Aeromancy

From Fables and Fantasy Wiki
Revision as of 20:21, 16 November 2022 by Ninjoh (talk | contribs) (Magic update!)
Jump to navigation Jump to search
Aeromancy
Missing.png
Classification Elemental Magic
Energy Source Aether - The Floating Lands
Casting Methode Catalyst - Opal Gem

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 spellcasting bonus. The caster can now choose a path.

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

Wind Blast
The Wind Blast Spell allows the caster to invoke an incantation that summons a blast of concentrated air that can be fired at any target within sight of the Mage. Not only is this an extremely long-ranged projectile, but the spell is also entirely invisible, meaning that the projectile cannot be seen prior to striking its target. The downside of the Wind Blast is that it doesn’t do much damage.
Level 1
Casting Value 8
Range 20 meters
Damage When utilizing this spell, and it is a successful roll, the caster rolls a D2 to see how strong the impact of the blast is. The target takes double the damage in knockback.
Critical Failure The attack isn’t able to reach the target or misses the target, resulting in losing this attack.
Critical Success Instead of rolling a D2 the caster is allowed to roll 2D2 instead. The knockback is tripled.
Red Lines The Wind Blast can’t impale an enemy like a normal arrow. The spell can only cause knockback damage.
Wind Shear
The caster manipulates the winds with Aether energy to turn the wind into small knives that can be hurled towards enemies or used for cutting vegetables
Level 1
Casting Value 12
Range 12 meters
Damage The caster creates D4 small knives of air that float around them and will shoot them towards the enemies within range.

Once the spell is cast successfully the caster shouts how many knives to towards which enemy. All the knives are used during the attack, each dealing D2 damage.

Critical Failure The knives fail to form but the caster gets a small cut from the sharp wind and takes 1 damage.
Critical Success The full amount of knives is summoned.
Red Lines Any single target may only be targeted by 2 knives at a time.
Head Wind
The caster casts a strong headwind, causing them and their allies to be unmoved.
Level 1
Casting Value 10
Range 20 meters
Damage The caster causes a headwind in the backs of themselves and their allies that lasts for 3 rounds. Any knockback damage they receive will be halved and the caster is immune to knockback.
Critical Failure The caster attempts to change the winds but instead causes a nice breeze to engulf the area.
Critical Success All allies also become immune to knockback.
Red Lines
Wind familiar
Conjure a small familiar made of pure wind from your tear. This familiar will dance around in the wind and attempt to help in a battle where it can.
Level 1
Casting Value 9
Range Selfcast
Damage The caster summons forth a small familiar from the tear that sticks with them until their tear is closed. This familiar is generally a cute pixie-looking gust of wind but it can absorb 1 damage for the caster and then it will disappear.
Critical Failure The familiar doesn’t show up.
Critical Success The familiar can take up to 2 damage before it disappears.
Red Lines Only one spirit can be active at the same time per caster.
Wind Tunnel
The caster blows a giant gust of continuous wind in front of them, toppling anyone that gets caught in its wake. This spell can potentially hit multiple people, blowing them back a number of blocks, but it won’t cause any damage to the targets. Thus, this spell is best used defensively, to put distance between the caster and their targets in a wide open area.
Level 2
Casting Value 12
Range 5 meters
Damage This spell is cast in a 3-block wide and 5-block long rectangle in front of the caster. Any targets that are hit by this spell will be blown back 2D5 blocks.
Critical Failure The spell effectively implodes on itself, instead pushing back the caster 1 block and doing 1 damage to the caster.
Critical Success The blast of wind is particularly strong, blowing back all targets by 2d6 blocks instead of 2d5
Red Lines Anyone blown back by this spell will have their movement stopped if there is at least one block in their path, meaning if there is a wall or obstruction of any kind in the way they will be simply knocked against it and not through it. Hills do not count as obstructions.
Cyclone Sphere
Summoning a sphere of Air around the user and any other people within two meters radius, this spell creates a defensive layer between attackers and defenders. This sphere of air is partially visible, unlike the Aerial Bolt, and repels all physical projectiles.
Level 2
Casting Value 8
Range 5 meters
Damage The caster and anyone within the radius are sealed away in a sphere of air currents for D3 rounds. Any physical projectile fired at the sphere will be redirected to a target of choice. When sent at a target, the target has to roll a D20 agility. If the roll was below the caster’s casting roll the projectile hits and does 1 damage. A 20 or above will always dodge the incoming attack.
Critical Failure The sphere will explode, causing the caster to be thrown back 5 blocks, while the caster gets D2 damage.
Critical Success The spell lasts for the maximum amount of rounds.
Red Lines While casting this spell the mage can’t use any other spell. The sphere can’t be moved from its original point of creation.
Wind Bound
The caster creates a nearly invisible string of circulating air, which is as strong as steel but very lightweight, binding the target.
Level 2
Casting Value 14
Range 10 blocks
Damage The caster creates a string of thin air, which is tossed around a target, binding them for D2 rounds.

Once bound the caster cannot use their 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.

Critical Failure The circulating air fails to manifest to the caster’s will, as a small gust of wind blows forth instead.
Critical Success The bound stays for D4 rounds instead of D2.
Red Lines The caster cannot cast any other spells if this spell is still active.
Guiding Winds
The caster surrounds itself with a bunch of small whirlwinds. They can use those to guide projectiles of themselves or their allies. Increasing their effectiveness immensely
Level 3
Casting Value 12
Range 15 meters
Damage After a successful cast, a caster has to roll a D3 to determine how many whirlwinds they summon. After that, they can use the rolled amount of whirlwinds to help allied projectiles. If they do so, they must declare they do before the missile was fired and may choose one of the following effects:
  1. Forward Gust: Double the range of the missile attack.
  1. Downward Gust: The damage of the missile attack is 2.
  1. Guiding Gust: Increase attack rolls for the projectile by 2
Critical Failure Control of the winds is lost, making the whirlwinds dissolve, some blowing in the caster’s face, making them unable to move during their next turn.
Critical Success Instead of rolling a D3, the caster may roll a D5 to determine the number of whirlwinds he has available.
Red Lines This spell cannot be used on magical projectiles.
Aero Whip
A whip made out of the air infused with Aether energy that can be used to bind or attack.
Level 3
Casting Value 16
Range 10 meters
Damage The caster creates a whip of air that they use to their advantage in combat or otherwise. The caster states which of the following they wish to perform.

They can choose to bind their target, making them unable to move for D2 turns. If this action is done, the whip can no longer be used as a weapon.

They can choose to use the whip as a ranged weapon. Dealing D2 damage per successful hit and knocking targets back 1 meter if hit. The whip stays for D4+1 turns in this form.  

Critical Failure The wind grows unstable, wrapping around the caster instead making them unable to move, attack or defend for 1 round.
Critical Success The range of the whip is increased to 15 metres.
Red Lines The caster cannot use the bind option if the attacking option was chosen already.
Aether Palm
Create a giant hand of wind that extends your own hand, pushing anything around and crushing targets.
Level 4
Casting Value 18
Range 10 meters
Damage The caster can hit anything in a 10 by 5 area of their design with the giant wind hand. The caster can choose from 3 options:

The caster pushes the targets in the area left or right. The targets move 5 meters in that direction and take D2+2 damage.

The caster pushes the targets in the area back. The targets move 5 meters back and take D2+2 damage.

The caster pushes down on the targets in the area. The targets stay where they are but are unable to move from their position for 1 round and take D2+2 damage.

Critical Failure The giant hands grows out of control dropping into a 3x3 area on top of the caster. Dealing 2 damage to everyone in the area.
Critical Success The hand does full damage.
Red Lines
Apex Tornado
The caster starts to move the winds around them, slowly gaining speed. The winds slowly increase in speed, whereafter the caster compacts the fast winds into a small radius around the caster, creating a powerful tornado, which soaks up anything that comes in it's path.
Level 5
Casting Value 20
Range 30 meters
Damage The caster creates an evergrowing tornado, that moves with the caster at the centre of it all. The tornado starts at 5 blocks, with every turn that it is held up it expands by 5 additional blocks. The tornado lasts for 5 rounds. Any creature that finds itself within the tornado's range is sucked into its centre to the caster, skipping its turns while the tornado stays active. Those who are sucked into the centre of the tornado are unable to resist the strong air current and cannot attack, they can still defend themselves. After the spell ends, all creatures within are scattered to random places, roll a D20 to see how many meters away from the caster. Targets take 1 damage equal to the number of rounds they were inside the tornado.

After the tornado has gained a range of 15 blocks, it will also start sucking up parts of buildings and foliage around the caster.

Critical Failure The caster is sucked into the tornado, skipping D3 of their turns whereafter they take D2 damage for the amount of time they were sucked up in the tornado. They may lose a limb due to this.
Critical Success The tornado stays for an extra turn reaching a maximum of 30 meters from the caster.
Red Lines This spell must be cast in the presence of a loremaster. This spell can only be cast once every OOC week.

Lunarmancy Spells

Darkness
The caster creates an area of darkness that even creatures with Nightvision cannot see through.
Level 1
Casting Value 13
Range 20 meters
Damage The caster creates an area of pure darkness in a 10x10 area of their choosing for D3+2 rounds. Anyone within this darkness is afflicted with blindness until they exit the darkness or the spell ends, including the caster.
Critical Failure The darkness seeps into the vision of the caster only, as they cannot visualize the spell properly, causing them blindness for 2 turns.
Critical Success The spell stays for the maximum amount of time and is increased to a 12x12 area.
Red Lines Creatures with night vision are still blinded by this spell. The caster cannot create an area that is outside of the maximum 20 range, anything past that will be cut off.
Moonlit Veil
Using their newly found bond 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.
Level 2
Casting Value 14
Range 5 meters
Damage Everyone within the veil heals 1 HP per 2 rounds that they are in the veil.

The spell stays active for D5 rounds and will then automatically crumble.

Beings of voidal influence within the veil take 1 damage for every 2 rounds they are inside the veil.

Critical Failure The spell will fail, causing the veil to fall apart.
Critical Success The spell stays for the maximum amount of time.
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 its original position.
Judgement
 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 by 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.
Level 2
Casting Value 15
Range 20 meters
Damage If hit by the attack the enemy will receive D3 damage.
Critical Failure Failing to cast the spell correctly will cause the attack to miss and to fumble, falling apart after freezing the caster a little. The caster takes 1 damage.
Critical Success The spell is empowered and deals D3+2 damage instead.
Red Lines The enemy needs to be in the open for the attack to hit them. The attack can’t supercool any material, besides the worn materials of the enemy.
Dream Touch
The caster touches the target, causing them to fall into a dream state where they don’t know what is real anymore. The caster can also alter the dream that the target witnesses, choosing what they will go through during the dream.
Level 3
Casting Value 16
Range Touch
Damage The caster can put people into a deep trance and force them into a dream state. This can be used for your loved ones to give them pleasant dreams but also for your enemies to grant them nightmares.

Once the roll has been successful the caster can choose 2 paths.

Pleasant dream: The caster creates a pleasant dream that will heal those he touches for 1 hp per round. The caster cannot cast another spell while casting a pleasant dream. The target will stay asleep for D3+2 turns and then automatically wake up.

Nightmare: The target takes D2 damage per turn of being touched. The caster and target can’t move, block or attack until the caster cancels the spell. The target will wake up as soon as the caster lets go of them.

Critical Failure The caster gets a backlash from touching the person, getting an incredible headache and having a -2 modifier on intelligence rolls for the next 3 turns.
Critical Success The caster will deal full damage with the nightmare version of the spell.
Red Lines You cannot check someone’s memories using this spell.
Crescent Slash
The caster creates a two-handed blade in the form of a crescent moon. This blade can be looked through as it is slightly transparent yet created of pure energy. Slashing those hit by it and especially dangerous to voidal enemies.  
Level 3
Casting Value 15
Range Selfcast
Damage The caster creates a two-handed weapon in the form of a crescent moon for D3+1 rounds. This weapon works as any other two-handed profile and deals flat 4 damage with a strength roll.

If a voidal enemy is hit with this weapon they will get a burning effect for D3-1 turn.

Critical Failure The crescent moon slices at the hand of the caster and continues to dissolve into raw energy again. Dealing 2 damage to the caster.
Critical Success The crescent blade stays for the full duration.
Red Lines The voidal effect only triggers on fully voidal entities. Half-voidal entities such as necromancers and hemomancers will experience an acid-like stinging but not take additional damage.
Hallowed Grounds
By utilizing their magic Lunarmancers are capable of creating Hallowed Grounds. Hallowed Ground is capable of stopping tainted/corrupted energy to spread, while also reducing the connection to the voidal realm within its capacity. If used by a Lunaris, the 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.
Level 4
Casting Value 18
Range 10 meters
Damage The Hallowed Ground created for single use is 10 meters in radius from the caster. Voidal mages that enter the Hallowed Grounds begin getting a chill cleansing, taking 2 damage per turn they are inside the hallowed ground.

Voidal beings cannot enter the grounds.

The caster can also choose to bind the spell to an artefact which causes the range to increase to 15 meters in diameter. The artefact has to be reachable IRP and must be marked with an RP sign.

Critical Failure The spell will crumble, filling the caster’s arm with an icy cold, dealing D3 damage and leaving them stunned for a round.
Critical Success Voidal beings that are in the area when the spell is cast or that attempt to enter the area will start taking burning damage.
Red Lines Hallowed Ground Areas need to be marked by an 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 its original position, else the effect of the Hallowed Grounds will vanish. The magical item must be accessible. 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.

If a permanent Hallowed-Ground area is active or destroyed, a Loremaster must be informed.

Lunar Doppelganger
The Lunarmancer summons forth a couple of doppelgangers resembling themself, making it unclear to the attacking enemy to see which one is the real target.
Level 4
Casting Value 15
Range Selfcast
Damage If an enemy wish to attack the spellcaster, they will have to roll a D3 to determine if they hit the right target.

On a 1, they hit a doppelganger, on a 2, they hit the spellcaster and on a 3, they hit another doppelganger, doing no damage.

The doppelgangers dissolve after 3 turns.

Critical Failure The Lunarmancer can't gather the energy to maintain the illusion, making the doppelgangers dissolve right after casting.
Critical Success More doppelgangers are created, forcing the enemy to roll a D4 instead of a D3 to see if they hit the right target.
Red Lines Doppelgangers have no HP and cannot attack.
Wrath of the Moon
The Lunarmancer opens a ginormous tear in the sky, through it shines bright lunar light capable of lighting up the darkest of places. Shortly after a magical hailstorm of glistening rocks that look like they are from the moon fall from the sky, shredding through flesh, bone and buildings.
Level 5
Casting Value 20
Range 20 meters
Damage After the spell was successfully cast, the spellcaster may roll a D6 to determine the number of moonlike shards falling from the sky.

After the number of shards has been determined, the caster may choose targets equal to the number of summoned shards within range.

Living being: D8 Damage

Building: 1 shard = Medium damage, 2 shards = severe damage, 3 shards makes the building collapse.

Critical Failure The spell will fail, causing the caster to be wounded instead. Occasionally, the caster will lose a limb, due to the strong drawback of the spell.
Critical Success The casting range is increased to 30 meters.
Red Lines This spell can only be used when supervised by a loremaster/event team member.

Attempting to cast this spell can only be done once per OOC week.

A player target can only be hit by 1 shard.

Tempestacy Spells

Spark
The caster concentrates electricity in their fingertip, releasing it upon touching someone or something.
Level 1
Casting Value 10
Range Touch
Damage The caster concentrates pure electricity on their fingertips, causing anyone they touch and fail to resist to take 1 damage and be stunned for D2 rounds.
Critical Failure The electricity is too much for the caster, causing an electric shock to course through their hand.
Critical Success The target is stunned for the maximum amount of time.
Red Lines You cannot mutilate or kidnap a stunned target until the battle is over.
Storm Armor
The Storm Armor Spell allows the caster to invoke an incantation that summons a hurricane of wind that acts as armour for the user. This armour is as effective as a layer of leather armour surrounding their entire body. After the first strike that seriously damages the user, the user loses their Sky Spirit’s Armour, causing a wave of air to rush away from them, knocking anyone within two meters of them back by one meter.
Level 2
Casting Value 10
Range Self
Damage Due to its passive nature this spell isn’t dealing any direct damage, but can knock an attacker back. If an attacker tries to hit the caster with a melee attack and fails, they will be knocked back around d5 blocks, and they will not be able to attack you for one turn. This armor lasts until the caster gets attacked for 3 damage total.
Critical Failure The spell malfunctions, causing the caster to be flung into the air instead, dealing D3 damage to the caster.
Critical Success The attacker is knocked away for D10 blocks instead of a D5. The total damage the armor can sustain is 5 damage instead of 3.
Red Lines The caster can’t cast another spell while being in their Storm Armor. The armor can be destroyed by ranged weaponry and magic.
Thunder Cloud Prison
The caster creates a cloud charged with lightning strikes in an area around them or their target. Those that move in the prison will get stuck in place or move and bear the consequence.
Level 2
Casting Value 16
Range 5 meters
Damage The caster creates a field around a target or themselves in a 5x5x5 area that lasts for D3 rounds. Everyone that moves through that area will have to perform a D20 intelligence check.

If they roll a 12 or higher, they can move half their usual movement speed without taking damage.

If they roll below a 12, they can move at their full movement speed but will take 1 damage of lightning for each block travelled through the prison.

Critical Failure The caster attempts to cast the cloud but summons it on top of their head instead. Blinding them for D2 turns.
Critical Success The prison stays for the maximum amount of turns and the intelligence check is upped to 14.
Red Lines Allies are stuck in this prison as well though Tempestacy mages are immune to the effects.
Lightning Strike
This spell allows the Mage to create bolts of highly concentrated energy. These bolts usually take on the shape of a lightning strike, hence the name of this spell. Weaker forms of this spell cause only a short feeling of pain and a slight singe, while the stronger ones can inflict severe burns.
Level 3
Casting Value 12
Range 10 meters
Damage 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 that are stated at each number.

1 = The attack will shock the target for one turn, making them unable to attack on their next turn.

2 = The attack will shock the target for two turns, causing medium burns on the target’s skin.

3 = The attack will shock the target extremely, causing their flesh to sear. The attacker is unable to attack for 2 rounds and is inflicted with burning.

Critical Failure The tear becomes unstable causing the spell to backfire on the caster. The caster gets shocked and becomes unable to attack for one round.
Critical Success The caster’s attack will stun the target for one more round, no matter what number rolled.
Red Lines The lightning can only be fired in a straight line. Due to its magic origin, it won’t be affected by nearby metal. The burns can be stopped by any contact with water, be it natural or magical
Tempest Form
The spellcaster becomes a blur of cyan energy which darts through the air at incredible speed before coalescing back into their natural form.
Level 3
Casting Value 15
Range Selfcest
Damage The spellcaster has their movement speed doubled and has a +2 to all defence rolls they make while the armour is active.

These effects last for 2D2 turns.

Critical Failure The caster falls from the skies as the winds surrounding them fall apart. No effects happen.
Critical Success Use a 2D3 to determine the number of active turns instead of a 2D2.
Red Lines
Thunderous Roar
Often referred to as Song of the Skies, this unique spell is using the voice of the mage, causing a shockwave around the mage, which is capable of knocking nearby enemies back and deafening those too close to the caster.
Level 4
Casting Value 15
Range 15 meters
Damage This deafening shockwave causes friends and foes within a D15 radius to be knocked back for 5 meters, and they will be unable to hear for 3 rounds. Deafened targets have a -1 on any defence rolls, but when it is an attack by the caster, they will have a -3 on defence due to them feeling intimidated by the caster.
Critical Failure The attack fails, resulting in the shockwave releasing prematurely inside the caster’s throat. The caster takes D3 damage and can’t speak for the next 3 rounds.
Critical Success If empowered correctly the shockwave is capable of deafening all targets within range for 5 rounds.
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.
Chain Lightning
The caster sends forth a lightning bolt that arcs towards the nearest target, from the initial impact another 3 bolts arch to additional enemies in the area.
Level 4
Casting Value 18
Range 15 meters
Damage The caster sends a lightning bolt towards an enemy, and the first enemy hit takes D4+1 damage.

3 additional lightning strikes will chain to up to 3 targets within 5 meters of the first target, dealing D3 damage to the targets that got hit.

Critical Failure The lightning goes off prematurely, recoiling to the body of the caster and 3 others within 5 meters of the caster. The caster takes D5 damage and the 3 others take D3 damage.
Critical Success The chain effect is increased to 4 additional strikes within 7 meters of the original target.
Red Lines
Calling of the Storm
The caster tries to summon a powerful typhoon, by calling all clouds up in the air into a more compact form. After this, the chain reaction has been set in stone, as nothing can be done about this monstrosity anymore.
Level 5
Casting Value 20
Range 25 meters
Damage A powerful storm forms in a 25-meter radius around the caster for D5+3 rounds. While such happens nearby buildings can become damaged by this spell and the tear between the realms becomes further opened, allowing the energy of the Aether to enter Eden as long as the spell is active.

The mage is allowed to move freely anywhere within this area during their movement turn.

Any players on horseback are knocked off their horses instantly.

Due to the Aether energy invading Eden, the area slowly becomes a storm tunnel where all entities are sucked up into the sky and dropped down again. Every 2 rounds non-aeromancers are stuck within the storm, they take 5 meters knockback to the edge of the spell and 2 damage.

Critical Failure The spell will fail, causing the caster to be wounded instead. Most often the caster will lose a limb, due to the strong drawback of the spell.
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. The Tornado stays in the middle of the storm in a 10-meter radius of the tear. Anyone within a 15-meter radius of this tornado is sucked in 5 blocks every 2 rounds instead of pushed out.
Red Lines This spell can only be used when supervised by a loremaster/event team member.

Attempting to cast this spell can only be done once per OOC week.

Additional Effects

Cloud
The caster can create a cloud to sit on, giving the user a +1 to any spell roll, but making their movement 0. Sitting on this cloud will heal small cuts and bruises slowly, which 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 makes the aeromancer’s common reflexes better, which can be used in roleplay situations.


Cleansing Touch. (Lunarmancers Only)
Lunarmancers can cleanse 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 mages' 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.




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