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Audiomancy is runeless magic that involves the manipulation of sound. Only those who are runeless might be able to use audiomancy.

1. The Two Iconic Symbols of Audiomancy

In the non-elemental magic of Audiomancy, there are two iconic symbols. They are the Siren and the Banshee. These symbols are said to be the very source of audiomancy magic.

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 non-elemental magic of Audiomancy, the Siren symbolizes the positive source while the Banshee represents the negative source.

2. Audiomancy Magic Progression Tree

  Audiomancy Runeless Magic Progression Tree

3. Audiomancy Magic Spells

3.1. Tier 1

AudiomancyEffectCostRange & AreaDurationSuccess RatePrerequisitesCost to Acquire
Auditory Imbalance With this spell you cause an imbalance in the target. The target will need to make Speed Checks each time the target moves. If the target fails a Speed Check, the target falls down and needs a move action to get back up. 10 SA;
1 magic
1 target instant 60 N/A 50
Echo Perception 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 +2d6 to your Perception for the duration. Deafness renders this spell ineffective. 10 SA;
Free Action
self 1d4 hours 60 N/A 50
Shattering Vibrations 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 3d6 magic damage. 10 SA;
1 magic 
3x3 hex area around self instant 60 N/A 50
Sound Tripping 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 Strength Check or is knocked down and dealt 2d8 magic damage. 10 SA;
1 magic
wave starts as 1 hex, adds a hex to each side per hex travelled, travels lenght of room torwards direction you are facing instant 60 N/A 50
Tinnitus This spell causes a terrible ringing in the ear of the target. The target is left unable to concentrate and can do no spell or skill that requires more actions than the target has. 10 SA;
1 magic
1 target 1d6 rounds 60 N/A 50

3.2. Tier 2

AudiomancyEffectCostRange &
Area
DurationSuccess RatePrerequisitesCost to Acquire
Audio Wave This spell produces a 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 knocked down and dealt 5d6 magic damage. 20 SA;
2 magic
wave starts as 1 hex, adds a hex to each side per hex travelled, travels lenght of room torwards direction you are facing instant 55 Sound Tripping mastered 100
Banshee's Scream 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 3d10 magic damage. 20 SA;
2 magic 
3x3 hex area around self fear for 2d4 rounds 55 Shattering Vibrations mastered 100
Deafness This spell prevents any sound whatsoever from reaching any target in the area of effect, including allies, rendering the affected deaf. This decreases the affected's Perception by 25 points. 20 SA;
2 magic
1 target 2d4 rounds 55 Tinnitus mastered 100
Ear Whistle This spell emits a high pitch whistle that only enemies can hear. This whistle noise causes the targets to be unable to use any skill or spell that costs more actions that the targets have. It also drives the targets crazy, requiring them to make a mental check or to be unable to distinguish friend from foe. 20 SA;
2 magic
all enemy targets 2d4 rounds 55 Tinnitus mastered 100
Otic Tearing 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 5d6+5 magic damage. 20 SA;
2 magic
1 target instant 55 Shattering Vibrations mastered 100
Siren's Lullaby This spell calls upon the positive aspect of sound, the siren. The siren appears and sings a slow paced lullaby. All targets in the spell's area, ally and enemy, must make a Will check or will fall asleep until something wakes it. The user is immune. 20 SA;
2 magic
3x3 hex area around self instant 55 Auditory Imbalance mastered 100
Siren's Soothing Tones 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 EP. 20 SA;
2 magic
3x3 hex area around self instant 55 Echo Perception mastered 100
Sound Dislocation 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. 20 SA;
Free Action
1 source of sound to another location 1 minute 55 Echo Perception mastered 100

 

3.3. Tier 3

AudiomancyEffectCostRange &
Area
DurationSuccess RatePrerequisitesCost to Acquire
Auditory Hallucinations With this spell you cause the target to hear things that are not there. This distracts the target. The target will have to make perception checks with a 20 point penalty to distinguish real from not real, to defend, to evade, to attack, to do anything. The target will have to make a mental check as well or may believe that his or her ally is an enemy. 30 SA;
3 magic
1 target 2d6 rounds 50 Either Siren's Lullaby or Audio Wave mastered 150
Banshee's Song 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. 30 SA;
3 magic
3x3 hex area around self 2d4 rounds 50 Either Ear Whistle or Banshee's Scream mastered 150
Enhanced Deafness This spell causes the effects of the Deafness spell on every enemy target and gives them an added perception penalty of -30.  30 SA;
3 magic
all enemy targets 2d4 rounds 50 Deafness mastered 150
Mass Echo Perception This spell grants the effects of Echo Perception to all allies and the caster. It also increases the Perception bonus by 10 and renders allies and caster immune to deafness. 30 SA;
Free Action
self and all allies 1d4 hours 50 Sound Dislocation mastered 150
Siren's Healing Tones 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 5d10 HP. 30 SA;
3 magic
3x3 hex area around self instant 50 Siren's Soothing Tones mastered 150
Song of the Dead With this spell you let out a haunting melody that awakens all dead things and dead spirits in the battlefield. Roll a 1d4. 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 hex and attack once doing 2d20 plus magic power damage. 30 SA;
3 magic
battlefield 2d6 rounds 50 Banshee's Scream mastered 150
Sonic Shot This spell concentrates sound into a tight orb which it then sends in a straight line from the caster in the direction you are facing. Any target, ally and enemy, in the shot's path is dealt 5d10 magic damage. 30 SA;
3 magic
straight line from caster instant 50 Otic Tearing mastered 150
Sound Location 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. No one else can hear the sound. 30 SA;
Free Action
self until destination is reached 50 Either Audio Wave or Sound Dislocation mastered 150

3.4. Tier 4

AudiomancyEffectCostRange & AreaDurationSuccess RatePrerequisitesCost to Acquire
Audio Blast With this spell you cause an explosion of sound. All in the area, including yourself, will take 6d10 magic damage. 40 SA;
4 magic
a 3x3 hex area around a spot chosen by you instant 45 Sonic Shot mastered 200
Banshee's Reaping 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. 40 SA;
4 magic
battlefield instant 45 Either Banshee's Song or Song of the Dead mastered 200
Molecular Vibrations 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. 40 SA; Free Action affecting up to 6 feet from you effect lasts for 10 minutes 45 Sound Location mastered 200
Suggestive Whisperings With this spell you make strong suggestions to the target of your choice. The target must make a Will check with a 10 point penalty. You can increase that penalty by 1 with every 2 extra SA you spend. If the target fails, it must do whatever you suggest it to do.  40 SA;
4 magic
1 target instant 45 Auditory Hallucinations mastered 200

3.5. Tier 5

AudiomancyEffectCostRange &
Area
DurationSuccess RatePrerequisitesCost to Acquire
Audio Slave With this spell you make a target your slave. You have complete control over the target for the duration of the battle. The target can make a will check to avoid this and a will check with a 35 point penalty per round to break free. 50 SA; 5 magic 1 target duration of battle 40 Suggestive Whisperings mastered 250
Echo Spirit 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. 50 SA; 5 magic self, next to self 2d6 rounds 40 Banshee's Reaping mastered 250
Song's End This spell creates a countdown of sorts for the target. A song will start above the target and last for three rounds. At the end of the third round, the target must make a will check with a 20 point penalty or kill itself. 50 SA; 5 magic 1 target 3 round countdown 40 Either Audio Blast or Suggestive Whisperings mastered 250

3.6. Tier 6

AudiomancyEffectCostRange &
Area
DurationSuccess RatePrerequisitesCost to Acquire
Vibrations of Creation 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 10d90 magic damage. The caster rolls a 1d3, multiplying the damage against the number rolled. The caster and allies are protected in sound proof bubbles. 60 SA; 6 magic all enemy targets instant 35 Either Echo Spirit or Song's End mastered 300