aeromancy

Deafness

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.

Choking Gas

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.

Bat's Perception

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.

Banshee's Scream

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.

Banshee's Reaping

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.

Auditory Hallucinations

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.

Auditory Imbalance

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.

Tags

Audio Wave

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.