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

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 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

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

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

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
Level 2: 125/250
Level 3: 150/300
Level 4: 175/350

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

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

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

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

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 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 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
Level 2: 125/250
Level 3: 150/300
Level 4: 175/350

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Tags: Aeromancy