Aeromancy: Difference between revisions
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===Base Spells=== | |||
{| class={{{class}}} style="width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;" | {| class={{{class}}} style="width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;" | ||
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| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Range | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Range | ||
| | | 20 Meters | ||
|- | |- | ||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Damage / Effect | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Damage / Effect | ||
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| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Range | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Range | ||
| | | 2 Meters | ||
|- | |- | ||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Damage / Effect | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Damage / Effect | ||
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|} | |} | ||
<br> | <br> | ||
{| class={{{class}}} style="width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;" | |||
| | |||
{| 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;" | [Spell Name] | |||
|- | |||
| colspan="2" style="text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;" | [Description] | |||
|- | |||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Casting Value | |||
| [Casting Value] | |||
|- | |||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Range | |||
| [Range] | |||
|- | |||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Damage / Effect | |||
| [Effect] | |||
|- | |||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Critical Failure | |||
| [Event in case of Critical Failure] | |||
|- | |||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Critical Success | |||
| [Event in case of Critical Success] | |||
|- | |||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Red Lines | |||
| [Red Lines] | |||
|} | |||
|} | |||
<br> | |||
===Tempestacy=== | |||
{| class={{{class}}} style="width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;" | {| class={{{class}}} style="width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;" | ||
| | | | ||
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|- | |- | ||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Critical Failure | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Critical Failure | ||
| The spell malfunctions, causing the caster to be flung into the air instead, dealing D3 damage to the caster. | | The spell malfunctions, causing the caster to be flung into the air instead, dealing D3 damage to the caster. | ||
|- | |- | ||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Critical Success | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Critical Success | ||
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|- | |- | ||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Range | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Range | ||
| | | 10 Meters | ||
|- | |- | ||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Damage / Effect | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Damage / Effect | ||
| 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 gains that amount of damage, and the extra effects stated which each number. | | 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 gains that amount of damage, and the extra effects stated which each number. | ||
1 = The attack will shock the target for one turn, making them unable to attack on their next turn. | 1 = The attack will shock the target for one turn, making them unable to attack on their next turn. | ||
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|- | |- | ||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Range | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Range | ||
| | | 15 Meters | ||
|- | |- | ||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Damage / Effect | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Damage / Effect | ||
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|- | |- | ||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Critical Failure | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Critical Failure | ||
| The attack fails, resulting in a fresh gust of wind instead. When this happens, the caster has a great voice crack while talking, sounding stupid. | | The attack fails, resulting in a fresh gust of wind instead. When this happens, the caster has a great voice crack while talking, sounding stupid. | ||
|- | |- | ||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Critical Success | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Critical Success | ||
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|- | |- | ||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Red Lines | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | 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 it won’t be affected by the spell. | | 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 it won’t be affected by the spell. | ||
|} | |} | ||
|} | |} | ||
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|- | |- | ||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Range | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Range | ||
| | | 100 Meters | ||
|- | |- | ||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Damage / Effect | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Damage / Effect | ||
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|- | |- | ||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Critical Success | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Critical Success | ||
| The hurricane produces a tornado that does devastating damage to everything that it touches, being able to cut through stone. The amount of damage is a D5 to everyone within a range of 10 blocks. | | The hurricane produces a tornado that does devastating damage to everything that it touches, being able to cut through stone. The amount of damage is a D5 to everyone within a range of 10 blocks. | ||
|- | |- | ||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Red Lines | | style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Red Lines | ||
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|} | |} | ||
|} | |} | ||
<br> | |||
{| class={{{class}}} style="width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;" | |||
| | |||
{| 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;" | [Spell Name] | |||
|- | |||
| colspan="2" style="text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;" | [Description] | |||
|- | |||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Casting Value | |||
| [Casting Value] | |||
|- | |||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Range | |||
| [Range] | |||
|- | |||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Damage / Effect | |||
| [Effect] | |||
|- | |||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Critical Failure | |||
| [Event in case of Critical Failure] | |||
|- | |||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Critical Success | |||
| [Event in case of Critical Success] | |||
|- | |||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Red Lines | |||
| [Red Lines] | |||
|} | |||
|} | |||
<br> | |||
===Lunarmancy=== | |||
{| class={{{class}}} style="width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;" | |||
| | |||
{| 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;" | Moonlit Veil | |||
|- | |||
| colspan="2" style="text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;" | Using their newly found bound with the moon Lunarmancers are capable of creating a thin veil of magical essence around themselves. 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 also stopping any existing bleeding while within the veiled area. | |||
|- | |||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Casting Value | |||
| 14 | |||
|- | |||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Range | |||
| 10 Meters | |||
|- | |||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Damage / Effect | |||
| Using their newly found bound with the moon Lunarmancers are capable of creating a thin veil of magical essence around themselves. 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 also stopping any existing bleeding while within the veiled area. | |||
|- | |||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Critical Failure | |||
| The spell will fail, causing the veil to fall apart. | |||
|- | |||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Critical Success | |||
| The range of the veil is increased to fifteen blocks. | |||
|- | |||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Red Lines | |||
| The spell can’t save a person from a life threatening wound. The spell can only exist as long as the mage doesn’t move from their original position. | |||
|} | |||
|} | |||
<br> | |||
{| class={{{class}}} style="width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;" | |||
| | |||
{| 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;" | Hallowed Grounds | |||
|- | |||
| colspan="2" style="text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;" | By utilizing their magic Lunarmancers are capable of creating Hallowed Ground. Hallowed Ground is capable of stopping tainted/corrupted energy to spread, while also reducing the connection to the voidal realm within it's capacity. If used by a Lvl.5 Lunarmancer, 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. | |||
|- | |||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Casting Value | |||
| 14 | |||
|- | |||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Range | |||
| Direct cast - 20m / 20 Blocks | |||
Bound - 50m / 50 Blocks | |||
|- | |||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Damage / Effect | |||
| If casted successfully the Hallowed Grounds are capable of weakening a voidal mage by two levels. At the same time voidal beings won’t be able to pass through Hallowed Grounds, as such it acts as a temporary barrier against voidal enemies. | |||
|- | |||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Critical Failure | |||
| The spell will only affect a five block radius instead of the usual radius. | |||
|- | |||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Critical Success | |||
| No additional effects take place. | |||
|- | |||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Red Lines | |||
| Hallowed Ground-Areas need to be marked by a RP-Sign. The magical item needs to be marked by a secondary sign, stating that it is pulsating with magical energy. The item can’t be removed from it’s original position, else the effect of the Hallowed Grounds will vanish. The mage can only uphold one of two casts, either the direct cast or the bound-item-cast. Once the artefact is active it will not require permanent moonlight to be powered. | |||
|} | |||
|} | |||
<br> | |||
{| class={{{class}}} style="width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;" | |||
| | |||
{| 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;" | Judgement | |||
|- | |||
| colspan="2" style="text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;" | 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 from the moon's rays. If the target is within shade then the spell cannot be utilised. Upon connection with the target, they will be immediately knocked prone and all metal on their person becomes supercooled, causing freeze burns and requiring them to take it off. Once taken off their skin and flesh starts to be shredded, as if someone would use sandpaper on their skin. | |||
|- | |||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Casting Value | |||
| 15 | |||
|- | |||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Range | |||
| 20 Meters | |||
|- | |||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Damage / Effect | |||
| If hit by the attack the enemy will receive D3 damage. | |||
|- | |||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Critical Failure | |||
| Failing to cast the spell correctly will cause the attack to miss and to fumble, falling apart afterwards. | |||
|- | |||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Critical Success | |||
| The spell is empowered and deals D5 damage instead. | |||
|- | |||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Red Lines | |||
| The enemy needs to be in the open for the attack to hit them. The attack can’t ignite any material, besides the worn materials of the enemy. | |||
|} | |||
|} | |||
<br> | |||
{| class={{{class}}} style="width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;" | |||
| | |||
{| 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;" | [Spell Name] | |||
|- | |||
| colspan="2" style="text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;" | [Description] | |||
|- | |||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Casting Value | |||
| [Casting Value] | |||
|- | |||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Range | |||
| [Range] | |||
|- | |||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Damage / Effect | |||
| [Effect] | |||
|- | |||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Critical Failure | |||
| [Event in case of Critical Failure] | |||
|- | |||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Critical Success | |||
| [Event in case of Critical Success] | |||
|- | |||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Red Lines | |||
| [Red Lines] | |||
|} | |||
|} | |||
<br> | |||
{| class={{{class}}} style="width: 60%; margin: auto; border: 1px solid #AAA; background-color: #fac097; float: center;" | |||
| | |||
{| 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;" | [Spell Name] | |||
|- | |||
| colspan="2" style="text-align: center; background-color: #FFFFFF; text-align: justify; width: 35%;" | [Description] | |||
|- | |||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Casting Value | |||
| [Casting Value] | |||
|- | |||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Range | |||
| [Range] | |||
|- | |||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Damage / Effect | |||
| [Effect] | |||
|- | |||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Critical Failure | |||
| [Event in case of Critical Failure] | |||
|- | |||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Critical Success | |||
| [Event in case of Critical Success] | |||
|- | |||
| style="text-align: center; background-color: #b670b4; font-weight: bold; text-align: center; width: 5%;" | Red Lines | |||
| [Red Lines] | |||
|} | |||
|} | |||
<br> | |||
== Additional Effects == | == Additional Effects == |
Revision as of 09:54, 5 February 2022
|
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 four 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 | N/A | N/A |
Lvl 4 to Lvl 5 | N/A | N/A |
Progression
Level | Unlocked Spells | Abilities/Bonuses |
Lvl 1 - Student | Wind Blast | The mage unlocks the Cloud-Ability. |
Lvl 2 - Spellweaver | Wind Blast, Cyclone Sphere | The mage has a +1 spellcasting bonus. The mage unlocks the Cloud-Ability. |
Lvl 3 - Wizard | Wind Blast, Cyclone Sphere, Storm Armor | The mage has a +1 spellcasting bonus. The mage unlocks the Cloud-Ability and the Lightning Reflexes-Ability. |
Lvl 4 - Warlock | Wind Blast, Cyclone Sphere, Storm Armor, Lightning Strike, Song of the Banshee | The mage has a +2 spellcasting bonus. The mage unlocks the Cloud-Ability and the Lightning Reflexes-Ability. |
Lvl 5 - Tempest Caller | Wind Blast, Cyclone Sphere, Storm Armor, Lightning Strike, Song of the Banshee, Typhoon | The mage has a +3 spellcasting bonus. The mage unlocks the Cloud-Ability and the Lightning Reflexes-Ability. |
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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Tempestacy
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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 |