Aeromancy
Aeromancy stems from the popular gases of oxygen and water vapor, the first gases controlled by magic. Benefit from the great range and violent effect of pressurized gases, many Aeromancers find their skills with to be used nearly anywhere. However, in the absense of air, such as vaccuums, the Aeromancer's power diminishes rapidly. A state of Qi, Gases are a masterful part of spiritualized magic. Providing a connection between soul and environment, many pure of heart enjoy Aeromancy as it allows them a connection to the surrounding world and even spiritual realms.
Types of Air
Wind (Requires 1 Skill point & 1 skill slot to master)
Wind is the motion of gases from areas of higher pressure to areas of lower pressure. This constant pressure change is a beautiful chaos that transfers heat from one location to another and dissipates it beautifully. The motion of air has helped sailing vessels to explore the globe, and is a primary but powerful force of Aeromancy.
Sound (Requires 3 Skill points & 1 skill slot to master)
Waves through air sourcing from vibrations are heard as sound. Though any medium can support sound, air is by far the easiest to manipulate as it is very diffuse and pliable with mana. A particular interest to Aeromancers, Sound is also a means to induce great amounts of pain and suffering and can be misused, but serves well as a decorative offense which happens to have amusing methods of misdirection by controlling voices and sounds.
Ethereal (Requires 6 Skill points & 1 skill slot to master)
Sometimes referred to as ghost magic, the ethereal plane is usually not associated with air but the ether itself is a pliable medium much like air and through concentration can be manipulated in the very same ways. The essense of souls powers ethereal magic, and some say is the very source of Qi and path of Zen. Difficult to control, but also very difficult to avoid as few physical defenses can react to the ethereal plane.
Types of Spells
(x = Magic)
Wind
(Requires Wind to be mastered)
Detect Gases (1): Locates any source of Gas or Ether within awareness + x radius. (1 Mana)
Pressure (1): Tosses all targets within x radius of Anchor x spaces away. (1 Mana)
Vacuum (1): Pulls all targets within x radius towards Anchor 0.5x spaces. (1 Mana)
Hyperventilate (1): +x actions to a target for 1 turn, followed by x turns of forced sleep. (1 Mana)
Smell (1): Increases Awareness by x for x turns. (1 Mana)
Wind Wall (1): Repels x wind & ranged damage & x toss/pull effects while active. (1 Mana per turn)
*Gust (1): Causes 0.5x Wind damage & forces target x spaces away. (1 Mana)
Microburst (1): Drops target from flight, causing y+z damage. (y = Size z = Disance to ground) (1 Mana)
*Gale (2): Causes x Wind Damage. (2 Mana)
Acceleration (2): Increases speed by 2x/y for x turns. (y = Size) (2 Mana)
Aerodynamics (2): Increases agility by 2x/y for x turns. (y = Size) (2 Mana)
Chinook (2): Causes 0.5x Wind Damage & Heat Ailment (Level x). (2 Mana)
*Razor Wind (2): Causes x cutting damage to all targets inline to x range. (2 Mana)
Sirocco (3): Causes 5% Wind DOT & Heat Ailment (Level x) to all targets within x radius for x turns. (3 Mana)
Asphyxiate (3): Causes 10% Vacuum DOT to a target while active. (1 Mana per turn)
Tornado (4): Moves on a path of x specific points, Causes x Wind Splash damage with Toss to all targets on path. (4 Mana)
Cyclone (5): Casts random * spells to all targets from anchor to 2x radius for x turns. (5 Mana)
Sound
(Requires Sound to be mastered)
Shriek (1): Causes 0.5x Sonic DOT to all targets within x radius while active. (1 Mana per turn)
Howl (1): Causes Fear (Level 1) ailment to all targets within x radius for 1 turn. (1 Mana)
*Song (1): +1 random stat to all allies within x radius for x turns. (1 Mana)
Echolocation (1): Restores awareness in darkness for x turns. (1 Mana)
Ventriloquism (2): Speak as a target for x turns. (2 Mana)
Ultrasound (2): Causes x sonic damage to all targets inline to x range. (2 Mana)
*Silence (2): Causes a target to unable to use spells or skills for x turns. (2 Mana)
*Sonic Boom (3): Causes x sonic splash damage. (3 Mana)
Noise (4): Causes 5% Sonic damage to all targets within x radius for x turns. (4 Mana)
Thunder (4): Causes Fear (Level x) to all targets within x radius for x turns. (4 Mana)
Symphony (4): Casts random * spells from anchor to 2x radius for x turns. (4 Mana)
Cacophony (5): Causes 10% Sonic DOT to a target for 2x turns. (5 Mana)
Ethereal
(Requires Ethereal to be mastered)
Echo (1): Reflects x sound & magic damage while active. (1 Mana per turn)
White Wind (1): Causes a target to heal from wind damage for x turns. (1 Mana)
Narcolepsy (1): Causes a target to sleep at random up to x times within 2x turns. (1 Mana)
Karma (2): Cause a target to take x damage of what they deal for 2x turns. (2 Mana)
Invisibility (3): +x Hiding, dispels if spell, skill, or attack is used. (3 Mana)
Statis (4): Removes a target from battle for x turns. (4 Mana)
Possession (5): Switch bodies with a target for x turns, target cannot use caster's body. (5 Mana)
Return Link:
Fantasma Elemental Magic