Aeromancy: Difference between revisions

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|Casting = 14
|Casting = 14
|Range = 10 blocks
|Range = 10 blocks
|Damage = The caster creates a string of thin air, tossed around a target, binding them for D2 rounds.
|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 caster cannot use its arms to attack. They may still defend but not with a shield.


Once bound, the caster can attempt to break free by rolling a D20 strength. If the value rolled is higher than the casting value of the spell, the mage breaks free. A 20 will always free the target from being bound.
Once bound, the caster can attempt to break free by rolling a D20 strength. If the value rolled is higher than the casting value of the spell, the player breaks free. A 20 will always free the target from being bound, no matter what the casting roll was.
|Fail = The circulating air fails to manifest to the caster's will, as a small gust of wind blows forth instead.
|Fail = The circulating air fails to manifest to the caster's will, as a small gust of wind blows forth instead.
|Succ = The bound stays for D4 rounds instead of D2.
|Succ = The bound stays for D2+2 rounds instead of 2 rounds.
|RedLines = The caster cannot cast any other spells if this spell is still active.
|RedLines = The caster cannot cast any other spells if this spell is still active.
}}
}}

Revision as of 10:16, 3 February 2023

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.

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. Each level requires a bonding trial to empower the spellcaster. Bonding trials can only occur in the season in which the magic has an intrinsic relationship. For Aeromancy, this is Lilith's Veil. 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.

Level Increase Required Sessions Req .Session Length
Lvl 0 to Lvl 1 1 Session Event
Lvl 1 to Lvl 2 4 Sessions 60 Minutes
Lvl 2 to Lvl 3 4 Sessions 60 Minutes
Lvl 3 to Lvl 4 Self-study level up when Lilith's Veil or Eden's Shine arrives.
Lvl 4 to Lvl 5 Self-study level up when Lilith's Veil or Eden's Shine arrives.
Lvl 5 to Lvl 6 Self-study level up when Lilith's Veil or Eden's Shine arrives.
Lvl 6 to Lvl 7 Self-study level up when Lilith's Veil or Eden's Shine arrives.
Lvl 7 to Lvl 8 Self-study level up when Lilith's Veil or Eden's Shine arrives.
Lvl 8 to Lvl 9 Self-study level up when Lilith's Veil or Eden's Shine arrives.
Lvl 9 to Lvl 10 Self-study level up when Lilith's Veil or Eden's Shine arrives.

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

Bonding trials are still required to level up between each level, but spellcasters can request those themselves after they move on to self-studying.

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.


Spells

Base Spells

Lunarmancy Spells

Tempestacy Spells

Additional Abilites

Cloud
The caster can create a cloud to sit on, giving themselves a minor boost by sacrificing their movement. This cloud can heal minor injuries. A caster should use this spell to heal minor injuries when out of combat.
Range Self
Effect Sitting on this cloud will slowly heal small cuts and bruises. The cloud gives the caster +1 to any spell.
Red Lines Reduces the caster's movement to 0, and the healing effect is not applicable in combat situations.


Lightning Reflexes (Tempestacy Only)
When entering combat, the wind mage of the highest level always goes first, except if a 1 was rolled in a major fight. If there are several air 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
Effect
Red Lines


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. A Lunarmancer 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 this to happen. 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.
Range
Effect
Red Lines




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