Aeromancy

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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

Shattering Vibrations

This spell is a part of the Tinnitus spell chain and rune stone. This spell sends out sound vibrations from your body. Any target, ally or enemy, that is within the spell's area of effect will receive 9d20 magic damage.

Level 2 Upgrade: Increase damage by 1d20.
Level 3 Upgrade: Increase damage by 1d20.
Level 4 Upgrade: Increase damage by 1d20.
Weapon Effect: Shattering Vibrations
Critical Hit causes 30% of damage done to target to also affect surrounding targets within 1 space of target.
30 Soul; +1 per level 3; +1 per level a 3x3 space around caster 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 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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Tags: Aeromancy