Aeromancy

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Aeromancy
AeromancyPNG.png
Classification Elemental Magic
Energy Source Aether - The Floating Lands
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 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 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 any additional sessions and will reach level four automatically after some time 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 also known as Winter. 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 4 Sessions 60 Minutes
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 arrives.
Lvl 4 to Lvl 5 Self study level up when Lilith's Veil arrives.

After choosing a path, the spellcaster will automatically increase in level if they can show proof of self study. The caster is able to level up once every OOC year during their primal season which is Lilith's Veil or Winter 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 1 - Tempest Explorer 4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells. +2 spellcasting bonus.
Lvl 2 - Spellweaver 4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell +2 spellcasting bonus.
Lvl 3 - Storm Mage 4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spell +3 spellcasting bonus. The spellcaster unlocks the Lightning Reflexes ability
Lvl 4 - magus 4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spell, 1 lvl 5 spell +3 spellcasting bonus.
Lvl 5 - Tempest Tamer 5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spell, 2 lvl 5 spells +4 spellcasting bonus.

Progression - Lunarmancy

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

Lunarmancy Spells

Tempestacy Spells

Additional Effects

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