Aeromancy

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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

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

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

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

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

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

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

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

Banshee's Scream

This spell is a part of the Tinnitus spell chain and rune stone. This spell calls upon the negative aspect of sound, the screaming banshee. The Banshee lets out a blood curdling scream. All targets in the area of effect except the user must make a will check against fear. Also all targets in the area except the user are dealt 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 4x4 space around the caster 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

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

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

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

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

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

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

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

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

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

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

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

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

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

Gale Force

This spell is a part of the Airess spell chain and rune stone. Wind explodes from your body in all directions, lifting people from their feet and throwing them to the ground. This spell affects all enemies. The wind itself buffers each target differently possibly doing different amounts of damage to each target before the wind dies down and the spell ends. The potential damage to each target is 3d% + 20. You and your allies are not affected.

Level 2 Upgrade: Increase damage by 2d20.
Level 3 Upgrade: Increase damage by 2d20.
Level 4 Upgrade: Increase damage by 2d20.
N/A 50 Soul; +10 per level 5; +1 per level all enemies Level 1:  40/70
Level 2:  30/60
Level 3:  20/50
Level 4:  10/40

This is a Tier 5 spell

Level 1: 150/300
Level 2: 175/350
Level 3: 200/400
Level 4: 225/450

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

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

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

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

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

Tags: Aeromancy