1d% damage to every target and having a 25% chance per target to remove from the target all armor, weapons, and possessions. You and allies are not affected. |
Level 2 Upgrade: Increase damage by 1d20 and increase chance of removing all armor, weapons, and possessions by 10. Level 3 Upgrade: Increase damage by 1d20 and increase chance of removing all armor, weapons, and possessions by 10. Level 4 Upgrade: Increase damage by 1d20 and increase chance of removing all armor, weapons, and possessions by 10. |
Weapon Effect: Tornado's Devastation (Melee Weapon Only) Critical Hit disarms target, if critical make a luck check with hit target to remove targetted piece of armor. |
60 Soul; +10 per level | 6; +1 per level | all enemies |
Level 1: 35/65 Level 2: 25/55 Level 3: 15/45 Level 4: 5/35 |
This is a Tier 6 spell Level 1: 200/400 |