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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 an water magic attacks.

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, Audiomancy, and Spectramancy

  • 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. 
  • Spectramancy: Spectramancy is connecting with the spirits that are both seen and unseen by your connection to the element of air. 

Minor elemental manipulation usually involves effecting the air around you.

 

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1) Some Possible Minor Elemental Manipulations

Please note that this is nowhere near a complete list of all the things that are possible with minor elemental manipulations of the air element. This is just a short list to aid you by giving you examples on how minor elemental manipulations work so that you can come up with your own ideas.

Manipulation Effect Range & Area Restrictions
Carry Voice With this manipulation you are trying to let the wind carry your voice so that your voice can be heard farther away. With every 2 SA point you spend into this manipulation, your voice will carry an extra mile away from you. self Up to 20 miles
Carry Sound With this manipulation you are trying to let the wind bring farther away sounds to you so that you could hear them or hear them better. This could be useful when eavesdropping or when you think there may be enemies nearby. With every 2 SA point you spend into this manipulation loud sounds will come from an extra mile away and soft sounds will be amplified by 10 extra decibels. self From up to 10 miles
Soften Landing With this manipulation you are attempting to use the air to make your landing more gentle. This would be useful if you were to jump or fall from a high location. You would use this to ensure that your fall would be a soft landing instead of a deadly crash. You would spend 5 SA points for this. self N/A
Deflect Projectile With this manipulation you are attempting to use your control over air to cause a projectile (bullet, bolt, arrow, etc) to miss you. With every 2 SA point you spend, you can move the projectile 6 inches to the left or right with a gust of wind. You would need to move the projectile a total of 72 inches to miss you by a hex, which would cost 24 SA. self 72 inches or 1 hex is the maximum deflection for a bullet, 2 hexes for an arrow
Aided Jumping With this manipulation you are attempting to use air to help you jump a little farther. With 2 SA points you can increase your jump distance by 1 or your jump height by 1. self Maximum increase of 5 points total for up or across or split among both
Increase Projectile Range With this manipulation you are attempting to use air to increase the range of your projectile weapon. 3 SA points will increase your range by 1 hex. self Maximum range increase of +5
Lighter Load With this manipulation you are attempting to use the air to help you to carry a heavy load, making the load seem lighter for you. Every 1 SA point spent decreases the load weight by 1 pound for 1 minute. You will need to continue to spend 1 SA point per every 2 pounds of weight reduction for every minute or round you need the lighter load for. self Maximum weight reduction of 20 pounds
Carry Scent With this manipulation you are attempting to use the wind to carry scents to you. This helps you to pick up or detect scents easier helping with tracking. For every 2 SA point your Perception % increases by 1 when trying to detect scents. self Only used to detect scents, maximum bonus of 20 points
Cooler Breeze With this manipulation you are attempting to cool the air around you slightly to avoid heat exhaustion. Every 1 SA point decreases the temperature by 2 degrees with a gentle breeze. a 6×6 hex (18×18 foot/3×3 area block) area around self Maximum temperature decrease of 10 degrees
Farther Movement With this manipulation you are attempting to use the wind to give you an extra push so that you can move farther in a movement action. 20 SA points will increase your world movement by 1. 10 SA points will increase your area and battle movement by 1. self

Maximum of +5 to movement ranges

 

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2) 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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3) The Aspects of Air Magic

Aeromancy presents several aspects that govern the magic of those of the air element. Those aspects are wind, sound, and spirit.

Wind 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.

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.

Spirit is the strangest aspect of air magic, for few would think of spirits as beings of air, but that is what in fact they are. Spirits are the lives of people who are long since dead, lost to time and space floating about the world on the spiritual and invisible winds of the world. Through spirit, one might summon help from someone long past or return the recently dead back to the world of the living Spirit is the aspect of Spectramancy.

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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 air soul can be awakened when the bearer feels threatened when surrounded on 3 or more sides. The chance is 10%. At the start of each day you are given the chance to make a roll to awaken the soul of air. 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%.

 

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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 Air Burst 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 5d10 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 3d10 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 3d10 points of damage. Sonic Boom: Sonic Boom finishes off the Air Burst 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 10 SA, +10 SA per additional level 1, +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

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

Balance of Forces This is part of the Air's Constant Flow spell chain and rune stone. This spell works best if your party is outnumbered. This spell counts the amount of companions with you, including yourself. Then it seals away all but the same amount of enemies within a small energy orb with only enough room to fit the target it captures. That way, the magic sees the combat as fair. For every member of the party there is one target. Every time a free target dies, another is released until all targets of the spell are released. If there becomes more allies than enemies, the magic will take a random ally away as well, to make things even. You can spend 15 SA at any point to create a magical orb as either a fake ally or fake enemy. You can do this twice. 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 50 SA 5 battlefield

Level 1:  45/75

This is a Tier 4 spell

Level 1: 100/200

Barrier This is part of the Airess spell chain and rune stone. This spell creates an invisible wall that, if touched, pushes back with the same amount of force as whatever comes into contact with it. This makes it feel exactly like a wall in all senses. The barrier is smooth and cannot be climbed over and reaches a height of 10 feet. The barrier can be as small as 1 space in length to as large as the spell’s max area. 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 10 SA per space 3 up to 10 spaces

Level 1:  50/80

This is a Tier 3 skill

Level 1: 75/150

Calming Breeze This is part of the Loss of Self rune stone and spell chain. This spell has two purposes. The first is to keep people calm, preventing berserk and fear for allies and enemies for three rounds. The second is to give the feeling of false security before the breeze attacks. During the second round the breeze gathers together and attacks the enemy targets suddenly with a strong blow doing 6d20 points of damage to every enemy target. The third round has the breeze attacking every enemy target again for 2d20 points of damage. Ghastly Presence: With the creation of Ghastly Presence, a ghost-like formation appears behind all enemy targets. The ghost suddenly starts attacking with spiritual claws at the back of the targets doing an additional 3d20 damage, and then disappears. Air Seal: At the end of Ghastly Presence, the ghosts creates a symbol on the target targets. Each round each target will be dealt 1d% points of damage. When the spell’s duration is reached the symbols fade. If one target dies before the spell’s duration is reached, the symbols on the remaining target will remain for an extra round doing more damage. This will repeat if there are more targets left and another dies before that round is up. Banshee's Reaping: With this spell the ghosts of Ghastly Presence transform into the dark side of the siren, 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. Weapon Effect & Armor Effect 30 SA, +10 SA per additional level 2, +1 per additional level battlefield

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 Air Burst 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 2d%+5d10. 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 16d12+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 35 SA, +10 SA per additional level 3, +1 per additional level 1 target to all enemy targets depending on level

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

Children of Magic This is a part of the Essence Bolt spell chain and rune stone. This unique spell creates a single sparkling source of energy no larger than a fist for each member of the party. Each member can choose what effect they want the “child” to do for them. They can choose a defensive boost which will temporarily grant them a free block (magic or physical) of 12d20, or they can choose to have the “child” attack. Each “child” can attack for 10d20+4d12 damage. There is only one “child” per ally, including yourself. Level 2 Upgrade: + 2d20 to block or attack Level 3 Upgrade: + 2d20 to block or attack Level 4 Upgrade: + 2d20 to block or attack N/A 40 SA, +10 SA per additional level 4, +1 per additional level self and all allies

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

Create Air Elemental This is part of the Air's Constant Flow spell chain and rune stone. With this manipulation you can create one air elemental. The air elemental will obey you until you run out of SA. You may use other spells and attacks while you have the air elemental. For information on the air elemental please refer to the Bestiary section.

Create Air Construct: With this manipulation you can create one air construct. The air construct will obey you until you run out of SA. You may use other spells and attacks while you have the air construct. For information on the air construct please refer to the Bestiary section.

Create Air Avatar: With this manipulation you can create one air avatar. The air avatar will obey you until you run out of SA. You may use other spells and attacks while you have the air avatar. For information on the air avatar please refer to the Bestiary section.

Stat Cost: 30 SA, 10 SA per round
Casting Speed: 7
Duration: until ended or destroyed
Range & Area: next to caster
Summon Spell
Success Rate:
  30
Max Success Rate:  60

N/A: Only 3 levels with this spell. N/A 10 SA, 2 SA per round, see level for SA increase 3, +2 per additional level next to caster

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

This is a Tier 3 spell

Level 1: 75/150
Level 2: 100/200
Level 3: 125/250

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

Electric Shock This is part of the Essence Bolt spell chain and rune stone. With use of this manipulation you create a field of volatile air energy in the form of electricity. The magic becomes unstable and electrocutes the target of the spell, doing 4d10 + 5 damage. There is a 10% chance to stun the target for one round. Lightning Strike: With the creation of this spell, the aeromancer summons up air energy in its volatile form and unleashes it at a single target. The result is a bolt of lightning crashing into the target doing initial damage of 2d20 followed up by the damage of Electric Shock. Lightning Pins: This spell creates a rain of sparkling blue bolts of energy. Everyone in the radius of the spell must make an evade % check with a 10 point penalty to see if they are hit. If they are hit, they receive 2d12 + lightening strike and electric shock damage each time they are hit. This spell effects everyone in the range of the spell, allies, enemies, and yourself. Energy Storm: Lightning pours down from the sky attacking every enemy target doing initially 2d20 damage. You further focus the damage around a spot of your choosing, with those in a 4x4 area receiving lightning pins damage. All enemy targets on the battlefield also take lightning strike and electric shock damage. Weapon Effect 15 SA, +10 SA per additional level 1, +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

Essence Bolt This is part of the Essence Bolt spell chain and rune stone. This spell is useful on any target. When you cast this spell on an enemy target, it will receive 4d12 damage. When you cast this spell on an ally target, it will heal the target with 4d12 HP. Spark of Life: With this spell you fire an Essence Bolt at a recently killed target who still has some mortality left. The target is brought back to life and restored by the healing power of Essence Bolt. This spell has to be used before the target runs out of Mortality Points. The target will not retain any status effects it once had, beneficial or harmful. Renewal: This spell empowers Essence Bolt to renew the target by restoring the target's HP and EP by the power of Essence Bolt plus 1d20 and the target's Mortality and Fatigue by 1d8. Miracle Summoning: With this spell you can resurrect any dead target. This spell will restore a character who has lost all HP and Mortality Points. You blast the target with Essence Bolt empowered by Spark of Life, Renewal, and this spell. The magic heals the wounds and the target is now fully alive with their stats restored by the Renewal empowered Essence Bolt, but is left disorientated. This spell removes any negative and positive status effects. This spell can be used to revive the target as long as it hasn’t been longer than 10 hours. Weapon Effect - Projectile Weapon Only 10 SA, +10 SA per additional level 1, +1 per additional level 1 target, not 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

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. Restep: With this spell you can move twice in a round. Not attack twice or cast spells twice, but move about the battlefield twice. Compressed Time: This spell compresses the casting speed of the target's spells so that they are one less casting speed. If the spell cost only one casting speed it becomes a free action spell, allowing it to be cast once a round with affect on your runic speed. This spell can be used 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. Armor Effect - Foot Wear 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
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

Hitting Misdirection This is part of the Echo Perception 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. Spatial Curse: This spell screws with the target's senses even more so that it must also make a perception check with a 20 point penalty to attack. A failed perception check still allows the target to attack except the target will unknowingly attack itself. Lost in Place: This spell adds a final upgrade to Hitting Misdirection, causing the target to be confused and not now which direction he or she is facing or moving. The target must add a Mental Check with your Runic Soul as a penalty. Should the target fail, the target will hit, face, or move depending on their action in 1 of 4 directions, chosen by rolling a 1d4. 1 = north, 2 = west, 3 = east, and 4 = south. They will hit in that direction even if nothing is there or even if their ally is there. 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
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

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. Defy Gravity: This unique spell uses air to seemingly disable the effect of gravity on an area, causing everything to be weightless and begin to float. Combat can continue. You can cast spells and projectile weapons still work like normal. All melee actions must be done in movement. If a person moves into the field of anti-gravity, they begin to float. If someone leaves the field, they fall in whatever state they were floating in. 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. 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:  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

Light Jumping This is part of the Haste spell chain and rune stone. This spell allows you to teleport in a beam of light to anywhere you can see in the battlefield. If you grab onto anything or any other target (ally or enemy), that object or target will also teleport with you. Light Travel: This spell allows you to travel to anywhere you have ever been at the speed of light. Mass Light Travel: With this spell you and all of your allies can travel to anywhere you have been at the speed of light. N/A: Only 3 levels with this spell. Armor Effect - Foot Wear only 30 SA, +10 SA per additional level 2, +2 per additional level 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

Loss of Self This is part of the Loss of Self spell chain and rune stone. This spell begins to deteriorate the personality of the target it is used on. Without this personality, they lose conviction in what they are fighting for. Losing conviction makes them deal less damage with every attack. Every time the target attacks, their physical damage is reduced by 25% until the spell wears off. Scent of Decay: This manipulation lets from a target of your choosing a terrible scent that smells like that of a decaying dead animal. This causes all targets within the area of effect the Sickness status effect and causes anyone outside of the area of effect to make a will check to come within the area of effect. Last Cry: This spell invokes the power of the voice. You open your mouth, letting out a pained but angry scream. All of those in the radius of the spell are affected with fear for 1d6 rounds, even your allies. Fear causes the affected to flee from the user at all costs. Stages of Grief: This dark spell inflicts all of the classic stages of grief all at once on the target of Loss of Self. The first round is denial. The second round is anger. The third round is bargaining. The fourth round is depression. The fifth and final round is acceptance. Click the spell to know what each round does. Weapon Effect 10 SA, +5 SA per additional level 1, +0.5 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

Lost Memories This is part of the Echo Perception spell chain and rune stone. This spell is used either on a set of items or a general area where you are. This spell shows the past events of what it is cast on, giving clues to solving things or other important information. It never shows anything that is not important, only events worth note. 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 10 SA 1 self

Level 1:  55/85

This is a Tier 2 spell

Level 1: 50/100

Memory's Confusion This is part of the Echo Perception spell chain and rune stone. This spell messes with a target's memory, sending its mind back in time before it improved skills and spells. Each spell and skill is temporarily decreased in levels by half, round up. So if a spell is at level 3, during this the spell will be at level 2. During the effects of the spell, the target does not gain any character points. When the spell ends, everything returns to normal with the spell or skill's original levels restored. Mental Dislocation: This spell makes it seem to the target that everyone are all in different places. The target can't make out others, and every time the target moves, a pit seems to appear before them. If someone, friend or foe, is next to the target already, they will attack that target thinking it to be a foe. A mental check with your Runic Soul as a penalty can be made per round to see truth from reality, but until then the target has completely lost sense of place and time. Spiritual Dislocation: This deadly spell attempts to spirit away the target's spirit to a time before its birth or beyond its death, effectively killing the target. This happens when Mental Dislocation's effects fade from the target. Its effects avoided with a Saving Grace check. However, this spell will try once each round for three rounds, so the target would have to make those saves each round to survive. N/A: Only 3 levels with this spell. Weapon Effect 30 SA, +20 SA per additional level 3, +2 per additional level 1 target

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 Airess 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 Air Burst 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. 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 following the Audio Blast. 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. 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

Restoration This is part of the Essence Bolt spell chain and rune stone. This spell is made to recover the target from status effects by filling the target with refreshing air. Restoration cures most poisons, stun, visual instability, burns, heat exhaustion, and sickness. Mountain Breeze: This spell blows a magical gust of wind filled with healing magic over a single target. The magic heals 5d20 HP. Spirit's Energy: When this spell is created a spirit forms around the target of Restoration. It copies your SA and doubles it with SA being its life force. Each time you are attacked, you may have the spirit take on up to 90% of the damage which will deplete from the spirit's SA life force. You can also take up to 20 SA from the spirit to restore your SA per round, however doing so would drop the spirit's SA by that amount. Once the SA of the spirit is depleted, or once you have gone to sleep, lost consciousness, or died, the spell will end. Time Repaired: This spell turns back the hands of time on what ever it is you want to repair. The way this spell works is that it restores the item by 50% with each use. For armor, only use Runic Energy. Armor Effect 20 SA, +10 SA per additional level 2, +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

Scent of Dreamers This is part of the Loss of Self 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 Loss of Self 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

Shockwave This is a part of the Air Burst spell chain and rune stone. When you create this spell, a powerful wave of violent air energy comes from you in all directions. Each target that gets hit has 50% chance of being stun for one round. You can double the chances, after it has been rolled, by spending an extra 30 SA. This spell effects any target caught within its area of effect, friend and foe. The user of the spell however is left unharmed. Swift Silence: When this spell is created, a presence made of air is formed and moves over to the targets affected by Shockwave. The presence creates a Stillness of Air effect over the targets. Then the presence suddenly does vicious damage of 10d10+5d20 points to the target and knocks the target out causing the target to lose 2 rounds. If the target died from the spell’s attack, then the presence moves the body to the side and casts a Transparency spell on the body to hide it before dissipating. Big Bang: This spell pumps every enemy target full of sound. The target must make a Fortitude Check with your Runic Soul as a penalty. If the target fails, the target explodes violently, with the sound exploding out of the target, and the target dies. Those that succeed their check are hit by the exploding target and the exploding sound, receiving 15d20 magic damage. If all targets succeed, the sound still explodes dealing each 12d20 magic damage, but the targets themselves don't explode. The caster and allies are protected. N/A: Only 3 levels with this spell. Armor Effect - Body Armor Only 30 SA, +20 SA per additional level 4, +1 per additional level a 4x4 space area around the caster

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

Shriek of the Lost This is a part of the Loss of Self spell chain and rune stone. With the creation of this spell, you let out a blood-curdling scream onto the battlefield. Fear will cause them to be unable to attack the caster and must flee from the caster at all cost for 1d10 + 2 rounds. For the first 2 rounds all enemies will be unable to use any spell with a casting speed greater than 1 and unable to use any skill higher than level 1. You can make a Mental Check for each enemy target to stun that target for 1 round after the fear duration. You and your allies are unaffected by this spell. 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 50 SA 4 all enemy targets

Level 1:  45/75

This is a Tier 4 spell

Level 1: 100/200

Silence of Space This is a part of Air's Constant Flow spell chain and rune stone. The magic makes every target unable to speak. The spell also creates an area wide effect of silence, meaning that no movement will create sound. No sound will be made in the area of the spell, allowing everyone in the radius to move and attack unnoticed by sound, though still able to be seen if looked at. On the negative side any sound from outside the area of effect cannot be heard inside. Spells can still be used. Stillness of Air: This manipulation stops all movement of the air and blocks the movement of sound. The spell is an aura around you and your allies and whatever they interact with. With this spell, someone could move, even talk or yell, and not be heard. This spell can also be helpful when moving through poisonous gases. This level of Silence of Space can be used without the first level's effects. N/A: Only 2 levels with this spell. N/A: Only 2 levels with this spell. Armor Effect, Weapon Effect - Guns only 20 SA, +20 SA per additional level 2, +2 per additional level depends on level

Level 1:  50/80
Level 2:  40/70

This is a Tier 3 spell

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

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 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. 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 Auditory Imbalance and finds that any sounds it makes is distorted and dislocated to other areas. N/A: Only 3 levels with this spell. 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

This is a Tier 2 spell

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

Spirit Guide This is a part of the Echo Perception spell chain and rune stone. This spell calls upon an experienced adventurer from the past. This adventurer appears to you in the form of an unrecognizable spirit that shows you the way through any dungeon, ruin, or other place of exploration, or even lead you to any town or location that you desire. You tell the spirit guide where you are seeking to go, and the spirit guide will lead you there. Once there, the spirit guide will return back to where he came from. 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 30 SA 3 next to caster

Level 1:  55/85

This is a Tier 2 spell

Level 1: 50/100

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. 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 20 SA 1 1 target

Level 1:  55/85

This is a Tier 2 spell

Level 1: 50/100

Time Slow This is a part of the Haste spell chain and rune stone. With the casting of this spell you slow down a target so that the target's movement rates is halved and all of the target's spells casting speeds are doubled. Mass Time Slow: With the casting of this spell you create an air vacuum aura around the target of Time Slow that slows down any target that enters it, friend or foe, so that the target's movement rates is halved and all of the target's spells casting speeds are doubled for as long as they are in the aura plus 2 rounds after leaving the aura. Mental Encumbrance: This spell places a lot of strain on the target’s mind. This strain makes it difficult for the target to think, concentrate, and use spells. The target’s SA is cut in half and the target’s spell and skill costs are doubled. 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

Time's Teacher This is part of the Echo Perception spell chain and rune stone. This spell summons forth a spiritual teacher from the past to help you improve upon your skills and spells. While this teacher is present, you gain 50% more character points. This can only be used once a day. 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 40 SA 5 next to caster

Level 1:  50/80

This is a Tier 3 spell

Level 1: 75/150

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. Powers That Were: This spell creates a massive power flow into the target of the spell. Strengths from people of the past and future flow into the target with a distortion that surrounds the target, giving them boosts in fighting, and magic. It gives the target + 1d% to Melee, Throw, Bow Power, and Runic Energy. Armor Effect - Arm Wear only 25 SA, +10 SA per additional level 2.5, +1 per additional level 1 target or self

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

Tri-Blast This is in the Essence Bolt spell chain and rune stone. With the use of this spell, you unleash three magical shots at once, sending each to a single target to damage the target at once. The three shots move in at different angles and attack the target together, doing 25d10 damage. The target only needs to evade or defend once with this spell, but the target receives a -25 penalty to evasion. Level 2 Upgrade: + 2d20 damage Level 4 Upgrade: + 2d20 damage Level 4 Upgrade: + 2d20 damage Weapon Effect - Projectile Weapon only 50 SA, +10 SA per additional level 4, +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

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 3 spaces or 9 feet. If this pushes a target into another target, they both fall down. If pushed into an obstacle, the target takes double runic energy damage. 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 1.5, +0.5 per additional level a 3x3 space around caster

Level 1:  55/85
Level 2:  45/75

This is a Tier 2 spell

Level 1: 50/100
Level 2: 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 Loss of Self 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, 12/04/2021 - 00:52