Air Magic is the magic of the runic element, air. Therefore it has the following properties:

Effects on Magic Damage: Double magic 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.

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.

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1) 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.

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2) Minor Elemental Manipulations

While no one can really use magic without a rune stone, those who are strong in their elemental affinity can make small tugs on their element, causing minor affects.

Air: to use minor air manipulations you must have a Runic Soul greater than 10 and have mastered at least one aeromancy spell. Then you can cause small manipulations like carry scents, slow down descent, and so forth. The degree of control needed will determine how much runic soul you need to have.

Sound: to use minor sound manipulations you must have a Runic Soul greater than 10 and have mastered at least one audiomancy spell. Then you can cause small manipulations like distort sound, cast voice, and so forth. The degree of control needed will determine how much runic soul you need to have.

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3) 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.

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4) 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.
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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 1d8 HP regeneration per round when their HP drops below 15% of their max HP, until their HP is back up to 25% of their max HP.
  • 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 mastered 5 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 10%. If you roll 10 or below, 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 Strength Check with your Runic Soul as a penalty to not loose their weapon from their grasps.

This chance does increase as your connection to air increases. For every 10 spell levels that you have acquired, the chance increases by 5. The max increase is up to 60%.

The affinity souls do not increase.

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6) Air Magic Progression

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7) Air Magic Spells

Spell Effects Level 2 Effects Level 3 Effects Level 4 Effects Rune Stone Effect Stat Cost Casting Speed Range & Area Success Rate Cost to Acquire
Air Burst This is part of the Airess spell chain and 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 5d20 points of damage to the target. Aero Disk: By creating this spell you create a disk of pure wind with edges sharper than many swords that shoots off with your Air Burst. The disk attack by sweeping up the target's torso doing an extra 3d20 points of damage before disappearing right above the target. Down Burst: Down Burst sends a crushing amount of wind from above down onto the target of Air Burst to do even more damage. The wind comes down in the form of a stream and hits hard and quickly doing an extra 3d20 points of damage. N/A: Only 3 levels with this spell. Weapon Effect 20 SA, +10 SA per additional level 2, +1 per additional level 1 target

Level 1:  55/85
Level 2:  45/75
Level 3:  35/65

This is a Tier 2 spell

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200

Air's Constant Flow This is part of the Air's Constant Flow spell chain and 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. N/A: Only 1 levels with this spell. N/A: Only 1 levels with this spell. N/A: Only 1 levels with this spell. Armor Effect - Helmet only 10 SA 1 1 target or self

Level 1:  60/90

This is a Tier 1 spell

Level 1: 25/50

Airess This is part of the Airess spell chain and 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. Seal of the Airs: 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. Translucence: 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. Transparency: When this spell is created the target becomes completely see through.The target becomes completely invisible. 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. Armor Effect 10 SA, +5 SA per additional level 1, +0.5 per additional level 1 target or self

Level 1:  60/90
Level 2:  50/80
Level 3:  40/70
Level 4:  30/60

This is a Tier 1 spell

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Auditory Hallucinations This is in the Echo Perception spell chain and 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 perception checks with your Runic Soul as a 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. Suggestive Whisperings: Now that the target is experiencing auditory hallucinations, you begin to make strong suggestions to the target. The target must make a Will check with your Runic Soul 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. Audio Slave: Once the target has failed its will checks against your suggestive whisperings, you make a target your slave. You have complete control over the target for the duration of the battle. Song's End: This spell creates a countdown of sorts for the target of Audio Slave. 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. Weapon Effect 30 SA, +10 SA per additional level 3, +1 per additional 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

Chaotic Winds This is part of the Airess spell chain and rune stone. When this manipulation is created it creates a powerful cork-screwing shot of air. 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. Tornado's Restraint: When this spell is created, a small tornado surrounds the body of a target of Chaotic Winds. The tornado spins where the target is, moving around. Inside, for each round the target takes an additional 2d% 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. Gale Force: Wind explodes from your body in all directions, lifting people from their feet and throwing them to the ground. This spell affects all enemies not targeted by Chaotic Winds. 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%. You and your allies are not affected. Tornado's Devastation: Gale Force stirs up a tornado that attacks all foes in the area at once doing 18d12+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. Weapon Effect 40 SA, +10 SA per additional level 4, +1 per additional level 1 target to all enemy targets depending on level

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

Echo Perception This is part of the Echo Perception spell chain and 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 or need to make a perception check for the duration. If you are not blind or have visual instability, you gain +2d12 to your Perceive for the duration. Deafness renders this spell ineffective. 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, thanks to Echo Perception, 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. Only those with Echo Perception can hear the sound. Bat's Perception: This spell enhances your Echo Perception giving you a bat's perception, allowing 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. N/A: Only 3 levels with this spell. Armor Effect - Helmet Only 10 SA, +10 SA per additional level 1, +1 per additional level 1 target or self

Level 1:  60/90
Level 2:  50/80
Level 3:  40/70

This is a Tier 1 spell

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150

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: Only 1 levels with this spell. N/A: Only 1 levels with this spell. N/A 35 SA 3 next to caster

Level 1:  50/80

This is a Tier 3 spell

Level 1: 75/150

Haste This is part of the Haste spell chain and 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. Tornado's Swiftness: 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 user's speed. Dishevel: The spell smacks the target around doing 4d20 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 agility checks to move or fall for the rest of the duration of the spell. N/A: Only 3 levels with this spell. Armor Effect - Footwear only; Weapon Effect 10 SA, +5 SA per additional level 1, +1 per additional level 1 target or self

Level 1:  60/90
Level 2:  50/80
Level 3:  40/70

This is a Tier 1 spell

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150

Hitting Misdirection This is part of the Haste spell chain and rune stone. This spell screws with the target's sense of place so that it has a 15 penalty to their Hit Chance. Unsure Aim: This spell improves upon Hitting Misdirection by increasing the Hit Chance penalty by 3d12, and adding that 3d12 penalty to Hit Targeting as well. N/A: Only 2 levels with this spell. N/A: Only 2 levels with this spell. Weapon Effect 20 SA, +10 SA per additional level 2, +1 per additional level 1 target

Level 1:  55/85
Level 2:  45/75

This is a Tier 2 spell

Level 1: 50/100
Level 2: 75/150

Levitate This is part of the Haste spell chain and 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. Dove Flight: 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. You can only use this in area or battle movement. Falcon Flight: This manipulation allows you to lift into a fast flight. You can go as high as 200 feet or 67 hex into the air. You can move at 6 times your area or battle movement rates, 3 times your world movement rates, and can dive all 200 feet in a single turn. This can be used in world, area, and battle movement. N/A: Only 3 levels with this spell. Armor Effect - Foot Wear Only 15 SA, +5 SA per additional level 1.5, +0.5 per additional level 1 target or self

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

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. N/A: Only 1 levels with this spell. N/A: Only 1 levels with this spell. Armor Effect - Body Armor Only 40 SA 3 affecting up to 6 feet from you

Level 1:  45/75

This is a Tier 4 spell

Level 1: 100/200

Otic Tearing This is part of the Tinnitus spell chain and 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 4d20+5 magic damage. Sonic Shot: This spell concentrates sound into a tight orb which it then sends in a straight line from the caster in the direction of the target of Otic Tearing. Any target, ally and enemy, in the shot's path is dealt an additional 3d20 magic damage. Audio Blast: With this spell the Sonic Shot causes an explosion of sound. All in the area, including yourself, will take an additional 4d20 magic damage. Sonic Boom: Sonic Boom finishes off the Otic Tearing combo. 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 an extra 5d10 points of damage and throws the target away from you by 4 spaces. Weapon Effect 20 SA, +10 SA per additional level 2, +1 per additional level 1 target to all enemy targets depending on level

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

Scent of Dreamers This is 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. Choking Gas: The Choking Gas spell changes the Scent of Dreamers gas into 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. Suffocate: This targets anyone who has not woken up from Scent of Dreamers by the time Choking Gas has ended. The target wakes up, 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 3 levels with this spell. Weapon Effect 20 SA, +20 SA per additional level 2, +2 per additional level a 3x3 space around caster

Level 1:  55/85
Level 2:  45/75
Level 3:  35/65

This is a Tier 2 spell

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200

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. N/A: Only 1 levels with this spell. N/A: Only 1 levels with this spell. Armor Effect - Helmet Only 20 SA 2 a 3x3 space area around the caster

Level 1:  50/80

This is a Tier 3 spell

Level 1: 75/150

Shattering Vibrations This 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. 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 an additional 2d20 magic damage. Banshee's Song: 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. 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. N/A 30 SA, +10 SA per additional level 3, +1 per additional 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 Soothing Tones This is 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 EP. 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 3d20 HP. Siren's Song: 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 3 levels with this spell. N/A 20 SA, +10 SA per additional level 1.5, +1 per additional level 3x3 area around caster including caster

Level 1:  55/85
Level 2:  45/75
Level 3:  35/65

This is a Tier 2 spell

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200

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. 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 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. N/A: Only 2 levels with this spell. N/A: Only 2 levels with this spell. N/A 40 SA, +10 SA per additional level 3, +2 per additional level battlefield

Level 1:  45/75
Level 2:  35/65

This is a Tier 4 spell

Level 1: 100/200
Level 2: 125/250

Sound Dislocation This 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. Auditory Imbalance: With this spell you use sound dislocation to cause an imbalance in the target. The target will need to make Agility Checks each time the target moves. If the target fails a Agility Check, the target falls down and needs a move action to get back up. 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 an Agility Check or is knocked over and dealt 2d20 magic damage as well as afflicted with auditory imbalance. Audio Wave: 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 Strength Check with a 15 point penalty or be pushed back 1d3 hexes, afflicted by sound tripping and auditory imbalance, and dealt an additional 3d20 magic damage. N/A 10 SA, +5 SA per additional level 1, +0.5 per additional level 1 target

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

Theft This 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. Weapon Rush: 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. N/A: Only 2 levels with this spell. N/A: Only 2 levels with this spell. Weapon Effect 20 SA, +5 SA per additional level 1, +1 per additional level 1 target

Level 1:  55/85
Level 2:  45/75

This is a Tier 2 spell

Level 1: 50/100
Level 2: 75/150

Tinnitus This is 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. Deafness: This spell prevents any sound whatsoever except for the sounds caused by this spell from reaching the target of Tinnitus, rendering the target deaf. This decreases the target's Perception by 10 points and Detect by 25 points. Ear Whistle: 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 3 levels with this spell.

Weapon Effect: Tinnitus

Critical Hit causes spell effect.

15 SA, +10 SA per additional level 1.5, +1 per additional level 1 target

Level 1:  60/90
Level 2:  50/80
Level 3:  40/70
Level 4:  30/60

This is a Tier 1 spell

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Tornado's Strength This 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. Funnel of Power: This manipulation enchants a weapon of the target of Tornado's Strength 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. You can only use this spell on melee, hand-held weapons. Twins of the Inner Storm: This spell creates two large globes of glowing light. Each one will go to the target of Tornado's Strength and yourself (or another ally if you are the target of Tornado's Strength). The globes go to the locations selected. Each target who gets the globe has a choice of a Defense and Spirit of double their Runic Soul, or a boosted Melee, Bow, and Throw Power of x 2. N/A: Only 3 levels with this spell. Armor Effect - Arm Wear only 30 SA, +10 SA per additional level 3, +1 per additional level 1 target or self

Level 1:  45/75
Level 2:  35/65
Level 3:  25/55

This is a Tier 4 spell

Level 1: 100/200
Level 2: 125/250
Level 3: 150/300

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. N/A: Only 1 levels with this spell. N/A: Only 1 levels with this spell. Weapon Effect 30 SA 2.5 a 3x3 space around caster

Level 1:  50/80

This is a Tier 3 spell

Level 1: 75/150

West Wind's Charge This is a part of the Airess spell chain and rune stone. When this spell is created, you or your chosen ally are given a boost to your total damage values and DR% to carry out the whims of the West Wind. This spell increases the target's Melee Power and Throw Power by 30 and increased your DR% by 25% and grants immunity to air magic for the duration of this spell. West Wind's Protection: Whenever a melee attacker goes to attack the protected target, the attacker will be dealt 9d20 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. West Wind's Blessing: First, it removes any harmful status effects except death. Second, it gives a regeneration effect that restores 6d12 HP per round. Lastly, it creates a regeneration effect for SA, restoring 2d10 SA points per round. These effects affect the target of West Wind's Charge for the duration of the spell. West Wind's Vengeance: 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 13d20 points of damage. Weapon Effect, Armor Effect 30 SA, +10 SA per additional level 3, +1 per additional level 1 target or self

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

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. N/A: Only 1 levels with this spell. N/A: Only 1 levels with this spell. Armor Effect 50 SA 4 1 target

Level 1:  45/75

This is a Tier 4 spell

Level 1: 100/200

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% HP 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: Only 1 levels with this spell. N/A: Only 1 levels with this spell. N/A 60 SA 5 6 spaces affecting 1 target

Level 1:  45/75

This is a Tier 4 spell

Level 1: 100/200

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Submitted by mythus on Sat, 10/08/2022 - 07:33