Aeromancy: Difference between revisions
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| rowspan="1" |Lvl 2 - Spellweaver | | rowspan="1" |Lvl 2 - Spellweaver | ||
|Aerial Bolt, Cyclone Sphere | |Aerial Bolt, Cyclone Sphere | ||
| | |The mage has a +1 spellcasting bonus. | ||
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|- | |- | ||
| rowspan="1" |Lvl 3 - Wizard | | rowspan="1" |Lvl 3 - Wizard | ||
|Aerial Bolt, Cyclone Sphere, Storm Armor | |Aerial Bolt, Cyclone Sphere, Storm Armor | ||
| | |The mage has a +1 spellcasting bonus. | ||
|- | |- | ||
|- | |- | ||
| rowspan="1" |Lvl 4 - Warlock | | rowspan="1" |Lvl 4 - Warlock | ||
|Aerial Bolt, Cyclone Sphere, Storm Armor, Lightning Strike, Song of the Banshee | |Aerial Bolt, Cyclone Sphere, Storm Armor, Lightning Strike, Song of the Banshee | ||
| | |The mage has a +2 spellcasting bonus. | ||
|- | |- | ||
|- | |- | ||
| rowspan="1" |Lvl 5 - Tempest Caller | | rowspan="1" |Lvl 5 - Tempest Caller | ||
|Aerial Bolt, Cyclone Sphere, Storm Armor, Lightning Strike, Song of the Banshee, Typhoon | |Aerial Bolt, Cyclone Sphere, Storm Armor, Lightning Strike, Song of the Banshee, Typhoon | ||
| | |The mage has a +3 spellcasting bonus. | ||
|} | |} | ||
Revision as of 18:30, 30 October 2021
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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. 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 four weeks.
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 | N/A | N/A |
Lvl 4 to Lvl 5 | N/A | N/A |
Progression
Level | Unlocked Spells | Abilities/Bonuses |
Lvl 1 - Student | Aerial Bolt | No spellcasting bonuses. |
Lvl 2 - Spellweaver | Aerial Bolt, Cyclone Sphere | The mage has a +1 spellcasting bonus. |
Lvl 3 - Wizard | Aerial Bolt, Cyclone Sphere, Storm Armor | The mage has a +1 spellcasting bonus. |
Lvl 4 - Warlock | Aerial Bolt, Cyclone Sphere, Storm Armor, Lightning Strike, Song of the Banshee | The mage has a +2 spellcasting bonus. |
Lvl 5 - Tempest Caller | Aerial Bolt, Cyclone Sphere, Storm Armor, Lightning Strike, Song of the Banshee, Typhoon | The mage has a +3 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
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Magic | |
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Elemental Magic | Pyromancy · Aquamancy · Aeromancy · Geomancy |
Chaotic Magic | Hemomancy · Necromancy |
Other Magic | Currently None |