Aeromancy: Difference between revisions
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After dipping into the realm for the very first time the student will start their studies of the wind flows in the realm of Eden, learning over the multiple weather phenomena and also how to use their newly found power to defend themselves. | After dipping into the realm for the very first time the student will start their studies of the wind flows in the realm of Eden, learning over the multiple weather phenomena and also how to use their newly found power to defend themselves. | ||
To reach level one a teacher needs to have at least four sessions with their student, each session being at least sixty minutes long. To obtain level two the student needs to 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 two sessions, each with a length of thirty minutes. Each day one session can be held by the teacher/been received by the student. After finally reaching level three the student doesn’t require any additional sessions and will reach level four automatically after two weeks of self-studying the magic. Once level four was reached the cooldown is renewed and the mage will reach level five after an additional | To reach level one a teacher needs to have at least four sessions with their student, each session being at least sixty minutes long. To obtain level two the student needs to 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 two sessions, each with a length of thirty minutes. Each day one session can be held by the teacher/been received by the student. After finally reaching level three the student doesn’t require any additional sessions and will reach level four automatically after two weeks of self-studying the magic. Once level four was reached the cooldown is renewed and the mage will reach level five after an additional two weeks. After finally reaching level five, the spellcaster faces a decision to follow either of two paths. This decision will determine his further magical journey, and can never be undone. | ||
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|- | |- | ||
| rowspan="1" |Lvl 3 to Lvl 4 | | rowspan="1" |Lvl 3 to Lvl 4 | ||
| | | colspan="2" |Self study level up after 2 weeks. | ||
| | |||
|- | |- | ||
|- | |- | ||
| rowspan="1" |Lvl 4 to Lvl 5 | | rowspan="1" |Lvl 4 to Lvl 5 | ||
| | | colspan="2" |Self study level up after 2 weeks. | ||
| | |||
|} | |} | ||
After choosing a path, the spellcaster will automatically increase in level every two weeks. | |||
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 == | == Progression - Aeromancy == | ||
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|'''Abilities/Bonuses''' | |'''Abilities/Bonuses''' | ||
|- | |- | ||
| rowspan="1" |Lvl 1 - | | rowspan="1" |Lvl 1 - Novice | ||
| | |Wind Blast | ||
| | | No spellcasting bonuses. | ||
|- | |- | ||
|- | |- | ||
| rowspan="1" |Lvl 2 - | | rowspan="1" |Lvl 2 - Spellweaver | ||
| | |Wind Blast | ||
| +1 | | +1 spellcasting bonus. | ||
|- | |- | ||
|- | |- | ||
| rowspan="1" |Lvl 3 - | | rowspan="1" |Lvl 3 - Sorcerer | ||
| | |Wind Blast, Cyclone Sphere | ||
| +1 | | +1 spellcasting bonus. The spellcaster unlocks the Cloud ability. | ||
|- | |- | ||
|- | |- | ||
| rowspan="1" |Lvl 4 - | | rowspan="1" |Lvl 4 - Magus | ||
| | |Wind Blast, Cyclone Sphere, Guiding Winds | ||
| + | | +1 spellcasting bonus. | ||
|- | |- | ||
|- | |- | ||
| rowspan="1" |Lvl 5 - | | rowspan="1" |Lvl 5 - Aether Seer | ||
| | |Wind Blast, Cyclone Sphere, Guiding Winds | ||
| + | | +2 The caster can now choose a path. The caster can now become either a Tempest Mage or a Lunarmancer. | ||
|} | |} | ||
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|'''Abilities/Bonuses''' | |'''Abilities/Bonuses''' | ||
|- | |- | ||
| rowspan="1" |Lvl 1 - | | rowspan="1" |Lvl 1 - Tempest Explorer | ||
| | |Storm Armor | ||
| + | | +2 spellcasting bonus. | ||
|- | |- | ||
|- | |- | ||
| rowspan="1" |Lvl 2 - | | rowspan="1" |Lvl 2 - Spellweaver | ||
| | |Storm Armor, Lightning Strike | ||
| + | | +2 spellcasting bonus. | ||
|- | |- | ||
|- | |- | ||
| rowspan="1" |Lvl 3 - | | rowspan="1" |Lvl 3 - Storm Mage | ||
| | |Storm Armor, Lightning Strike, Song of the Banshee | ||
| + | | +3 spellcasting bonus. The spellcaster unlocks the Lightning Reflexes ability | ||
|- | |- | ||
|- | |- | ||
| rowspan="1" |Lvl 4 - | | rowspan="1" |Lvl 4 - magus | ||
| | |Storm Armor, Lightning Strike, Song of the Banshee, Tempest Form | ||
| + | | +3 spellcasting bonus. | ||
|- | |- | ||
|- | |- | ||
| rowspan="1" |Lvl 5 - | | rowspan="1" |Lvl 5 - Tempest Tamer | ||
| | |Storm Armor, Lightning Strike, Song of the Banshee, Tempest Form, Calling of the Storm | ||
| + | | +4 spellcasting bonus. | ||
|} | |} | ||
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|'''Abilities/Bonuses''' | |'''Abilities/Bonuses''' | ||
|- | |- | ||
| rowspan="1" |Lvl 1 - | | rowspan="1" |Lvl 1 - Moonlit Student | ||
| | |Moonlit Veil | ||
| + | | +2 spellcasting bonus. | ||
|- | |- | ||
| | |||
| | |||
| | |||
|- | |- | ||
| rowspan="1" |Lvl 2 - | | rowspan="1" |Lvl 2 - Spellweaver | ||
| | |Moonlit Veil, Hallowed Grounds | ||
| + | | +2 spellcasting bonus. | ||
|- | |- | ||
| | |||
| | |||
| | |||
|- | |- | ||
| rowspan="1" |Lvl 3 - | | rowspan="1" |Lvl 3 - Lunarmancer | ||
| | |Moonlit Veil, Hallowed Grounds, Judgement | ||
| + | | +3 spellcasting bonus. The spellcaster unlocks the Cleansing Touch ability | ||
|- | |- | ||
| | |||
| | |||
| | |||
|- | |- | ||
| rowspan="1" |Lvl 4 - | | rowspan="1" |Lvl 4 - Magus | ||
| | |Moonlit Veil, Hallowed Grounds, Judgement, Lunar Doppelganger | ||
| + | | +3 spellcasting bonus. | ||
|- | |- | ||
| | |||
| | |||
| | |||
|- | |- | ||
| rowspan="1" |Lvl 5 - | | rowspan="1" |Lvl 5 - Lunaris | ||
| | |Moonlit Veil, Hallowed Grounds, Judgement, Lunar Doppelganger, Wrath of the Moon | ||
| + | | +4 spellcasting bonus. | ||
|} | |} | ||
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{| style="width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;" | {| style="width: 99.75%; border: 1px solid #AAA; text-align: left; background-color: #d29fd0;" | ||
! colspan="2" style="text-align: center; background-color: #964494; height: 50px;" | Tempest Form | ! colspan="2" style="text-align: center; background-color: #964494; height: 50px;" | Tempest Form | ||
|- | |- | ||
| colspan="2" style="text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;" |The spellcaster becomes a blur of cyan energy which darts through the air at incredible speed before coalescing back into their natural form. | | colspan="2" style="text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;" |The spellcaster becomes a blur of cyan energy which darts through the air at incredible speed before coalescing back into their natural form. | ||
|- | |- | ||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Casting Value | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Casting Value |
Revision as of 13:24, 7 February 2022
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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 are able to 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 very first wind. This wind carried arcane energy all 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 spends her 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 since 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 possibilities 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 a 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 the cold and harsh environment. Such a situation is already seen as pretty harsh, yet, the teachers are often doing said training lessons during stormy days, as such making it life threatening to stay at the very top of a mountain. However, while such horrible conditions are raging on around the student they can experience the ever changing winds around them, allowing the students to dip into the aetherial realm for the very first time.
After dipping into the realm for the very first time the student will start their studies of the wind flows in the realm of Eden, learning over the multiple weather phenomena and also how to use their newly found power to defend themselves.
To reach level one a teacher needs to have at least four sessions with their student, each session being at least sixty minutes long. To obtain level two the student needs to 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 two sessions, each with a length of thirty minutes. Each day one session can be held by the teacher/been received by the student. After finally reaching level three the student doesn’t require any additional sessions and will reach level four automatically after two weeks of self-studying the magic. Once level four was reached the cooldown is renewed and the mage will reach level five after an additional two weeks. After finally reaching level five, the spellcaster faces a decision to follow either of two paths. This decision will determine his further magical journey, and can never be undone.
Level Increase | Required Sessions | Req .Session Length |
Lvl 0 to Lvl 1 | 4 Sessions | 60 Minutes |
Lvl 1 to Lvl 2 | 4 Sessions | 60 Minutes |
Lvl 2 to Lvl 3 | 2 Sessions | 30 Minutes |
Lvl 3 to Lvl 4 | Self study level up after 2 weeks. | |
Lvl 4 to Lvl 5 | Self study level up after 2 weeks. |
After choosing a path, the spellcaster will automatically increase in level every two weeks.
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 | Wind Blast | No spellcasting bonuses. |
Lvl 2 - Spellweaver | Wind Blast | +1 spellcasting bonus. |
Lvl 3 - Sorcerer | Wind Blast, Cyclone Sphere | +1 spellcasting bonus. The spellcaster unlocks the Cloud ability. |
Lvl 4 - Magus | Wind Blast, Cyclone Sphere, Guiding Winds | +1 spellcasting bonus. |
Lvl 5 - Aether Seer | Wind Blast, Cyclone Sphere, Guiding Winds | +2 The caster can now choose a path. The caster can now become either a Tempest Mage or a Lunarmancer. |
Progression - Tempestacy
Level | Unlocked Spells | Abilities/Bonuses |
Lvl 1 - Tempest Explorer | Storm Armor | +2 spellcasting bonus. |
Lvl 2 - Spellweaver | Storm Armor, Lightning Strike | +2 spellcasting bonus. |
Lvl 3 - Storm Mage | Storm Armor, Lightning Strike, Song of the Banshee | +3 spellcasting bonus. The spellcaster unlocks the Lightning Reflexes ability |
Lvl 4 - magus | Storm Armor, Lightning Strike, Song of the Banshee, Tempest Form | +3 spellcasting bonus. |
Lvl 5 - Tempest Tamer | Storm Armor, Lightning Strike, Song of the Banshee, Tempest Form, Calling of the Storm | +4 spellcasting bonus. |
Progression - Lunarmancy
Level | Unlocked Spells | Abilities/Bonuses |
Lvl 1 - Moonlit Student | Moonlit Veil | +2 spellcasting bonus. |
Lvl 2 - Spellweaver | Moonlit Veil, Hallowed Grounds | +2 spellcasting bonus. |
Lvl 3 - Lunarmancer | Moonlit Veil, Hallowed Grounds, Judgement | +3 spellcasting bonus. The spellcaster unlocks the Cleansing Touch ability |
Lvl 4 - Magus | Moonlit Veil, Hallowed Grounds, Judgement, Lunar Doppelganger | +3 spellcasting bonus. |
Lvl 5 - Lunaris | Moonlit Veil, Hallowed Grounds, Judgement, Lunar Doppelganger, Wrath of the Moon | +4 spellcasting bonus. |
Limitations
Aeromancy is often seen as a fairly unique form of magic, as many of it’s spells are utilizing 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
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Spells - Tempestacy
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Spells - Lunarmancy
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Additional Effects
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Magic | |
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Elemental Magic | Pyromancy · Aquamancy · Aeromancy · Geomancy |
Chaotic Magic | Hemomancy · Necromancy |
Other Magic | Currently None |