Air

Air.png

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

Magic Type: Air Magic

Effects on Magic Damage: Increase magic attacks done against those of the water element by 20%.

Effects on Magic Defense: 20% chance for immunity to air and water magic attacks.

Affinities: Air, Sound

Months: Kyporus, Varassis

Information about the element: The runic sign of air is the fifth element of the year. Those born under this element are usually quick thinkers, impulsive, and impatient. They often clash with those born under the runic element of earth. Air Magic often involves the use of movement spells.

Elemental Effects

Effects on Magic Damage: Increase magic attacks done against those of the water element by 20%.

Effects on Magic Defense: 20% chance for immunity to air and water magic attacks.

Supportive Effects: -2 penalty to hit chance for targets attacking you with projectiles or thrown weapons.

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.

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 1d4 Vitality regeneration per round when their Vitality drops below 15% of their max Vitality, until their Vitality is back up to 25% of their max Vitality.
  • 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 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 an intelect roll with Arcana. If you succeed, 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 Brace Check with your Arcana as a penalty to not loose their weapon from their grasps.

The affinity souls do not increase.

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: You can cause small manipulations like carry scents, slow down descent, and so forth.The ability to do so is an Arcana check.

Sound: You can cause small manipulations like distort sound, cast voice, and so forth. The ability to do so is an Arcana check.

There are no pages beneath this page

There are no posts yet

Tags: Air