Aeromancy

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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

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

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

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

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
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

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

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

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

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

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
Level 2: 75/150
Level 3: 100/200
Level 4: 125/250

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

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

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
Level 2: 100/200
Level 3: 125/250
Level 4: 150/300

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Tags: Aeromancy