Aeromancy

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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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Tags: Aeromancy