Aeromancy

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Dove Flight

This spell is a part of the Haste spell chain and rune stone. This manipulation gifts unto you the ability of graceful flight. You cannot attack or cast spells while flying. You cannot do much more than pick things up or move around in the air. You can move at triple your movement rate and can fly up to 4 stories or 40 feet high. You can only use this in area or battle movement.

N/A: Only 1 levels with this spell. N/A 20 Soul 2 self Level 1:  45/75

This is a Tier 4 spell

Level 1: 100/200

Falcon Flight

This spell is a part of the Haste spell chain and rune stone. This manipulation allows you to lift into a fast flight. You can go as high as 200 feet or 67 hex into the air. You can move at 6 times your area or battle movement rates, 3 times your world movement rates, and can dive all 200 feet in a single turn. This can be used in world, area, and battle movement.

N/A: Only 1 levels with this spell. N/A 25 Soul 2.5 self Level 1:  40/70

This is a Tier 5 spell

Level 1: 150/300

Scent of Dreamers

This spell is a part of the Air's Constant Flow spell chain and rune stone. Scent of Dreamers forms a strange, magical gas around the area of effect. When the anyone, ally or foe, is in that area of effect they breath it in and fall into a slumber on the floor. The affected will continue to sleep until attacked or is woken up by someone.

N/A: Only 1 levels with this spell.

Weapon Effect: Scent of Dreamers

Critical Hit inflicts sleep on target.

20 Soul 2 a 3x3 space around caster Level 1:  55/85

This is a Tier 2 spell

Level 1: 50/100

Choking Gas

This spell is a part of the Air's Constant Flow spell chain and rune stone. The Choking Gas spell fills the area with a putrid gas. This gas causes everyone under it, ally and enemy, to take 10d12 damage per round while they are in the gas. Once the gas dissipates or a target, ally or enemy, gets out from the gas, they begin taking poison damage of 2d20 until cured or dead. You are not effected.

N/A: Only 1 levels with this spell. N/A 40 Soul 4 a 4x4 area around the caster Level 1:  40/70

This is a Tier 5 spell

Level 1: 150/300

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 Song

This spell is a part of the Tinnitus spell chain and rune stone. This spell calls upon the negative aspect of sound, the banshee. The banshee appears and sings a terrifying melody. All targets in the area of effect, ally and enemy, must make a will check against fear and a second will check against berserk. Each round that the target is in the spell's area of effect, a -10 penalty that stacks is applied to the two will checks. The affected targets will be unable to attack the spell caster. The spell caster is unaffected.

N/A: Only 1 levels with this spell. N/A 50 Soul 5 a 4x4 space area around the caster Level 1:  40/70

This is a Tier 5 spell

Level 1: 150/300

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

Siren's Soothing Tones

This spell is a part of the Tinnitus spell chain and rune stone. With this spell you call upon the positive aspect of sound, the Siren. The mythical Siren appears and sings a soothing song. Any target in the spell's area of affect, ally and enemy, have any enraging status effect removed and recover 4d10 Endurance.

N/A: Only 1 levels with this spell. N/A 20 Soul 1.5 3x3 area around caster including caster Level 1:  55/85

This is a Tier 2 spell

Level 1: 50/100

Siren's Song

This spell is a part of the Tinnitus spell chain and rune stone. With this spell you call upon the positive aspect of sound, the Siren. The siren comes and sings a seductive song. The song causes all enemy targets in the spell's area to defend you at all costs and treat you as their ally.

N/A: Only 1 levels with this spell. N/A 40 Soul 3.5 3x3 area around caster affecting enemies only Level 1:  45/75

This is a Tier 4 spell

Level 1: 100/200

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

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

Audio Wave

This spell is a part of the Echo Perception spell chain and rune stone. This spell produces a 3 space wide sound wave that goes from you in a straight line in the direction you are facing. Any target, ally or enemy, caught in the wave's path must make a Strength Check with a 15 point penalty or be pushed back 1d3 spaces and dealt 5d20 magic damage. This spell can be chained with Sound Tripping and Auditory Imbalance.

N/A: Only 1 levels with this spell. N/A 35 Soul 3 straight line from user, 3 spaces wide Level 1:  45/75

This is a Tier 4 spell

Level 1: 100/200

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

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 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 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

Audio Blast

This spell is a part of the Tinnitus spell chain and rune stone. With this spell the Sonic Shot causes an explosion of sound. All in the area, including yourself, will take 6d20 magic damage.

Level 2 Upgrade: Increase damage by 1d20.
Level 3 Upgrade: Increase damage by 1d20.
Level 4 Upgrade: Increase damage by 1d20.
N/A 40 Soul; + 10 per level 4; + 1 per level a 3x3 space area around the 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

Sound Tripping

This spell is a part of the Echo Perception spell chain and rune stone. This spell sends a sound wave straight from you in the direction you are facing. Any target, ally or enemy, that is in the wave's path must make an Agility Check or is knocked over and dealt 2d20 magic damage.

Level 2 Upgrade: Agility Check Penalty of Caster's Runic Energy.
Level 3 Upgrade: Inflicts 1d4 rounds of daze to target should target be knocked down.
Level 4 Upgrade: Inflicts 1 round of stun to target should target be knocked down.
N/A 20 Soul; +10 per level 2; +1 per level straight line from user 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

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

Weapon Rush

This spell is a part of the Air's Constant Flow spell chain and rune stone. With this manipulation you allow the wind of the Vortex to take your weapon and attack for you. You throw your melee weapon and the wind takes it to any random target affected by Vortex, hits the target, and returns the weapon to you. Instead of using your melee power or throw power, you'd use your Runic Energy to determine the damage done by the wind controlled weapon.

Level 2 Upgrade: Double Runic Energy, critical is runic energy x 4.
Level 3 Upgrade: Add throwing attack skill use. With this upgrade you can use your throwing attack skills with this spell.

Weapon Effect: Weapon Rush

When thrown weapon returns to you and you add runic energy to attack.

25 Soul; +10 per level 2; +10 per level a random target in a 4x4 space area around the caster Level 1:  50/80
Level 2:  40/70
Level 3:  30/60

This is a Tier 3 spell

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

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

Otic Tearing

This spell is a part of the Tinnitus spell chain and rune stone. This spell sends a powerful sound pitch into the ears of the target where it tears and pulls from within. This causes the target deafness for 1d4 rounds and deals the target 4d20+5 magic damage. 

Level 2 Upgrade: Increase damage by 1d10.
Level 3 Upgrade: Increase damage by 1d10.
Level 4 Upgrade: Increase damage by 1d10.

Weapon Effect: Otic Tearing

Critical Hit causes deafness to the target for 1d4 rounds.

20 Soul; +10 per level 2; +1 per level 1 target within 10 spaces 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

Sonic Shot

This spell is a part of the Tinnitus spell chain and rune stone. This spell concentrates sound into a tight orb which it then sends in a straight line from the caster. Any target, ally and enemy, in the shot's path is dealt an additional 4d20 magic damage.

Level 2 Upgrade: Increase damage by 1d10.
Level 3 Upgrade: Increase damage by 1d10.
Level 4 Upgrade: Increase damage by 1d10.
N/A 20 Soul; +10 per level 2; +1 per level straight line from caster 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

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

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
Level 2: 225/450
Level 3: 250/500
Level 4: 275/550

Tags: Aeromancy