Aeromancy
Spell | Effects Summary | Level Effects Summary | Rune Stone Effect | Stat Cost | Casting Speed | Range & Area | Success Rate | Cost to Acquire |
---|---|---|---|---|---|---|---|---|
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 |
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 |
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 |
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 |
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 |
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 |
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 |
Sonic Boom |
This spell is a part of the Tinnitus spell chain and rune stone. This spell summons forth a blast of wind that is moving faster than sound. Instead of hitting the target, the wind moves right past the target. The sonic boom proceeding right after smashes into the target doing 14d12 points of damage and throws the target away from you by 4 spaces. |
Level 2 Upgrade: Increase damage by 2d12. Level 3 Upgrade: Increase damage by 2d12. Level 4 Upgrade: Increase damage by 2d12. |
N/A | 50 Soul; +10 per level | 5; +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 |
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 |
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 |
Siren's Healing Tones |
This spell is a part of the Tinnitus spell chain and rune stone. This spell calls upon the positive aspect of sound, the siren. The siren appears and sings a beautiful song that causes all within the spell's area, ally and enemy, to recover 3d20 Vitality. |
Level 2 Upgrade: Increase healing by 1d10. Level 3 Upgrade: Increase healing by 1d10. Level 4 Upgrade: Increase healing by 1d10. |
N/A | 30 Soul; +5 per level | 2.5; +0.5 per level | 3x3 area around caster including 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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 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 |
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 |
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 |