
Air Magic is the magic of the runic element, air. Therefore it has the following properties:
Magic Type: Air Magic
Effects on Magic Damage: Double runic power for magic attacks done against those of the water element.
Effects on Magic Defense: 20% chance for immunity to air and water magic attacks.
Supportive Effects: 20% penalty to hit chance for targets attacking you with projectiles or thrown weapons.
Affinities: Air, Sound
Months: Kyporus, Varassis
Air Magic is magic that involves the manipulation of the air element. Those born under the runic element of air would use air magic as magic. Air magic is divided into the following categories: Aeromancy and Audiomancy.
- Aeromancy: Aeromancy focuses most on effects, flight, sound, spirit, and speed, however there are some attack spells. Offensive aeromancy magic tends to be mostly wind or air based containing no physical parts and thus armor would useless against it unless it is enchanted or made to protect against air magic attacks.
- Audiomancy: Audiomancy is controlling sound by your manipulation of the air. With audiomancy you might attack, send messages, or control others.
Minor elemental manipulation usually involves effecting the air around you.
Back to top1) Air Affinities
Those born under the element of air will have a stronger affinity to one of two aspects of air. Those aspects are air and sound.
Air is the most iconic and well known aspect of aeromancy. It is the very aspect of air itself, of the breezes, scents, and even storms. Air governs aeromancy's power of movement and speed. Through wind, one might fly like a falcon, slow enemies down, create a terrible twister, or even summon a bolt of lightening. These are your aeromancers. Those with the air affinity are whimsical, flirty, and out going.
Sound is the aspect of air magic that sirens and entertainers most resonate with. Sound governs the hearing world and its magic is that of audiomancy. It is the magic of the siren and the banshee, and has the power to harm and control. Through sound, one might send thoughts miles away, control others minds, or even walk through walls. These are your audiomancers. Those with the sound affinity are very outspoken. They like to be heard and like attention.
Back to top2) Minor Elemental Manipulations
Those who are strong in their elemental affinity can make small tugs on their element, causing minor affects.
Air: You can cause small manipulations like carry scents, slow down descent, and so forth.
Sound: You can cause small manipulations like distort sound, cast voice, and so forth.
Back to top3) The Two Iconic Symbols of Air Magic
In the elemental magic of air magic, there are two iconic symbols. They are the West Wind and the Tornado. These symbols are said to be the very source of air magic, even though like all elemental magic in Nor'Ova, air magic is conducted not by incantations or potions, but by manipulating the element of air to produce magical effects.
These symbols are therefore nothing more than just symbols, representatives of the two opposing forces of magic, the positive force and the negative force. Magic as a whole is neither evil or good. It is simply a neutral force. Society doesn't judge based on what magic is used, only on how it is used and for what reason. Therefore, despite whether or not certain spells may be associated with what is considered the good or the dark side of magic, the use of spells has no effect on your alignment unless it is used for a wholly good purpose, or for a whole evil purpose.
In the elemental magic of air magic, the West Wind symbolizes the light aspect while the Tornado represents the dark aspect.
Back to top4) Environmental Effects on Air Magic
Due to the fact that elemental magic is elemental, the environment can play an effect on the magic you are casting. If the environment has a larger amount of your element present, your magic will be stronger. If the environment has a lesser amount of the element you are casting, your element will be weaker. If the element present in your environment is about average, then there would be no change.
In the case of air magic:
- In windy places or places where there is a lot of air element present - such as open plains or on windy days - air magic effects are increased by x 1.25
- In caves or in places with a lot of earth element present, air magic effects are decreased by x 0.75.
5) The Soul of Air
All who live upon Nor'Ova have within them what is known as their runic soul. It is the very part of their being that connects them to their runic element. By connecting and using your runic element more and more, your runic soul grows and strengthens.
The runic soul of air is that of the great and powerful Hurricane. The various affinities have their own minor soul that they connect to.
- Air: The affinity soul of air is the West Wind. The west wind comforts them, activating a 1d4 Vitality regeneration per round when their Vitality drops below 15% of their max Vitality, until their Vitality is back up to 35% of their max Vitality.
- Sound: The affinity soul of sound is the the Siren. They have a 10% chance to charm any enemy that is attacked by their spells to fight with them for the next 1d4 rounds.
The air soul of the Hurricane can be reached when the one born under air has acquired 3 air spells. Once this happens, the person will have access to both the affinity soul and the runic soul. The runic soul awakens when the bearer feels threatened when surrounded on 3 or more sides. The chance is a hard arcana check. If you succeed, a great tempest is expelled from your body in all directions. Everyone will be pushed back 1d20 spaces. Enemies will be knocked down and dazed for one round, and have to make a Hard Grip Check to not loose their weapon from their grasps.
Back to top6) Air Magic Progression
Back to top7) Air Magic Spells
Spell | Stat Cost | Spell Cast Speed | Range & Area | Duration | Cast Roll | Effects | Rune Stone Effect | Requirements |
---|---|---|---|---|---|---|---|---|
Aero Disk | 6 Soul | 5 | 1 target | instant | Normal Arcana -2 | This spell is a part of the Airess spell chain and can be found in the Airess 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 4d10 points of damage before disappearing right above the target. |
N/A |
Air Burst |
Air Burst | 4 Soul | 3 | 1 target | instant | Normal Arcana | This spell is a part of the Airess spell chain and can be found in the Airess 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 2d12 points of damage to the target. |
Weapon Effect: Air Burst Critical Hit causes spell effect. |
Airess |
Air's Constant Flow | 2 Soul | 1 | 1 target or self | 1 hour | Easy Arcana | This spell is a part of the Air's Constant Flow spell chain and can be found in the Air's Constant Flow 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. |
Armor Effect: Air's Constant Flow (helmet only) Allows for breathing no matter the environment. |
N/A |
Airess | 2 Soul | 2 | 1 target | until target is attacked | Easy Arcana | This spell is a part of the Airess spell chain and can be found in the Airess 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. |
Armor Effect: Airess Physical damage reduced by 10%. |
N/A |
Audio Blast | 6 Soul | 5 | a 3x3 space area around the target | instant | Normal Arcana -2 | This spell is a part of the Tinnitus spell chain and can be found in the Tinnitus rune stone. With this spell the Sonic Shot causes an explosion of sound. All in the area, including yourself, will take 2d20 magic damage. |
N/A |
Sonic Shot |
Audio Slave | 10 Soul | 10 | 1 target | duration of battle | Hard Arcana -2 | This spell is a part of the Echo Perception spell chain and can be found in the Echo Perception rune stone. With this spell you attempt to make the target your slave through the power of sound. The target must make an impossible mental balance check. You can give a penalty by spending more soul, 2 soul is 1 penalty. If the target has failed its mental balance checks you make the target your slave. You have complete control over the target for the duration of the battle. |
N/A |
Suggestive Whisperings |
Audio Wave | 8 Soul | 7 | straight line from user, 3 spaces wide | 1d6 rounds | Hard Arcana | This spell is a part of the Echo Perception spell chain and is found in the Echo Perception 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 Hard Brace Check with a 2 point penalty or be pushed back 1d3 spaces and dealt 5d10 magic damage. |
N/A |
Sound Tripping |
Auditory Hallucinations | 6 Soul | 6 | 1 target | 1d10 rounds | Normal Arcana -2 | This spell is a part of the Echo Perception spell chain and can be found in the Echo Perception 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 hard perceive checks to distinguish real from not real, to defend, to evade, to attack, to do anything. The target will have to make a hard insight check as well or may believe that his or her ally is an enemy. |
Weapon Effect: Auditory Hallucinations Critical hit causes spell effect |
Sound Dislocation |
Auditory Imbalance | 4 Soul | 3 | 1 target | 1d6 rounds | Normal Arcana | This spell is a part of the Echo Perception spell chain and is found in the Echo Perception rune stone. With this spell you use sound dislocation to cause an imbalance in the target. The target will need to make Hard Brace Checks each time the target moves. If the target fails the check, the target falls down and needs a move action to get back up. |
Weapon Effect: Auditory Imbalance Critical hit causes knock down. |
Echo Perception |
Banshee's Reaping | 12 Soul | 12 | battlefield | instant | Impossible Arcana | This spell is a part of the Tinnitus spell chain and can be found in the Tinnitus 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 1d20 with 1 killing the ally. You are immune. |
N/A |
Banshee's Song |
Banshee's Scream | 8 Soul | 8 | a 4x4 space around user | instant | Hard Arcana | This spell is a part of the Tinnitus spell chain and can be found in the Tinnitus 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 an impossible mental balance check against fear. Also all targets in the area except the caster are dealt 6d10 magic damage. |
N/A |
Shattering Vibrations |
Banshee's Song | 10 Soul | 10 | a 4x4 space around user | 1d6 rounds | Hard Arcana -2 | This spell is a part of the Tinnitus spell chain and can be found in the Tinnitus 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 an impossible mental balance check against fear and a second hard mental balance check against berserk. Each round that the target is in the spell's area of effect, a -2 penalty that stacks is applied to the two mental balance checks. The affected targets will be unable to attack the spell caster. The spell caster is unaffected. |
N/A |
Banshee's Scream |
Bat's Perception | 6 Soul | 5 | 1 floor of area or 1 square mile | instant | Normal Arcana -2 | This spell is a part of the Echo Perception spell chain and can be found in the Echo Perception rune stone. This spell allows 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. |
Armor Effect: Bat's Perception (Helmet Only) |
Sound Location |
Chaotic Winds | 8 Soul | 8 | 1 target | instant | Hard Arcana | This spell is a part of the Airess spell chain and can be found in the Airess 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 5d10 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 5d10. Rolling a 3 increases the damage that would be done by x 2. |
Weapon Effect: Chaotic Winds Roll a 1d3 with every hit:
|
Vortex |
Choking Gas | 10 Soul | 9 | a 4x4 space area around the caster | 1d8 Rounds | Hard Arcana -2 | This spell is a part of the Air's Constant Flow spell chain and can be found in the Air's Constant Flow rune stone. The Choking Gas spell fills the area with a putrid gas. This gas causes everyone under it, ally and enemy, to take 5d12 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 1d8 until cured or dead. You are not effected. |
N/A |
Wisps of Death |
Deafness | 6 Soul | 5 | 1 target | 1d6 rounds | Normal Arcana -2 | This spell is a part of the Tinnitus spell chain and can be found in the Tinnitus rune stone. This spell prevents any sound whatsoever except for the sounds caused by this spell from reaching the target, rendering the target deaf. This gives the target a penalty of 2 to Perceive and increases any perceive check difficulty up a level. Therefore it if was a normal difficulty it becomes a hard difficulty, for example. |
Weapon Effect: Deafness Critical Hit causes spell effect. |
Otic Tearing |
Dishevel | 2 Soul | 1 | 1 target | 1 round | Easy Arcana | This spell is a part of the Dishevel spell chain and can be found in the Dishevel rune stone. When this manipulation is created wind starts rapidly pushing the target around in place. The spell smacks the target around doing 3d4 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 normal brace checks to move or fall for the rest of the duration of the spell. |
Weapon Effect: Dishevel Critical Hit causes Imbalance |
N/A |
Dove Flight | 8 Soul | 7 | 1 target or self | movement rate worth of flight | Hard Arcana | This spell is a part of the Haste spell chain and found in the Haste 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. |
N/A |
Levitate |
Down Burst | 8 Soul | 7 | 1 target | instant | Hard Arcana | This spell is a part of the Airess spell chain and can be found in the Airess 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 8d8 points of damage. |
N/A |
Aero Disk |
Ear Whistle | 8 Soul | 7 | 1 target | 1d4 rounds | Hard Arcana | This spell is a part of the Tinnitus spell chain and can be found in the Tinnitus rune stone. This spell emits a high pitch whistle that only enemies can hear. This whistle noise drives the target crazy, requiring them to make an impossible mental balance check. A failed 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 |
Deafness |
Echo Perception | 2 Soul | 1 | 1 target or self | 1d10 hours | Easy Arcana | This spell is a part of the Echo Perception spell chain and can be found in the Echo Perception 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 for the duration. If you are not blind or have visual instability, you gain +1d6 to your Perceive for the duration. Deafness renders this spell ineffective. |
Armor Effect: Echo Perception (Helmet Only) Increase Perceive by +2 |
N/A |
Echo Spirit | 6 Soul | 6 | next to caster | 1d6 rounds | Normal Arcana -2 | This spell is a part of the Tinnitus spell chain and can be found in the Tinnitus 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. |
N/A |
Siren's Soothing Tones |
Falcon Flight | 10 Soul | 9 | self | movement rate worth of flight | Hard Arcana -2 | This spell is a part of the Haste spell chain and found in the Haste rune stone. This manipulation allows you to lift into a fast flight. You can go as high as 200 feet or 67 spaces into the air. You can move at 4 times your movement rates and can dive all 200 feet in a single turn. |
N/A |
Dove Flight |
Funnel of Power | 10 Soul | 9 | 1 target | 1d12 rounds | Hard Arcana -2 | This spell is a part of the Airess spell chain and can be found in the Airess rune stone. This manipulation enchants a weapon of the target with the ability to knock down a target on hit and dealing an extra 1d20 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. |
N/A |
Wind Guardian |
Gale Force | 10 Soul | 10 | all enemies | instant | Hard Arcana -2 | This spell is a part of the Airess spell chain and can be found in the Airess 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 8d10 + 1d4. You and your allies are not affected. |
N/A |
Tornado's Restraint |
Haste | 2 Soul | 1 | 1 target or self | 1 hour | Easy Arcana | This spell is a part of the Haste spell chain and can be found in the Haste 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. |
Armor Effect: Haste (Foot Wear only) Doubles movement rates |
N/A |
Hitting Misdirection | 4 Soul | 3 | 1 target | 1d6 rounds | Normal Arcana | This spell is a part of the Haste spell chain and can be found in the Haste rune stone. This spell screws with the target's sense of place so that it has a 1d6 penalty to their Hit Chance. |
Weapon Effect: Hitting Misdirection Critical Hit causes spell effect. |
Haste |
Levitate | 6 Soul | 5 | 1 target or self | 1d6 rounds | Normal Arcana -2 | This spell is a part of the Haste spell chain and found in the Haste 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. |
Armor Effect: Levitate (Foot Wear only) Able to levitate a foot off of the ground by spending 4 Soul. Immune to fall damage when jumping or falling from great heights. |
Hitting Misdirection |
Molecular Vibrations | 8 Soul | 8 | affecting up to 6 feet from you | effect lasts for 10 minutes | Hard Arcana | This spell is a part of the Echo Perception spell chain and can be found in the Echo Perception 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. |
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. Examples of this are sand, clay, glass, crystal, wood, plant material, mud, dirt, gravel, and cobblestone. The thickness of material that you can pass through would vary on the amount of Soul that is spent using the 20% max Soul and just how porous that material is. A good rule of thumb is no thicker than 10 inches for the most porous, or 4 inches for the most dense. |
Auditory Hallucinations |
Otic Tearing | 4 Soul | 3 | 1 target within 10 spaces | instant | Normal Arcana | This spell is a part of the Tinnitus spell chain and can be found in the Tinnitus 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 2d12 magic damage. |
Weapon Effect: Otic Tearing Critical Hit causes deafness to the target for 1d4 rounds. |
Tinnitus |
Scent of Dreamers | 4 Soul | 4 | a 3x3 space area around the caster | instant | Normal Arcana | This spell is a part of the Air's Constant Flow spell chain and can be found in the Air's Constant Flow 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. |
Weapon Effect: Scent of Dreamers Critical Hit inflicts sleep on target. |
Air's Constant Flow |
Scent of Roses | 6 Soul | 6 | a 3x3 space area around the caster | 1d8 Rounds | Normal Arcana -2 | This spell is a part of the Air's Constant Flow spell chain and is found in the Air's Constant Flow 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. |
Armor Effect: Scent of Roses (Helmet only) Immune to sleep status effect. |
Scent of Dreamers |
Seal of the Airs | 4 Soul | 4 | all allies | 1 hour | Normal Arcana | This spell is a part of the Air's Constant Flow spell chain and can be found in the Air's Constant Flow 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 |
Air's Constant Flow |
Shattering Vibrations | 6 Soul | 6 | a 3x3 space area around the caster | instant | Normal Arcana -2 | This spell is a part of the Tinnitus spell chain and can be found in the Tinnitus 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 2d20 magic damage. |
Weapon Effect: Shattering Vibrations |
Otic Tearing |
Siren's Healing Tones | 6 Soul | 6 | 3x3 area around caster including caster | instant | Normal Arcana -2 | This spell is a part of the Tinnitus spell chain and can be found in the Tinnitus 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 2d12 Vitality. |
N/A |
Siren's Soothing Tones |
Siren's Song | 8 Soul | 8 | 3x3 area around caster affecting enemies only | 1d6 rounds | Hard Arcana | This spell is a part of the Tinnitus spell chain and can be found in the Tinnitus 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 |
Echo Spirit |
Siren's Soothing Tones | 4 Soul | 4 | 3x3 area around caster including caster | instant | Normal Arcana | This spell is a part of the Tinnitus spell chain and can be found in the Tinnitus 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 2d12 Power. |
N/A |
Tinnitus |
Song of the Dead | 8 Soul | 8 | battlefield | 1d8 Rounds | Hard Arcana | This spell is a part of the Tinnitus spell chain and can be found in the Tinnitus 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 6d10 damage. |
N/A |
Shattering Vibrations |
Song's End | 10 Soul | 10 | 1 target | duration of battle | Hard Arcana -2 | This spell is a part of the Tinnitus spell chain and can be found in the Tinnitus 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 |
Song of the Dead |
Sonic Boom | 8 Soul | 7 | 1 target | instant | Hard Arcana | This spell is a part of the Tinnitus spell chain and can be found in the Tinnitus 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 5d12 points of damage and throws the target away from you by 4 spaces. |
N/A |
Audio Blast |
Sonic Shot | 4 Soul | 3 | straight line from caster | instant | Normal Arcana | This spell is a part of the Tinnitus spell chain and can be found in the Tinnitus 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 2d12 magic damage. |
N/A |
Tinnitus |
Sound Dislocation | 4 Soul | 3 | 1 source of sound to another location | 1 minute of sound | Normal Arcana | This spell is a part of the Echo Perception spell chain and is found in the Echo Perception 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 |
Echo Perception |
Sound Location | 4 Soul | 3 | 1 target or self | 1d10 hours | Normal Arcana | This spell is a part of the Echo Perception spell chain and can be found in the Echo Perception 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. |
Armor Effect: Sound Location (Helmet Only) |
Echo Perception |
Sound Tripping | 6 Soul | 5 | straight line from caster | instant | Normal Arcana -2 | This spell is a part of the Echo Perception spell chain and is found in the Echo Perception 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 a Hard Brace Check or is knocked over and dealt 3d10 magic damage. |
N/A |
Auditory Imbalance |
Suffocate | 12 Soul | 11 | 1 target | 3 round countdown | Impossible Arcana | This spell is a part of the Air's Constant Flow spell chain and can be found in the Air's Constant Flow 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 |
Choking Gas |
Suggestive Whisperings | 8 Soul | 8 | 1 target | 1d10 rounds | Hard Arcana | This spell is a part of the Echo Perception spell chain and can be found in the Echo Perception rune stone. Using this spell you begin to make strong suggestions to the target. The target must make a hard mental balance check with -3 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 |
Auditory Hallucinations |
Theft | 4 Soul | 3 | 1 target | instant | Normal Arcana | This spell is a part of the Air's Constant Flow spell chain and is found in the Air's Constant Flow 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 1/2 your character’s weight 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. |
Weapon Effect: Theft Critical Hit steals 1 item from target, to be determined by GM. |
Air's Constant Flow |
Tinnitus | 2 Soul | 1 | 1 target | 1d4 rounds | Easy Arcana | This spell is a part of the Tinnitus spell chain and can be found in the Tinnitus 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. |
Weapon Effect: Tinnitus Critical Hit causes spell effect. |
N/A |
Tornado's Destruction | 12 Soul | 12 | all enemies | instant | Impossible Arcana | This spell is a part of the Airess spell chain and can be found in the Airess rune stone. With this spell you spin up a tornado that attacks all foes in the area at once doing 9d10 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. |
N/A |
Gale Force |
Tornado's Restraint | 8 Soul | 8 | 1 target | 1d8 Rounds | Hard Arcana | This spell is a part of the Airess spell chain and can be found in the Airess rune stone. When this spell is created, a small tornado surrounds the body of the target. The tornado spins where the target is, moving around. Inside, for each round the target takes 5d10 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. |
N/A |
Vortex |
Tornado's Strength | 8 Soul | 8 | 1 target | 1d12 rounds | Hard Arcana | This spell is a part of the Haste spell chain and can be found in the Haste 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. All strength traits are increased by 2. Almost any test of strength, within reason, is successful with the help of the magic. |
Armor Effect: Tornado's Strength (Arm Wear only) Increases strength traits by 1. |
Levitate |
Tornado's Swiftness | 10 Soul | 10 | self and all allies | 1 hour | Hard Arcana -2 | This spell is a part of the Air's Constant Flow spell chain and can be found in the Air's Constant Flow 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. Move rates are x3. Everyone gets 1 additional of each action. |
Armor Effect: Tornado's Swiftness (Foot Wear only) Move x 2. |
Transparency |
Translucence | 6 Soul | 5 | 1 target or self | 1 hour | Normal Arcana -2 | This spell is a part of the Air's Constant Flow spell chain and can be found in the Air's Constant Flow 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 hard perceive check with a penalty of -2 for every space or 3 feet away from the target they are and an added penalty of -5 for dark environments. |
Armor Effect: Translucence Enemy Perceive Checks have a penalty of 3. |
Seal of the Airs |
Transparency | 8 Soul | 7 | 1 target or self | 1 hour | Hard Arcana | This spell is a part of the Air's Constant Flow spell chain and can be found in the Air's Constant Flow 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 an impossible perceive check with a -2 penalty for every space or 3 feet they are from the target to detect the target. There is an additional -10 penalty for dark environments making detection by sight impossible. Sounds and movements decrease the penalties by 3 points per occurrence. |
Armor Effect: Transparency Enemy Perceive Checks have a penalty of 1d12. |
Translucence |
Twins of the Inner Storm | 12 Soul | 12 | 2 targets | 1d12 rounds | Impossible Arcana | This spell is a part of the Airess spell chain and can be found in the Airess 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 yourself. 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 an Armor Defense, Power, and Vitality bonus of double their Arcana or a boosted Offensive, Bow, and Runic Power of + 1d20. |
N/A |
Funnel of Power |
Unsure Aim | 4 Soul | 3 | 1 target | 1d6 rounds | Normal Arcana | This spell is a part of the Dishevel spell chain and can be found in the Dishevel rune stone. This spell impairs the target's ability to aim by causing a 1d6 penalty to Hit Chance. |
Weapon Effect: Unsure Aim Critical Hit causes spell effect. |
Dishevel |
Vibrations of Creation | 12 Soul | 12 | battlefield | instant | Impossible Arcana | This spell is a part of the Tinnitus spell chain and can be found in the Tinnitus 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 1d% magic damage. The caster rolls a 1d3, multiplying the damage against the number rolled. The caster and allies are protected in sound proof bubbles. |
N/A |
Song's End |
Vortex | 6 Soul | 5 | a 3x3 space area around the caster | instant | Normal Arcana -2 | This spell is a part of the Airess spell chain and is found in the Airess 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 power damage. There is no stat check to prevent this. |
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 hard brace check to not be pushed back. |
Air Burst |
Weapon Rush | 6 Soul | 5 | a random target in a 3x3 space area around the caster | instant | Normal Arcana -2 | This spell is a part of the Air's Constant Flow spell chain and is found in the Air's Constant Flow rune stone. With this manipulation you allow the wind to take your weapon and attack for you. You throw your melee weapon and the wind takes it to any random target, hits the target, and returns the weapon to you. Instead of using your melee power or throw power, you'd use your Runic Power to determine the damage done by the wind controlled weapon. |
Weapon Effect: Weapon Rush When thrown weapon returns to you and you add runic power to attack. |
Theft |
West Wind's Blessing | 8 Soul | 8 | 1 target | 1d10 rounds | Hard Arcana | This spell is a part of the Air's Constant Flow spell chain and is found in the Air's Constant Flow rune stone. This manipulation has multiple functions. First, it removes any harmful status effects except death. Second, it gives a regeneration effect that restores 1d4 Vitality per round. Lastly, it creates a regeneration effect for Soul, restoring 1d6 Soul points per round. |
N/A |
West Wind's Protection |
West Wind's Charge | 6 Soul | 6 | 1 target | 1d10 rounds | Normal Arcana -2 | This spell is a part of the Airess spell chain and is found in the Airess rune stone. When this spell is created, you or your chosen ally are given a boost to your total damage values and Physical Armor to carry out the whims of the West Wind. This spell increases the target's Offensive Power by 1d10 and increased your Physical Armor by 25% and grants immunity to air magic for the duration of this spell. |
Weapon Effect: West Wind's Charge Weapon attack value increased by 50%. Armor Effect: West Wind's Charge Physical Armor increased by 25% for the piece of armor that this is applied to. |
Air Burst |
West Wind's Protection | 6 Soul | 6 | 1 target | 1d10 rounds | Normal Arcana -2 | This spell is a part of the Air's Constant Flow spell chain and is found in the Air's Constant Flow 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 3d12 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. |
Armor Effect: West Wind's Protection (Body Armor Only) Retaliates melee damage with runic power. |
Seal of the Airs |
West Wind's Vengeance | 10 Soul | 10 | 1 target | when attacked | Hard Arcana -2 | This spell is a part of the Air's Constant Flow spell chain and is found in the Air's Constant Flow rune stone. This manipulation summons up a spiraling wind around the target of your choosing. 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 9d10 points of damage. |
N/A |
West Wind's Blessing |
Wind Guardian | 8 Soul | 8 | 1 target | 1d6 rounds | Hard Arcana | This spell is a part of the Airess spell chain and is found in the Airess 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, excluding 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. |
Armor Effect: Wind Guardian Decreases damage received (physical, magic, energy, explosive) by 25%. Does not decrease status effect damage values. |
West Wind's Charge |
Wisps of Death | 8 Soul | 8 | 6 spaces affecting 1 target | 6 rounds (3 rounds poison, 3 rounds death countdown) | Hard Arcana | This spell is in the Air's Constant Flow spell chain and can be found in the Air's Constant Flow 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 1d8 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 |
Scent of Roses |