Air Magic
Air Magic is the magic of the runic element, air. Therefore it has the following properties:
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
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.
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.
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.
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.
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.
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.
Air Magic Progression
Air Magic Spells
Spell
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Affinity
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Stat Cost
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Spell Cast Speed
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Range & Area | Duration |
Spell Family
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Requirements | Spell Effects | Check Difficulty |
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Aero Disk | air | 6 Soul | 3 | 1 target that you can see | instant | Airess | Air Burst | 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. | Normal Arcana |
Air Burst | air | 4 Soul | 2 | 1 target that is 2d12 spaces away | instant | Airess | Airess | 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 1d12 + 1d6 points of damage to the target. | Normal Arcana |
Air's Constant Flow | air | 2 Soul | 1 | self or 1 target | 1d3 hours | Air's Constant Flow | N/A | 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. | Easy Arcana |
Airess | air | 2 Soul | 1 | 1 target | affect happens when target is attacked | Airess | N/A | 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. | Easy Arcana |
Audio Blast | sound | 6 Soul | 3 | a 3x3 space area around a spot of your choosing | instant | Tinnitus | Sonic Shot | With this spell you cause an explosion of sound. All in the area, including yourself, will take 5d8 magic damage. | Normal Arcana |
Audio Slave | sound | 10 Soul | 5 | 1 target | duration of battle | Echo Perception | Suggestive Whisperings | With this spell you make a target your slave. You have complete control over the target for the duration of the battle. The target can make a hard mental balance check to avoid this and a hard mental balance check per round to break free. | Hard Arcana |
Audio Wave | sound | 8 Soul | 4 | a 3 space wide straight line from the caster | instant | Echo Perception | Sound Tripping | This spell produces a 3 space wide sound wave that goes from you in a straight line in the direction you are facing. Any target, ally or enemy, caught in the wave's path must make a hard brace check or be pushed back 1d4 spaces, knocked down, and dealt 4d10 magic damage. | Hard Arcana |
Auditory Hallucinations | sound | 6 Soul | 3 | 1 target | duration of battle | Echo Perception | Sound Dislocation | With this spell you cause the target to hear things that are not there. This distracts the target. The target will have to make hard perceive checks to distinguish real from not real, to defend, to evade, to attack, to do anything. The target will have to make an arcana check as well or may believe that his or her ally is an enemy. | Normal Arcana |
Auditory Imbalance | sound | 3 Soul | 2 | 1 target 1d20 spaces away | 1d4 rounds | Echo Perception | Echo Perception | With this spell you cause an imbalance in the target. The target will need to make Sure Footing checks each time the target moves. If the target fails a Sure Footing Check, the target falls down and needs a move action to get back up. | Normal Arcana |
Banshee's Reaping | sound | 12 Soul | 6 | battlefield | instant | Tinnitus | Banshee's Song | 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. | Impossible Arcana |
Banshee's Scream | sound | 8 Soul | 4 | a 4x4 space around the caster | instant | Tinnitus | Shattering Vibrations | 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 hard mental balance check against fear. Also all targets in the area except the user are dealt 6d8 magic damage. | Hard Arcana |
Banshee's Song | sound | 10 Soul | 5 | a 3x3 space area around the caster | 1d6 rounds | Tinnitus | Banshee's Scream | This spell calls upon the negative aspect of sound, the banshee. The banshee appears and sings a terrifying melody. All targets in the area of effect, ally and enemy, must make a hard mental balance check against fear and berserk. The affected targets will be unable to attack the spell caster. The spell caster is unaffected. | Hard Arcana |
Bat's Perception | sound | 6 Soul | 3 | self or 1 ally | 1d10 hours | Echo Perception | Sound Location | With this spell you grant the target sonar and enhanced hearing. The target can locate and distinguish things, objects, traps, and so forth through the power of sound, even in the darkest environment. The target will receive no penalties to blindness or any status that affects sight as the target will not be using sight. Instead however deafness will render the target with no ability to make perception checks. This effect makes all perceive checks to be easy checks. | Normal Arcana |
Chaotic Winds | air | 8 Soul | 4 | 1 target | instant | Airess | Vortex | 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. | Hard Arcana |
Choking Gas | air | 10 Soul | 5 | a 4x4 space around the caster | 1d4 rounds | Air's Constant Flow | Wisps of Death | 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. | Hard Arcana |
Deafness | sound | 6 Soul | 3 | 1 target | 1d6 rounds | Tinnitus | Otic Tearing |
This spell prevents any sound whatsoever from reaching the target, rendering the target deaf. This increases the difficulty of all Perceive checks by one level.
|
Normal Arcana |
Dishevel | air | 2 Soul | 1 | 1 target within 1d20 spaces | instant | Dishevel | N/A | When this manipulation is created swirls of wind start rapidly pushing the target around in place. The spell smacks the target around doing 4d3 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. | Easy Arcana |
Dove Flight | air | 7 Soul | 4 | self | 1d10 hours | Haste | Levitate | 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. | Hard Arcana |
Down Burst | air | 8 Soul | 4 | 1 target | instant | Airess | Aero Disk | 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. | Hard Arcana |
Ear Whistle | sound | 8 Soul | 4 | all enemy targets | 1d6 rounds | Tinnitus | Deafness | This spell emits a high pitch whistle that only enemies can hear. This whistle noise causes the targets to be unable to use any skill or spell that costs more than 1 casting speed. It also drives the targets crazy, requiring them to make a hard insight check or to be unable to distinguish friend from foe. | Hard Arcana |
Echo Perception | sound | 2 Soul | 1 | self or 1 target | 1d6 hours | Echo Perception | N/A | This spell increases the target's ability to hear even the slightest sounds. With this, the target's Perceive is doubled. The one downside is a loud noise could cause temporary deafness, removing the benefit and decreasing the target's Perceive by half. | Easy Arcana |
Echo Spirit | sound | 6 Soul | 3 | self, next to self | 1d10 rounds | Tinnitus | Siren's Soothing Tones | 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 the same skills and spells as you. You can only have one echo spirit active at a time. Echo spirits do not have duplicate familiars. | Normal Arcana |
Falcon Flight | air | 9 Soul | 5 | self | 1d10 hours | Haste | Dove Flight | 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. | Hard Arcana |
Funnel of Power | air | 10 Soul | 5 | 1 target | 1d6 rounds | Airess | Wind Guardian | 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. | Hard Arcana |
Gale Force | air | 10 Soul | 5 | a 6x6 space area around the caster | instant | Airess | Tornado's Restraint | 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. | Hard Arcana |
Haste | air | 2 Soul | 1 | 1 target | 1d6 rounds | Haste | N/A | 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. | Easy Arcana |
Hitting Misdirection | air | 3 Soul | 2 | 1 target | 1d6 rounds | Haste | Haste | This spell encircles the target causing the target difficulty in hitting its target. The target will be required to make hit chance checks. | Normal Arcana |
Levitate | air | 5 Soul to cast, 1 Soul per round or minute | 3 | self or one target | until cancelled | Haste | Hitting Misdirection | 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. | Normal Arcana |
Molecular Vibrations | sound | 8 Soul | 4 | affecting up to 6 feet from you | 10 minutes | Echo Perception | Auditory Hallucinations | 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. | Hard Arcana |
Otic Tearing | sound | 4 Soul | 2 | 1 target that is 1d20 spaces away | instant | Tinnitus | Tinnitus | 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 1d3 rounds, unable to do any spell that requires more than 2 casting speed for 1d3 rounds, and deals the target 2d12 magic damage. | Normal Arcana |
Scent of Dreamers | air | 4 Soul | 2 | a 3x3 space area around a target that is 1d20 spaces away | until awoken | Air's Constant Flow | Air's Constant Flow | 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. | Normal Arcana |
Scent of Roses | air | 6 Soul | 3 | a 4x4 space area around the caster | 1d6 rounds | Air's Constant Flow | Scent of Dreamers | 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. | Normal Arcana |
Seal of the Airs | air | 4 Soul | 2 | all allies | 1d4 rounds | Air's Constant Flow | Air's Constant Flow | 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. | Normal Arcana |
Shattering Vibrations | sound | 6 Soul | 3 | a 3x3 space area around the caster | instant | Tinnitus | Otic Tearing | 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 4d10 magic damage. | Normal Arcana |
Siren's Healing Tones | sound | 6 Soul | 3 | a 4x4 space around the caster | instant | Tinnitus | Siren's Soothing 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 4d10 Vitality. | Normal Arcana |
Siren's Song | sound | 8 Soul | 4 | a 4x4 space around the caster | instant | Tinnitus | Echo Spirit | 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 for 1d6 rounds. | Hard Arcana |
Siren's Soothing Tones | sound | 4 Soul | 2 | a 4x4 space area around the caster | instant | Tinnitus | Tinnitus | 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 4d6 Power. | Normal Arcana |
Song of the Dead | sound | 8 Soul | 4 | battlefield | 1d8 rounds | Tinnitus | Shattering Vibrations | With this spell you let out a haunting melody that awakens all dead things and dead spirits in the battlefield. Roll a 1d10. 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 4d10 magic damage. | Hard Arcana |
Song's End | sound | 10 Soul | 5 | 1 target or self | 3 rounds | Tinnitus | Song of the Dead | This spell creates a countdown of sorts for the target. A song will start above the target and last for three rounds. At the end of the third round, the target must make a hard mental balance check or kill itself. | Hard Arcana |
Sonic Boom | sound | 8 Soul | 4 | a 4x4 space area around a spot of your choosing | instant | Tinnitus | Audio Blast | This spell causes a large compression of sound where all sound is drawn into a single spot. Then, without warning, the spot of concentrated sound explodes violently. Anyone in the area, friend or foe, takes 9d6 magic damage and receives deafness for 1d10 rounds. | Hard Arcana |
Sonic Shot | sound | 4 Soul | 2 | straight line from caster affecting all in the line | instant | Tinnitus | Tinnitus | This spell concentrates sound into a tight orb which it then sends in a straight line from the caster in the direction you are facing. Any target, ally and enemy, in the shot's path is dealt 4d6 magic damage. | Normal Arcana |
Sound Dislocation | sound | 3 Soul | 2 | any observable sound to any location | instant | Echo Perception | Echo Perception | 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. | Normal Arcana |
Sound Location | sound | 3 Soul | 2 | infinite | until dropped | Echo Perception | Echo Perception | 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, 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. No one else can hear the sound. | Normal Arcana |
Sound Tripping | sound | 6 Soul | 3 | 1 target 1d20 spaces away | 1d6 rounds | Echo Perception | Auditory Imbalance | With this spell you cause the target to suffer imbalance every time the target causes any noise. If it is a noise that the target could hear caused by the target the target has to make a normal balance check to not fall. This spell can be amplified by giving the target Echo Perception so that any noise causes the target to have to make a normal balance check and noise the target makes becomes a hard balance check. | Normal Arcana |
Suffocate | air | 12 Soul | 6 | 1 target that is up to 10 spaces from the caster | 4 round death countdown | Air's Constant Flow | Choking Gas | 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. | Impossible Arcana |
Suggestive Whisperings | sound | 8 Soul | 4 | 1 target | instant | Echo Perception | Auditory Hallucinations | With this spell you make strong suggestions to the target of your choice. The target must make a hard mental balance check. If the target fails, it must do whatever you suggest it to do, but it cannot kill itself. | Hard Arcana |
Theft | air | 3 Soul | 2 | 1 target that is 1d12 spaces away | instant | Air's Constant Flow | Air's Constant Flow | 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 1/2 of your character’s weight 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. | Normal Arcana |
Tinnitus | sound | 2 Soul | 1 | 1 target up to 1d20 +1 spaces away | 1d4 rounds | Tinnitus | N/A | This spell causes a terrible ringing in the ear of the target. The target is left unable to focus and can do no spell that requires more than 1 casting speed. Any ongoing spells or spell effects will be ended. The target can resist by making a hard focus check. | Easy Arcana |
Tornado's Destruction | air | 12 Soul | 6 | 8 spaces affecting a 6x6 space area | instant | Airess | Gale Force | 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. | Impossible Arcana |
Tornado's Restraint | air | 8 Soul | 4 | 1 target | 1d6 rounds | Airess | Vortex | 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. | Hard Arcana |
Tornado's Strength | air | 8 Soul | 4 | 1 target | 1d4 rounds | Haste | Levitate | 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. | Hard Arcana |
Tornado's Swiftness | air | 10 Soul | 5 | self or 1 ally | 1d6 rounds | Air's Constant Flow | Transparency | 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. | Hard Arcana |
Translucence | air | 6 Soul | 3 | self | 1d8 rounds | Air's Constant Flow | Seal of the Airs | 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. | Normal Arcana |
Transparency | air | 7 Soul | 4 | self | 1d8 rounds | Air's Constant Flow | Translucence | 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. | Hard Arcana |
Twins of the Inner Storm | air | 12 Soul | 6 | any 2 allies or 1 ally and self | 1d8 rounds | Airess | Funnel of Power | 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. | Hard Arcana |
Unsure Aim | air | 3 Soul | 2 | 1 target | 1d6 rounds | Dishevel | Dishevel | 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. | Normal Arcana |
Vibrations of Creation | sound | 12 Soul | 6 | battlefield | instant | Tinnitus | Song's End | 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 8d10 magic damage. The caster rolls a 1d3, multiplying the damage against the number rolled. The caster and allies are protected in sound proof bubbles. | Impossible Arcana |
Vortex | air | 5 Soul | 3 | a 4x4 space area around the caster | instant | Airess | Air Burst | 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 2 spaces or 6 feet. | Normal Arcana |
Weapon Rush | air | 6 Soul | 3 | 1 target you can see | instant | Air's Constant Flow | Theft | With this manipulation you allow the wind to take your weapon and attack for you. You throw your melee weapon and the wind takes it to the target, hits the target, and returns the weapon to you. Instead of using your throw power, you'd use your Arcana to determine the damage done by the wind controlled weapon. | Normal Arcana |
West Wind's Blessing | air | 8 Soul | 4 | 1 target | 1d4 rounds | Air's Constant Flow | West Wind's Protection | 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. | Hard Arcana |
West Wind's Charge | air | 6 Soul | 3 | self or any 1 ally | 1d4 rounds | Airess | Air Burst | 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. | Normal Arcana |
West Wind's Protection | air | 6 Soul | 3 | 1 target | 1d4 rounds | Air's Constant Flow | Seal of the Airs | 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. | Normal Arcana |
West Wind's Vengeance | air | 10 Soul | 5 | self or 1 ally | 1d4 rounds | Air's Constant Flow | West Wind's Blessing | 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. | Hard Arcana |
Wind Guardian | air | 8 Soul | 4 | 1 target or self | 1d6 rounds | Airess | West Wind's Charge | 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. | Hard Arcana |
Wisps of Death | air | 8 Soul | 4 | 1 target | 6 round death countdown | Air's Constant Flow | Scent of Roses | 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. | Hard Arcana |
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