Aeromancy
Spell | Effects Summary | Level Effects Summary | Rune Stone Effect | Stat Cost | Casting Speed | Range & Area | Success Rate | Cost to Acquire |
---|---|---|---|---|---|---|---|---|
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 |
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 |
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 |
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 |
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:
|
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 |
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 |
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 |
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 Spirit | This is part of the Tinnitus spell chain and rune stone. With this spell you create a replica of yourself. This is your echo spirit. It will have the same actions, stats, skills, spells, and equipment that you possess, with mastery of skills and spells reflecting your mastery. | N/A: Only 1 levels with this spell. | N/A | 35 Soul | 3 | next to caster | Level 1: 50/80 |
This is a Tier 3 spell Level 1: 75/150 |
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 |
Molecular Vibrations | This is a part of the Echo Perception spell chain and rune stone. With this spell you let loose a very high frequency sound that no one can hear at an obstacle in your way. The sound causes the molecules of the obstacle to vibrate at such high intensity that you can walk through the obstacle. | N/A: Only 1 levels with this spell. |
Armor Effect: Molecular Vibrations (Body Armor Only) With this rune stone effect you can spend 20% of your Max Soul and be able to pass through small amounts of natural materials that already has a high air content. See Effects Description for more details. |
40 Soul | 3 | affecting up to 6 feet from you | Level 1: 45/75 |
This is a Tier 4 spell Level 1: 100/200 |
Scent of Roses | This is part of the Air's Constant Flow spell chain and rune stone. The manipulation produces a plume of invigorating smell that prevents sleep effect on any target within the spell's area of effect, friend or foe, including yourself. | N/A: Only 1 levels with this spell. |
Armor Effect: Scent of Roses (Helmet only) Immune to sleep status effect. |
20 Soul | 2 | a 3x3 space area around the caster | Level 1: 50/80 |
This is a Tier 3 spell Level 1: 75/150 |
Seal of the Airs | This spell is a part of the Air's Constant Flow spell chain and rune stone. This spell doubles all air elementally aligned allies effects on magical damage and magical defense as well as doubles all allies movement rates. Any ally who does not have the runic element of air is granted it with basic effects on magical attack and magical defense. If air is an ally’s elemental weakness this voids such weakness. This spell does not affect the caster. | N/A: Only 1 levels with this spell. | N/A | 15 Soul | 1.5 | all allies | Level 1: 55/85 |
This is a Tier 2 spell Level 1: 50/100 |
Song of the Dead | This is part of the Tinnitus chain and rune stone. With this spell you let out a haunting melody that awakens all dead things and dead spirits in the battlefield. Roll a 1d12. The number rolled indicated the number of dead that is reanimated which you can place anywhere. The dead will go about aimlessly attacking every enemy of the caster they can reach. Each dead can move 6 spaces and attack once doing 3d% plus magic power damage. | N/A: Only 1 levels with this spell. | N/A | 40 Soul | 4 | battlefield | Level 1: 45/75 |
This is a Tier 4 spell Level 1: 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 |
Transparency | This spell is a part of the Air's Constant Flow spell chain and rune stone. When this spell is created the target becomes completely see through. There is no fading of light and there is no half sighted appearance. The target becomes completely invisible. The target does cause a bend in the light at the edges of its silhouette though. Targets would have to make a perception check with a -20 penalty for every space or 3 feet they are from the target to detect the target. There is an additional -100 penalty for dark environments making detection by sight impossible. Sounds and movements decrease the penalties by 10 points per occurrence. | N/A: Only 1 levels with this spell. |
Armor Effect: Transparency Enemy Perception Check reduced by 20%. |
25 Soul | 2.5 | 1 target or self | Level 1: 45/75 |
This is a Tier 4 spell Level 1: 100/200 |
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 |
Vortex | This is a part of the Airess spell chain and rune stone. With this manipulation you create a vortex of air around your body. Immediately, all the air you brought together releases on the battlefield around you. Everyone in the radius of the spell, ally and enemy, is pushed away from you by 4 spaces or 12 feet. If this pushes a target into another target, they both fall down and take double runic energy damage. If pushed into an obstacle, the target takes double runic energy damage. There is no stat check to prevent this. | N/A: Only 1 levels with this spell. |
Weapon Effect: Vortex Attack target pushes target back 3 spaces, as long as target is not immune to knock back status effects. Target can of course make a strength check, with 10% of the attacker's strength as a penalty to not be pushed back. |
30 Soul | 2.5 | a 3x3 space around caster | Level 1: 50/80 |
This is a Tier 3 spell Level 1: 75/150 |
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 |
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 |
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 |
Sound Location |
This spell is a part of the Echo Perception spell chain and rune stone. With this spell you let out a high pitch echo in the hopes of finding something that you wish to find. As you get closer to that something, you will hear a hum that will get louder. The spell can also be used to warn you of any nearby traps or other dangers. |
N/A: Only 1 levels with this spell. |
Armor Effect: Sound Location (Helmet Only) Hear a growing hum when you get close to magical items. |
20 Soul | 2 | 1 target or self | Level 1: 55/85 |
This is a Tier 2 spell Level 1: 50/100 |
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 |
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 |
Tornado's Swiftness |
This spell is a part of the Air's Constant Flow spell chain and rune stone. When this spell is created no immediate effect is visible. It is not until the user moves that it becomes evident what the magic did. When the user moves, the user jumps from place to place in a flash. This spell doubles the caster's and his or her allies speed. |
N/A: Only 1 levels with this spell. |
Armor Effect: Tornado's Swiftness (Foot Wear only) x 1.5 Speed |
55 Soul | 5 | self and all allies | Level 1: 40/70 |
This is a Tier 5 spell Level 1: 150/300 |
Levitate |
This spell is a part of the Haste spell chain and rune stone. With the creation of this spell the target is levitated and held in the air with air magic. The target cannot move around the battlefield while the spell is active, but the target can attack anything in range. All activities are normal except movement. You can end this spell before its duration is complete if desired. |
N/A: Only 1 levels with this spell. |
Armor Effect: Levitate (Foot Wear only) Able to levitate a foot off of the ground by spending 10 SA. Immune to fall damage when jumping or falling from great heights. |
15 Soul | 1.5 | 1 target or self | Level 1: 50/80 |
This is a Tier 3 spell Level 1: 75/150 |