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Tornado's Strength
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air
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8 Soul
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4
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1 target
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1d4 rounds
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Haste
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Levitate
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Tornado’s Strength provides massive muscle to the target of the spell. So much strength that the Strength stat of the target is increases by the caster's Arcana. Almost any test of strength, within reason, is successful with the help of the magic.
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Hard Arcana
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Levitate
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air
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5 Soul to cast, 1 Soul per round or minute
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3
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self or one target
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until cancelled
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Haste
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Hitting Misdirection
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With this manipulation you use your control over air to hold something or someone up six inches from the ground. This can be you, an ally, an enemy, or an object. You can keep that target levitated in place for as long as desired or until you run out of Soul. You can cast this spell again on the levitated target to increase the levitation by another 6 inches. There is no limit to how many times you can cast this spell on a levitated target, making its levitation height nearly infinite, except for you must be able to see the target, or if it is yourself you must be able to see the ground. If you wish to gently lower the target you must cancel the spells one spell at a time, one spell per minute or round. If you cancel all of the spells at once the target or yourself will fall hard dealing 1d12 fall damage per 1 foot of levitation.
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Normal Arcana
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West Wind's Charge
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air
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6 Soul
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3
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self or any 1 ally
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1d4 rounds
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Airess
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Air Burst
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When this spell is created, you or your chosen ally are given a boost to your total damage values and armor to carry out the whims of the West Wind. This spell increases your Melee Power and Throw Power by 1d12 and gives you the caster's Arcane to Physical and Magical Armor for the duration of this spell.
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Normal Arcana
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West Wind's Protection
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air
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6 Soul
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3
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1 target
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1d4 rounds
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Air's Constant Flow
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Seal of the Airs
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When you create this spell, the air grows calm directly around the target. Whenever a melee attacker goes to attack the protected target, the attacker will be dealt 2d12 + 1d4 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.
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Normal Arcana
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Airess
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air
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2 Soul
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1
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1 target
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affect happens when target is attacked
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Airess
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N/A
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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.
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Easy Arcana
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Haste
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air
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2 Soul
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1
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1 target
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1d6 rounds
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Haste
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N/A
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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 the target's Move and Acrobatics will be doubled. You can use this on any target including yourself.
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Easy Arcana
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Air's Constant Flow
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air
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2 Soul
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1
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self or 1 target
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1d3 hours
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Air's Constant Flow
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N/A
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This manipulation allows you to have a constant source of fresh air to breath. It does so by placing an unnoticeable, indestructible, invisible “mask” over your nose and mouth. This spell allows for breathing underwater, in gas-filled rooms, and in areas of little air.
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Easy Arcana
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Aero Disk
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air
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6 Soul
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3
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1 target that you can see
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instant
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Airess
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Air Burst
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By creating this spell you create a disk of pure wind with edges sharper than many swords. You let the disk launch off on its own to attack the enemy of your choice. The disk attack by sweeping up his torso doing 3d12 points of damage before disappearing right above the target.
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Normal Arcana
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Scent of Dreamers
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air
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4 Soul
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2
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a 3x3 space area around a target that is 1d20 spaces away
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until awoken
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Air's Constant Flow
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Air's Constant Flow
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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.
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Normal Arcana
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Seal of the Airs
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air
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4 Soul
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2
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all allies
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1d4 rounds
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Air's Constant Flow
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Air's Constant Flow
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This spell triples all air elementally aligned allies effects on magical damage and magical defense as well as doubles all allies move 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.
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Normal Arcana
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Unsure Aim
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air
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3 Soul
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2
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1 target
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1d6 rounds
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Dishevel
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Dishevel
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This spell messes with the target's ability to make a Hit Chance, giving the target a penalty of 1d10 and making all Hit Chances Hard or Impossible.
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Normal Arcana
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Wind Guardian
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air
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8 Soul
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4
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1 target or self
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1d6 rounds
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Airess
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West Wind's Charge
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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.
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Hard Arcana
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Down Burst
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air
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8 Soul
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4
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1 target
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instant
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Airess
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Aero Disk
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Down Burst sends a crushing amount of wind from above down onto a single target to do damage. The wind comes down in the form of a stream and hits hard and quickly doing 8d6 points of damage. The damage comes from the pressure put down on the body of the target.
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Hard Arcana
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Chaotic Winds
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air
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8 Soul
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4
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1 target
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instant
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Airess
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Vortex
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When this manipulation is created it creates a powerful cork-screwing shot of air. When shot at a single target it has the chance of dealing either heavy damage or little damage. First you roll 3d12 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 3d12. Rolling a 3 increases the damage that would be done by x 2. There is a normal Arcana chance to stun the target for 1 round with this spell.
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Hard Arcana
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Tornado's Restraint
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air
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8 Soul
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4
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1 target
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1d6 rounds
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Airess
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Vortex
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When this spell is created, a small tornado surrounds the body of a target of your choosing. The tornado spins where the target is, moving around. Inside, for each round the target takes 4d10 + 1d4 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.
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Hard Arcana
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Translucence
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air
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6 Soul
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3
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self
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1d8 rounds
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Air's Constant Flow
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Seal of the Airs
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Using this manipulation you become see through. One can still see you, but it is much harder to detect your presence. This spell hides you from nothing more than conventional sight and causes a target to have to make a hard perceive check with a penalty of -5 for every space or 3 feet away from you they are, it is an impossible perceive check for dark environments.
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Normal Arcana
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Dove Flight
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air
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7 Soul
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4
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self
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1d10 hours
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Haste
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Levitate
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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.
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Hard Arcana
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Wisps of Death
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air
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8 Soul
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4
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1 target
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6 round death countdown
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Air's Constant Flow
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Scent of Roses
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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. 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 target who created the spell.
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Hard Arcana
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Transparency
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air
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7 Soul
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4
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self
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1d8 rounds
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Air's Constant Flow
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Translucence
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When this spell is created you become completely see through. There is no fading of light and there is no half sighted appearance. You become completely invisible. You do cause a bend in the light at the edges of your silhouette though. Targets would have to make an impossible perceive check with a -5 penalty for every space or 3 feet they are from you to detect you. There is an additional -10 penalty for dark environments making detection by sight impossible. Sounds and movements decrease the penalties by 2 points per occurrence.
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Hard Arcana
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West Wind's Blessing
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air
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8 Soul
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4
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1 target
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1d4 rounds
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Air's Constant Flow
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West Wind's Protection
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This manipulation has multiple functions. First, it removes any harmful status effects except death. Second, it gives a regeneration effect that restores 1d8 Vitality per round. Lastly, it creates a regeneration effect for Soul and Power, restoring 1d6 Soul and Power points per round. These effects affect all of your allies and yourself for the duration of the spell.
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Hard Arcana
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Funnel of Power
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air
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10 Soul
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5
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1 target
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1d6 rounds
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Airess
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Wind Guardian
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This manipulation enchants a weapon of your choice with the ability to knock down a target on hit and dealing an extra 4d10 points of damage with every hit. You can cast this spell on anyone’s melee weapon. The magic appears to be wind swirling around the part of the weapon that hits the enemy. You can only use this spell on melee, hand-held weapons.
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Hard Arcana
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Gale Force
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air
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10 Soul
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5
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a 6x6 space area around the caster
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instant
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Airess
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Tornado's Restraint
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Wind explodes from your body in all directions, lifting people from their feet and throwing them to the ground. 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 5d12, rolled individually per target. You and your allies are not affected.
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Hard Arcana
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Falcon Flight
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air
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9 Soul
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5
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self
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1d10 hours
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Haste
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Dove Flight
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This manipulation allows you to lift into a fast flight. You can go as high as 200 feet or 67 spaces into the air. You can move at 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.
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Hard Arcana
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Choking Gas
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air
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10 Soul
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5
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a 4x4 space around the caster
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1d4 rounds
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Air's Constant Flow
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Wisps of Death
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The Choking Gas spell creates a cloud from your body of putrid gas. This gas causes everyone under it, ally and enemy, to take 4d20 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 1d12 until cured or dead. You are not effected.
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Hard Arcana
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Tornado's Swiftness
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air
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10 Soul
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5
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self or 1 ally
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1d6 rounds
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Air's Constant Flow
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Transparency
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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 move rate, increases Runic Speed by 1, and grants 1 extra move of choice.
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Hard Arcana
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West Wind's Vengeance
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air
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10 Soul
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5
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self or 1 ally
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1d4 rounds
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Air's Constant Flow
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West Wind's Blessing
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This manipulation summons up a spiraling wind around an ally target of your choosing (or yourself). Whenever you or 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 8d10 points of magic damage.
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Hard Arcana
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Twins of the Inner Storm
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air
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12 Soul
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6
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any 2 allies or 1 ally and self
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1d8 rounds
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Airess
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Funnel of Power
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This spell creates two large globes of glowing light. Each one will go to an ally of your choosing, with you and any ally with you as the choices. There are only two globes so you can only choose two targets. The globes go to the locations selected. Each target who gets the globe has a choice of a Physical or Magical Armor of + 4d10, or a boosted Melee, Throw, and Bow Power of + 2d10.
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Hard Arcana
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Tornado's Destruction
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air
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12 Soul
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6
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8 spaces affecting a 6x6 space area
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instant
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Airess
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Gale Force
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You create a tornado that attacks all foes in the area at once doing 10d10 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.
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Impossible Arcana
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Suffocate
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air
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12 Soul
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6
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1 target that is up to 10 spaces from the caster
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4 round death countdown
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Air's Constant Flow
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Choking Gas
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Suffocate creates an air vacuum in front of the mouth of the single target. This vacuum stops all air from being taken in by the target. Immediately, the target falls down, unable to breathe. For four 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 with a successful hard arcana check. The target though is unable to act or move during this spell.
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Impossible Arcana
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