Aeromancy

From Fables and Fantasy Wiki
Jump to navigation Jump to search
Aeromancy
AeromancyPNG.png
Classification Elemental Magic
Energy Source Aether, the realm of the nine Winds
Casting Method Catalyst - Opal Gem
Additional Paths Lunarmancy · Tempestacy

First seen in the high elven cities and later on spreading and adapting to other cultures, Aeromancy, commonly referred to as Air Magic, is a unique form of magic. By utilizing the freed air from the Aether, Aeromancers can create strong winds and electric currents and even storms through simple means. However, while such may be the case, it is also a fairly dangerous form of magic, as the spell can easily be turned against the user or even backfire on them.


History

When Eden was first formed, the force of its creation created an aftershock that became the first wind. This wind carried arcane energy across the land of Eden and still lingers high in the sky above. Aergusta, Primordial of the Wind, was the first to harness this magic and spent time surveying her domain, the Aether. Therefore, she rarely journeys to Eden, and when she does, she brings with her great powerful storms and gales. Mortals have marked her appearance as the beginning of the Amber Dawn when the leaves drift from their branches on ghostly breezes, and the world cools.

The Elven Settlements were the first to encounter the possibility of utilizing the winds of the Aether while also creating discharges in the form of lighting, with several different effects and traits. Due to the elven propensity for magical study, many of their scholars tried to connect primary forms of magic to create powerful forms. Motivations included use in future wars or even augmented into their daily lives.


Learning and Teaching

Utilizing high mountain tops, the students of Aeromancy undergo strict and harsh training. Usually brought to the very top of a mountain by their teacher, the students are tasked to meditate for multiple days in a cold and harsh environment. Such a situation is already seen as pretty harsh, yet the teachers often do training lessons during stormy days, making it life-threatening to stay at the top of a mountain. However, while such horrible conditions are raging around the student, they can experience the ever-changing winds around them, allowing them to dip into the aetherial realm for the first time.

After dipping into the realm for the first time, the student will start their studies of the wind flows in the realm of Eden, learning about the multiple weather phenomena and how to use their newfound power to defend themselves. The teacher can teach their student up to 2 levels under their own. So only level 5 or higher teachers can train their students to level 3.

To reach level one, a teacher needs to have at least four sessions with their student, each being at least sixty minutes long. To obtain level two, the student must have another four lessons of sixty minutes. To finally reach level three and the ability to teach magic themselves, the students need to have another set of four sessions, each with a length of sixty minutes. Each day one session can be held by the teacher and student pair. After finally reaching level three, the student doesn't require additional sessions and will reach level four automatically after some time of self-studying the magic. The first level requires a bonding trial to empower the spellcaster. These trials are usually done at or around the Hallowed Grounds of the magic type that is considered sacred by all those who practice that elemental art. Bonding trials are events of big importance to the mage as they represent their progress and path to attain the true mastery over their element.

Level Increase Required Sessions Req .Session Length
Lvl 0 to Lvl 1 2 Sessions Event at Hallowed Grounds
Lvl 1 to Lvl 2 4 Sessions 60 Minutes. Proof in lore ticket.
Lvl 2 to Lvl 3 4 Sessions 60 Minutes. Proof in lore ticket.
Lvl 3 to Lvl 4 Self-study. Show proof of self-study in lore ticket 3 times.
Lvl 4 to Lvl 5 Self-study. Show proof of self-study in lore ticket 4 times.
Lvl 5 to Lvl 6 1 Session Event at Hallowed Grounds
Lvl 6 to Lvl 7 Self-study. Show proof of self-study in lore ticket 6 times.
Lvl 7 to Lvl 8 Self-study. Show proof of self-study in lore ticket 8 times.
Lvl 8 to Lvl 9 Self-study. Show proof of self-study in lore ticket 10 times.
Lvl 9 to Lvl 10 1 Session Event at Hallowed Grounds

After choosing a path, the spellcaster will automatically increase in level if they can show proof of self-study. The caster can level up once every IC year or twice if that year is their primal season. Lilith's Veil is the primal season for aeromancy.

Bonding trials are still required to level up between certain levels as seen above with "event". For more information about self-study, check the magic rules page.

Progression - Aeromancy

Base Spell Progression

Level Unlocked Spells Abilities/Bonuses
Lvl 1 - Novice 2 lvl 1 spells. No spellcasting bonuses.
Lvl 2 - Spellweaver 3 lvl 1 spells. +1 spellcasting bonus.
Lvl 3 - Sorcerer 4 lvl 1 spells, 2 lvl 2 spells. +1 spellcasting bonus. The spellcaster unlocks the Cloud ability.
Lvl 4 - Magus 4 lvl 1 spells, 3 lvl 2 spells +1 spellcasting bonus.
Lvl 5 - Aether Seer 4 lvl 1 spells, 3 lvl 2 spells, 2 lvl 3 spells. +2 spellcasting bonus. The caster can now choose a path.

Progression - Tempestacy

Level Unlocked Spells Abilities/Bonuses
Lvl 6 - Tempest Explorer 4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells. +2 spellcasting bonus.
Lvl 7 - Spellweaver 4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell +2 spellcasting bonus.
Lvl 8 - Storm Mage 4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells +3 spellcasting bonus. The spellcaster unlocks the Lightning Reflexes ability
Lvl 9 - magus 4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell +3 spellcasting bonus.
Lvl 10 - Tempest Tamer 5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells +4 spellcasting bonus.

Progression - Lunarmancy

Level Unlocked Spells Abilities/Bonuses
Lvl 6 - Moonlit Student 4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells. +2 spellcasting bonus.
Lvl 7 - Spellweaver 4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell +2 spellcasting bonus.
Lvl 8 - Lunarmancer 4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells +3 spellcasting bonus. The spellcaster unlocks the Cleansing Aura ability
Lvl 9 - Magus 4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell +3 spellcasting bonus.
Lvl 10 - Lunaris 5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells +4 spellcasting bonus.

Limitations

Aeromancy is often seen as a fairly unique form of magic, as many of its spells utilize what is usually invisible; The air and wind. Due to this, most spells of Aeromancy are only capable of causing blunt damage or knockbacks in their active state. However, while such may be the case, the passive effects of the magic shouldn't be overlooked, as the gusts of air can cause whole chain reactions to take place instead.

Bodily Changes

Tempestacy

Mandatory

Because of a tempestamancer's connection to the outer storms of Aether, they experience a subtle yet transformative shift. They become lighter of weight, allowing them to maybe float a little above the ground, them being carried on streaks of wind.

Optional

Being connected to the outer storms of the realm can leave its marks on the mage's appearance. Eyes can transition to hues of yellow and blue, capturing the vibrant colors of lightning's dance. Veins near the surface of their skin manifest in a blue, lightning-like pattern, evoking the electric currents they now wield. Their hair takes on shades reminiscent of crackling lightning, further mimicking a tempest. The presence of a Tempestacer also tends to make the air within a room either thicker or thinner.


They are also more energetic, but sometimes also very impulsive.

Lunarmancy

Mandatory

The height of a Lunarmancer fluctuates by as much as 10 centimeters depending on the time of day.

Optional

By being more connected to the moon and the night, the mage's physical form shifts subtly. Eyes can transform into galaxies of color, capturing the cosmic mysteries of the night sky. Hair can gain a cosmic shimmer, akin to stardust woven through their strands, allowing them to become a beacon of celestial allure in the dark.


A Lunarmancer is critical, often highly intelligent, and questions everything. They often possess a strong sense of duty and are naturally curious. They also tend to grow more calm and quiet.


Spells

Base Spells

Wind Blast
The Wind Blast Spell allows the caster to invoke an incantation that summons a blast of concentrated air that can be fired at any target within sight of the Mage. Not only is this an extremely long-ranged projectile, but the spell is also entirely invisible, meaning that the projectile cannot be seen before striking its target. The downside of the Wind Blast is that it doesn't do much damage.
Level 1
Casting Value 9
Range 20 meters
Damage The caster rolls a D5 to see how strong the impact of the blast is. The target takes double the roll result in knockback.
Critical Failure The attack isn't able to reach the target or misses the target, resulting in losing this attack.
Critical Success Instead of rolling a D5, the caster rolls 2d4. The knockback is triple the total roll result.
Red Lines This spell does not damage the target, it does however forcibly disengage players that are pushed outside of melee range.
Wind Shear
The caster manipulates the air with Aether magic to turn the wind into a hail of small knives that can be hurled toward enemies.
Level 1
Casting Value 12
Range 12 meters
Damage The caster creates D5 small knives of air that float around them and can be shot at enemies within range.

Once the spell is cast successfully, the caster shouts how many knives to go toward each enemy, each dealing 1 damage.

Critical Failure The knives fail to form, but the caster gets a small cut from the sharp wind and takes 1 damage.
Critical Success The maximum amount of knives is summoned.
Red Lines A single intelligence roll is done to defend, no matter how many knives are send to a target.
Head Wind
The caster casts a strong headwind, causing them and their allies to be unmoved.
Level 1
Casting Value 10
Range 20 meters
Damage The caster causes a headwind that last 5 rounds in the backs of up 3 targets. This allows those affected by the spell to add 2 meters of movement to their 4 free meters.
Critical Failure The caster attempts to change the winds but causes a nice breeze to engulf the area.
Critical Success The effect is strengthened and adds 4 meters instead of 2.
Red Lines The caster has to emote in their casting emote who is affected by the spell, including themself.
Wind familiar
Conjure a small familiar made of pure wind from your tear. This familiar will dance around in the wind and attempt to help in a battle where it can.
Level 1
Casting Value 9
Range Selfcast
Damage The caster summons a small familiar from the tear that sticks with them until their tear is closed. This familiar is generally a cute pixie-looking gust of wind, it can absorb 1 damage if the caster chooses so and then it will disappear. The spirit adds a +1 movement meters to the caster.
Critical Failure The familiar doesn’t show up.
Critical Success The familiar can take up to 2 damage before it disappears and adds a +2 movement blocks passively.
Red Lines Only one spirit can be active simultaneously per caster. The spirit can be targeted to be killed after which the spell cannot be cast for 2 rounds, the caster will roll a normal D20 against the attack.
Wind Tunnel
The caster blows a giant gust of continuous wind in front of them, toppling anyone caught in its wake. This spell can potentially hit multiple people, blowing them back many blocks, but it won’t cause any damage to the targets. Thus, this spell is best used defensively to put distance between the caster and their targets in a wide-open area.
Level 2
Casting Value 13
Range 10 meters
Damage This spell is cast in a 10x3 long rectangle in front of the caster. Any targets hit by this spell will be blown back to the end of the tunnel, unable to move during their next turn.
Critical Failure The spell effectively implodes on itself, instead pushing back the caster 1 block and doing 1 damage to the caster.
Critical Success The blast of wind is particularly strong, blowing back all targets back and letting them take 2 damage on the way.
Red Lines Anyone blown back by this spell will have their movement stopped if there is at least one block in their path, meaning if there is a wall or obstruction in the way, they will be knocked against it and not through it. Hills do not count as obstructions.
Cyclone Sphere
Summoning a sphere of Air around the user and any other people within two meters radius, this spell creates a defensive layer between attackers and defenders. This sphere of air is partially visible, unlike the Aerial Bolt, and repels all physical projectiles.
Level 2
Casting Value 9
Range 3 meters
Damage The caster and anyone within the radius is sealed away in a sphere of air currents for D2+1 rounds. Any physical projectile fired at the sphere will be redirected to their shooter, causing 1 damage to the enemy. The sphere is able to block level 1 spells, unbinding them.
Critical Failure The sphere will explode, causing the caster to be thrown back 5 blocks, while the caster gets D2 damage.
Critical Success The spell lasts for the maximum amount of rounds.
Red Lines While casting this spell, the mage can't use any other spell. The sphere can't be moved from its original point of creation.
Wind Bound
The caster creates a nearly invisible string of circulating air, which is as strong as steel but very lightweight, binding the target.
Level 2
Casting Value 14
Range 10 blocks
Damage The caster creates a string of thin air, tossed around a target, binding them for 2 rounds.

Once bound, the caster cannot use its arms to attack. They may still defend but not with a shield.

Once bound, the target can attempt to break free by rolling a D20 intelligence. If the value rolled is higher than the casting value of the spell, the player breaks free. A 17+ intelligence roll will always free the target from being bound, no matter what the casting roll was.

Critical Failure The circulating air fails to manifest to the caster's will, as a small gust of wind blows forth instead.
Critical Success The bound stays for D2+2 rounds instead of 2 rounds.
Red Lines The caster cannot cast any other spells if this spell is still active.
Guiding Winds
The caster surrounds itself with a bunch of small whirlwinds. They can use those to guide projectiles of themselves or their allies. Increasing their effectiveness immensely
Level 3
Casting Value 12
Range 15 meters
Damage After a successful cast, a caster has to roll a D3 to determine how many whirlwinds they summon. Afterwards, they can use the rolled amount of whirlwinds to help allied or their own ranged projectiles. If they do so, they must declare they did before the missile was fired and may choose one of the following effects:

1. Forward Gust: Double the range of the missile attack.

2. Downward Gust: The damage of the missile attack is +2 if successful.

3. Guiding Gust: Increase attack rolls for the projectile by 2

Critical Failure Control of the winds is lost, making the whirlwinds dissolve, some blowing in the caster's face, making them unable to move during their next round.
Critical Success Instead of rolling a D3, the caster may roll a D3+2 to determine the number of available whirlwinds.
Red Lines This spell cannot be used on magical projectiles. Only 1 of the same effect may be applied to a the same projectile. Multiple of different effects may be applied to the same projectile.
Aero Whip
A whip made out of the air infused with Aether energy that can be used to bind or attack.
Level 3
Casting Value 16
Range 10 meters
Damage The caster creates a whip of air that they use to their advantage in combat. The caster states which of the following they wish to perform.

They can choose to bind their target, making them unable to move for 3 rounds. If this action is done, the whip can no longer be used as a weapon. The target can attempt to break free as an action by rolling a D20 intelligence. If the value rolled is higher than the casting value of the spell, the player breaks free. A 17 or above will always free the target from being bound, no matter what the casting roll was.

They can choose to use the whip as a ranged weapon. Dealing D3 damage per successful hit and knocking targets back 4 meters if hit. The whip stays until dispelled and as long as they are within range of their tear.

Critical Failure The wind grows unstable, wrapping around the caster instead, making them unable to move, attack or defend for 1 round.
Critical Success The target cannot attempt to break free if the whip was used to bind. If used as a weapon, its range is now 15 meters.
Red Lines The caster cannot use the bind option if the attacking option was chosen already. The whip takes up a space in the caster's hand no matter how it is used.
Aether Palm
Create a giant hand of wind that extends your hand, pushing anything around and crushing targets.
Level 4
Casting Value 18
Range 10 meters
Damage The caster can hit anything in a 10x5 area of their design with the giant wind hand. The caster can choose from 2 options:

The caster pushes all of the targets in one of four directions (forward, backward, left, or right). The targets are moved 10 meters and take D3+2 damage.

The caster pushes down on the targets in the area. The targets stay where they are but cannot move from their position for 1 round and take D3+2 damage.

Critical Failure The giant hands grow out of control, dropping into a 3x3 area on top of the caster. Dealing 2 damage to everyone in the area.
Critical Success The hand does full damage.
Red Lines This spell has a 2-round cooldown.
Apex Tornado
The caster starts to move the winds around them, slowly gaining speed. The winds slowly increase in speed, whereafter the caster compacts the fast winds into a small radius around the caster, creating a powerful tornado that soaks up anything in its path.
Level 5
Casting Value 20
Range Selfcast
Damage The caster creates an evergrowing tornado that moves with the caster, they serve as the eye of the storm. The tornado starts at a 5 meter radius; with every round, it holds up and expands by 5 additional meters. The tornado lasts for 5 rounds. Any creature within the tornado's range is sucked into its center to the caster, skipping their turns via strong air currents while the tornado stays active; they can still defend themselves. After the spell ends, all creatures within are scattered to random places (roll a D20 to see how many meters knockback they take). Once scattered, targets take 1 damage for every round they were inside the tornado.

After the tornado has gained a range of 15 blocks, it will start sucking up parts of buildings and foliage around the caster.

Critical Failure The caster is sucked into the tornado, skipping D3 of their turns, where after they take D2 damage per round they were sucked up in the tornado. They may lose a limb due to this.
Critical Success The tornado stays for an extra round reaching a maximum of 30 meters from the caster.
Red Lines This spell must be cast in the presence of a Gamemaster. This spell can only be cast once every OOC week.

Lunarmancy Spells

Darkness
The caster creates an area of darkness that even creatures with Nightvision cannot see through.
Level 1
Casting Value 13
Range 20 meters
Damage The caster creates an area of pure darkness in a 8x8 area of their choosing for D3+2 rounds. Anyone within this darkness is afflicted with blindness until they exit the darkness or the spell ends, excluding the caster.
Critical Failure The darkness seeps into the caster's vision, as they cannot visualize the spell properly, causing them blindness for 2 rounds.
Critical Success The spell stays for the maximum time and is increased to a 10x10 area.
Red Lines Creatures with night vision are still blinded by this spell. The caster cannot create an area outside the maximum 20 range; anything past that will be cut off.
Moonlight
The caster produces an orb of moonlight in their palms, acting as both a light source and a weapon of defense that could be thrown with great speed. Because of the purifying properties of Lunarmancy, this is extra effective against beings influenced by voidal magic.
Level 1
Casting Value 8
Range 15 meters
Damage Before casting, the caster must choose between two effects:

Illuminate. The caster conjures an orb of moonlight in the palm of their hand, acting as a torch that lights up a 4x4 radius. The resulting light also has the ability to pierce through magical darkness. This lasts until the caster cancels the spell.

Irradiate. Upon succeeding, an orb of moonlight launches itself towards one target, causing 1d3 damage. If the target in question is a voidal being, an extra 1d2 is added to the damage.

Critical Failure The moonlight dims in the caster's hand, falling apart into nothing but remnants of stardust.
Critical Success The Irradiate effect's base damage will be a guaranteed total of 3, while the Illuminate effect's radius increases to 6x6.
Red Lines The Illuminate effect is incapable of inflicting damage, even to voidal beings. The effect is also ended when the caster casts another spell.
Moonlit Veil
Lunarmancers can create a thin veil of magical essence around themselves using their newly found bond with the moon. Said veil would remind onlookers of a silky-sheer veil of stars and constellations. Upon entering the veil, a person's natural healing capabilities are seemingly strengthened, allowing wounds to close faster than usual and stopping any existing bleeding within the veiled area.
Level 2
Casting Value 14
Range 5 meters
Damage Everyone within the veil heals 1 HP per 2 rounds that they are in the veil.

The spell stays active for D3+3 rounds and will then automatically crumble.

Beings of voidal influence within the veil take 1 damage for every 2 rounds inside the veil.

Critical Failure The spell will fail, causing the veil to fall apart.
Critical Success The spell stays for the maximum amount of time.
Red Lines The spell can't save a person from a life-threatening wound. The spell can only exist if the mage doesn't move from its original position.
Judgement
 Judgement allows the caster to invoke an incantation when outdoors and call down a ghostly light from the sky that freezes the air and slams into a target of choice that is not obstructed by the moon's rays. The spell cannot be utilized if the target is within the shade. Upon connection with the target, they will be knocked prone and become supercooled, causing freeze burns, their skin and flesh start to be shredded as if someone would use sandpaper on their skin.
Level 2
Casting Value 15
Range 15 meters
Damage If hit by the attack, the enemy will receive D3 damage and the burning effect. They will also receive a slow of -6 meters for 2 rounds.
Critical Failure Failing to cast the spell correctly will cause the attack to miss and fumble, falling apart after freezing the caster. The caster takes 1 damage as they are slowed by -4 meters for 1 round.
Critical Success The spell is empowered and deals D3+2 damage instead.
Red Lines The enemy needs to be in the open for the attack to hit them.
Dream Touch
The caster touches the target, causing them to fall into a dream state where they don't know what is real anymore. The caster can also alter the dream that the target witnesses, choosing what they will go through during the dream.
Level 3
Casting Value 16
Range Touch
Damage The caster can put people into a deep trance and force them into a dream state. Once the spell is cast, the caster can choose from 2 effects:

Daydream: The caster creates a pleasant dream that will heal those they touch by D2 HP per round. The caster cannot cast another spell while casting a pleasant dream. The target will stay asleep for 3 rounds and then automatically wake up.

Nightmare: The target takes D2 damage per round of being touched, unable to go beyond 1 HP remaining. The caster and target can't move, block or attack until the caster cancels the spell. The target will wake up as soon as the caster lets go of them. The target can attempt to wake up from the nightmare by rolling Intelligence against the spell's casting roll at the start of their turns. Rolling higher than said casting roll lets the target wake up and use their turn. A 17+ intelligence roll will always cause the target to wake up.

Critical Failure The caster gets a backlash from touching the person, getting an incredible headache, and having a -2 modifier on intelligence rolls for the next 3 rounds.
Critical Success The spell will heal or damage by 2 rather than D2.
Red Lines You cannot check someone's memories using this spell.
Crescent Slash
The caster creates a two-handed blade in the form of a crescent moon. This blade can be looked through as it is slightly transparent yet created of pure energy. Slashing those hit by it and especially dangerous to voidal enemies.  
Level 3
Casting Value 15
Range Selfcast
Damage The caster creates a two-handed weapon as a crescent moon until dispelled and as long as they are within range of their tear. This weapon works as any other two-handed profile but has an increased melee attack range of 6 meters instead of 4.

If a voidal enemy is hit with this weapon, they will receive the burning effect. If a non-voidal entity is hit with this weapon, they are slowed by -2 meters for their next turn.

Critical Failure The crescent moon slices at the hand of the caster and continues to dissolve into raw energy again. Dealing 2 damage to the caster.
Critical Success The weapon slows non-voidal entities by -4 meters for their next turn, and will slow voidal entities by -2 meters for their next turn as well as burn them.
Red Lines A shield can not be used while wielding the Crescent Slash.
Hallowed Grounds
By utilizing their magic, Lunarmancers can create Hallowed Grounds. Hallowed Ground can stop tainted/corrupted energy from spreading while reducing the connection to the voidal realm within its capacity. If used by a Lunaris, the Hallowed Ground can even be used to cleanse previously tainted land and can be bound to a magical item, which upkeeps the nearby Hallowed Ground until destroyed.
Level 4
Casting Value 18
Range 10 meters
Damage The Hallowed Ground are created in a 10 meter radius from the caster. Voidal mages caught within these grounds fall victim to a chilled cleansing, taking 2 damage at the start of their turn while inside the hallowed ground. Voidal beings cannot willingly enter these grounds. This lasts for 4 rounds.

The caster can instead choose to bind the spell to an artifact which causes the range to extend to a 15 meter radius. The artifact must be reachable IRP and marked with an RP sign.

The caster can make a casting of Hallowed Grounds indefinite via Gamemaster Supervision, so long as they are outside of CRP and fulfill a lengthy ritual at night.

Critical Failure The spell will crumble, filling the caster's arm with an icy cold, dealing D3 damage, and leaving them stunned for a round.
Critical Success Voidal beings in the area when the spell is cast or attempting to enter the area will start taking burning damage until they exit or stop.
Red Lines Indefinite Hallowed Ground areas need to be marked by an RP-Sign. The magical item needs to be marked by a secondary sign stating that it pulsates with magical energy. The item can't be removed from its original position, else the effect of the Hallowed Grounds will vanish. The magical item must be accessible.

Only two Hallowed-Grounds can be cast per (one) tile. Per Lunarmancer, only three Hallowed-Ground maximum can be cast at a time.

If the land or the item in question is destroyed, the effects of this spell are as well. A Gamemaster must be informed if an indefinite Hallowed-Ground area is active or destroyed.

Lunar Doppelganger
The Lunarmancer summons forth a couple of doppelgangers resembling themself, making it unclear to the attacking enemy to see which one is the real target.
Level 4
Casting Value 15
Range Selfcast
Damage If an enemy wishes to attack the spellcaster, they must roll a D3 to determine if they hit the right target. Only a 3 results in attacking the real mage.

The doppelgangers dissolve after 3 rounds.

Critical Failure The Lunarmancer can't gather the energy to maintain the illusion, making the doppelgangers dissolve right after casting.
Critical Success More doppelgangers are created, forcing the enemy to roll a D4 instead of a D3 to see if they hit the right target. Only a 4 results in attacking the real mage.
Red Lines Doppelgangers have no HP and cannot attack or defend. They also cannot be killed, as they are purely illusions.
Wrath of the Moon
The Lunarmancer opens a ginormous tear in the sky. It shines bright lunar light capable of lighting up the darkest of places. Shortly after, a magical hailstorm of glistening rocks appears to fall from the moon and falls from the sky, shredding through flesh, bone, and buildings.
Level 5
Casting Value 20
Range 20 meters
Damage After the spell is successfully cast, the spellcaster may roll a D6 to determine the number of moonlike shards falling from the sky.

After the number of shards has been determined, the caster may choose targets equal to the number of summoned shards within range.

If the target is a living being: D5+3 Damage

If the target is a voidal being: D5+3 Damage, Cannot move or attack for 3 rounds.

If the target is a building: 1 shard = medium damage, 2 shards = severe damage, and 3 shards make the building collapse.

Critical Failure The spell will fail, causing the caster to be wounded instead. Occasionally, the caster will lose a limb due to the strong drawback of the spell.
Critical Success The caster summons the max amount of shards.
Red Lines This spell can only be used when supervised by a Gamemaster.

Attempting to cast this spell can only be done once per OOC week.

A player target can only be hit by 1 shard.

Tempestacy Spells

Spark
The caster concentrates electricity in their fingertip, releasing it upon touching someone or something.
Level 1
Casting Value 10
Range Touch
Damage The caster concentrates pure electricity on their fingertips, causing anyone they touch and fail to resist to take 1 damage and be stunned for D2 rounds.
Critical Failure The electricity is too much for the caster, causing an electric shock to course through their hand.
Critical Success The target is stunned for the maximum amount of time.
Red Lines You cannot mutilate or kidnap a stunned target until the battle ends. This spell cannot stun a target that is or has been stunned 1 round prior.
Storm Armor
The Storm Armor Spell allows the caster to invoke an incantation that summons a hurricane of wind and crackling electricity that acts as armor for the user. This field catches any missed melee attacks and sends the attacker flying back. After taking serious damage, the user loses their Storm Armor, causing a wave of electrified air to rush away from them, knocking anyone within two meters of them back by one meter.
Level 2
Casting Value 10
Range Self
Damage Due to its passive nature, this spell doesn't deal any direct damage but can knock an attacker back. If an attacker tries to hit the caster with a melee attack and fails, they will be knocked back D5 blocks. This armor lasts until the caster gets takes 5 damage total, after which it explodes and deals 2 damage to anyone in melee range of the caster.
Critical Failure The spell malfunctions, causing the caster to be flung into the air instead, dealing D3 damage to the caster.
Critical Success The attacker is knocked away for D10 blocks instead of a D5.
Red Lines The caster can't cast another spell while being in their Storm Armor.
Thunder Cloud Prison
The caster creates a cloud charged with lightning strikes in an area around them or their target. Those that move into the prison will get stuck in place or move and bear the consequences.
Level 2
Casting Value 16
Range 10 meters
Damage The caster creates an electrified field around a target or themselves in a 5x5x5 area that lasts for D3 rounds. For every meter moved inside the thunder cloud, 1 damage is taken. Upon taking 5 damage, the target becomes paralyzed.
Critical Failure The caster attempts to cast the cloud but summons it on top of their head instead. Blinding them for D2 rounds.
Critical Success The prison stays for the maximum amount of rounds.
Red Lines Allies also take damage in this cloud, though Tempestacy mages are immune to the effects.
Lightning Strike
This spell allows the Mage to create bolts of highly concentrated energy. These bolts usually take on the shape of a lightning strike, hence the name of this spell. Weaker forms of this spell cause only a short feeling of pain and a slight singe, while the stronger ones can inflict severe burns.
Level 3
Casting Value 12
Range 10 meters
Damage When firing this spell, and it is a successful roll, the caster needs to roll a D3 to determine the damage of the lightning bolt. The target takes the damage and the extra effects stated at each number.

1 = The attack will shock the target for one round, making them unable to attack on their next turn.

2 = The attack will shock the target for two rounds, causing medium burns on the target's skin for an extra 1 damage.

3 = The attack will shock the target, causing their flesh to sear. The attacker cannot attack for 2 rounds and is inflicted with burning for 2 turns.

Critical Failure The tear becomes unstable, causing the spell to backfire on the caster. The caster gets shocked, receiving D2 damage and becoming unable to attack for one round.
Critical Success The caster's attack will stun the target for one more round, no matter what number rolled.
Red Lines The lightning can only be fired in a straight line. Due to its magic origin, it won't be affected by nearby metal. The burns can be stopped by any contact with water, be it natural or magical. This spell cannot shock a target that is or has been shocked 1 round prior.
Tempest Form
The spellcaster becomes a blur of cyan energy which darts through the air at incredible speed before coalescing back into their natural form.
Level 3
Casting Value 15
Range Selfcest
Damage The spellcaster's movement speed doubled and they gain a +2 to all saving rolls.

These effects last for 2D2 rounds.

Critical Failure The caster falls from the skies as the winds surrounding them fall apart. No effects happen.
Critical Success Use a 2D2+2 to determine the number of active rounds instead of a 2D2.
Red Lines If a caster is mounted while the spell is active. The movement speed of the mount will be used instead of the caster's.
Thunderous Roar
Often referred to as Song of the Skies, this unique spell uses the mage's voice, causing a shockwave around the mage, which can knock nearby enemies back and deafen those too close to the caster.
Level 4
Casting Value 15
Range 15 meters
Damage This deafening shockwave causes friends and foes within a 15 meter radius to be knocked back by 5 meters, and they will be unable to hear for 3 rounds. Deafened targets have a -1 on any defense rolls, but when it is an attack by the caster, they will have a -3 on defense due to them feeling intimidated by the caster.
Critical Failure The attack fails, resulting in the shockwave releasing prematurely inside the caster's throat. The caster takes D3 damage and can't speak for the next 3 rounds.
Critical Success If empowered correctly, the shockwave can deafen all targets within range for 5 rounds.
Red Lines This spell will hit anyone in its radius. It can't be used to single out a specific target. If a person or creature is deaf, the spell won't affect it.
Chain Lightning
The caster sends forth a lightning bolt that arcs towards the nearest target; from the initial impact, another 3 bolts arch to additional enemies in the area.
Level 4
Casting Value 18
Range 15 meters
Damage The caster sends a lightning bolt towards an enemy, and the first enemy hit takes D4+1 damage.

3 additional lightning strikes will chain to up to 3 targets within 5 meters of the first target, dealing D2+1 damage to the targets that got hit.

Critical Failure The lightning goes off prematurely, recoiling to the body of the caster and 3 others within 5 meters of the caster. The caster takes D5 damage, and the 3 others take D3 damage.
Critical Success The chain effect is increased to 4 additional strikes within 7 meters of the original target.
Red Lines
Calling of the Storm
The caster tries to summon a powerful typhoon by calling all clouds up in the air into a more compact form. After this, the chain reaction has been set in stone, as nothing can be done about this monstrosity anymore.
Level 5
Casting Value 20
Range 25 meters
Damage A powerful storm forms in a 25-meter radius around the caster for D5+3 rounds. While such happens, nearby buildings can become damaged by this spell, and the tear between the realms becomes further opened, allowing the energy of the Aether to enter Eden as long as the spell is active.

The mage can move freely anywhere within this area during their movement turn.

Any players on horseback are knocked off their horses instantly.

Due to the Aether energy invading Eden, the area slowly becomes a storm tunnel where all entities are sucked up into the sky and dropped down again. Every 2 rounds, non-aeromancers are struck by the storm; they take 5 meters knockback to the edge of the spell and 2 damage.

Critical Failure The spell will fail, causing the caster to be wounded instead. Most often, the caster will lose a limb due to the strong drawback of the spell.
Critical Success The hurricane produces a tornado that devastates everything it touches, being able to cut through stone. The Tornado stays in the middle of the storm in a 10-meter radius of the tear. Anyone within a 15-meter radius of this tornado is sucked in 5 blocks every 2 rounds instead of pushed out, taking 2d2 damage.
Red Lines This spell can only be used when supervised by a Gamemaster.

Attempting to cast this spell can only be done once per OOC week.

Additional Abilites

Cloud
The caster can create a cloud to sit on or surf on, giving themselves a minor boost while also being very comfy. This cloud can heal minor injuries.
Range Selfcast
Effect The summoned cloud has 3 HP. It will slowly heal small cuts and bruises while outside of CRP. The cloud gives the caster +1 to casting spells, and makes their movement a 1m high hover moving over ground-level hazards, effects, and traps.
Red Lines The healing effect is not applicable in combat.

If the cloud is slain, the ability goes on cooldown for 2 rounds and the caster falls down, taking 3 damage.

The cloud cannot fly, it only hovers 1m off of the ground. The cloud counts as a mount, and thus the caster cannot use this while on a mount. The caster may use mount movement like a horse while on this cloud, any other movement buffs from spells do not apply anymore while on the cloud except the Head Wind spell.


Lightning Reflexes (Tempestacy Only)
When entering combat, the wind mage of the highest level always goes first. If there are several tempestacy mages in one combat session, they will all go before the other people in order of what was rolled. This also improves the aeromancer's common reflexes, which can be used in roleplay situations.
Range Self
Effect Guarantees first in initiative. If others with a similar ability are in the initiative, they must roll initiative between each other to see who goes ahead of who in the CRP. The mage also gains both +6 meters movement during their first round in CRP.
Red Lines This is a passive ability, not an active one.


Cleansing Aura (Lunarmancy Only)
Lunarmancers can cleanse the corruption of objects and people. This means they can heal people tainted by voidal energies and can heal voidal mages.
Range 15 meters
Effect A Lunarmancer can cleanse voidal corruption in the terrain, in items, and in others. In CRP this is done with an Intelligence roll spell attack, which can blind the voidal entity for D3 rounds. Outside of CRP they can decrease a voidal mage's level by one per OOC week until they are cleansed of voidal energies. This can only happen if the voidal mage allows it.

Additionally, Lunarmancers of this level passively gain the ability to sense voidal energies within 15 meters around them. They won't be able to pinpoint it, but they'll know something is up.

Red Lines The blinding effect of this ability has a 2 round cooldown.




Magic
Elemental Magic Pyromancy · Aquamancy · Aeromancy · Geomancy
Chaotic Magic Hemomancy · Necromancy
Other Magic Currently None