Aeromancy — a school of magic —
If you listen, you can hear the wind speak. From the moment you first heard the moaning words, the shrieks, and the whispers, you committed yourself to learning the language. As your knowledge grows, so does your command of the air. You can call forth the wind to assail your foes or blast them apart with crackling lightning.
Aeromancy Spells listed by level
— Reference during playAeromancy Talents
JOLT (Magical): You can use an action to fling crackling lightning from your hand. Target one creature or object within 10 yards. Make a Will roll with 1 boon against its Agility. On a success, the target takes 1d6 damage, and becomes confused until the end of your next turn. The target takes 2d6 damage at level 3, and 5d6 damage at level 7. If the result of your roll is a critical success, the target takes an extra 1d6 damage. SOARING LEAP (Magical): You can use this talent when you move at least 1 yard. You gain the Fly trait until the end of your turn. If you are still flying at the end of your turn, you gently descend until you reach a surface on which you can stand. Once you use this talent, you lose access to it (luck ends). WIND HAMMER (Magical): You can use an action to send a skirling wind out from your hand. Target one Size 5 space within 10 yards. Each unsecured object of Size 2 or smaller is pushed 5 yards. Each creature in the target space makes a Strength roll. A creature rolls with 1 boon for each point of Size it is larger than 2. On a failure, you push the creature 5 yards. Once you use this talent, you lose access to it (luck ends). WORDS ON THE WIND (Magical): You can perform a ritual to speak to the wind, during which time you choose a place you have seen at least once. When you finish, you speak up to 30 words and wind carries them away, traveling 1 mile per minute until it reaches its destination, or the effect ends after 1 hour. If the wind reaches the destination, it repeats your words at the volume you used when you uttered them.
Novice Aeromancy Spells
Cacophony
Forked Lightning
Still the Air
Wind Blast
Wind Walk
Wind Wall
Expert Aeromancy Spells
Fly
Gale Force Winds
Lightning Bolt
Sword of Air
Unexpected Updraft
Whirling Wind
Master Aeromancy Spells
Become the Wind
Cloud Chariot
Control Weather
- The temperature climbs until unprotected creatures in the area become affected by exposure. The increase in heat causes snow and ice to melt after a few minutes, and steam creates moderate obscurement in all spaces containing the melting snow and ice for 1 hour. The sudden appearance of liquid water might cause flooding, as the Sage decides.
- The temperature drops until unprotected creatures in the area become affected by exposure. The increase in cold causes liquid water to freeze and precipitation to fall as snow or ice. The sudden temperature change could cause containers that hold liquid to burst.
- Heavy clouds gather above you and release precipitation in a form suitable for the season. You determine the intensity of the precipitation, from a gentle mist to a torrential downpour. Falling snow and ice might create areas of challenging terrain, and heavy rain can cause flooding.
- A storm rages through the area, causing heavy rain, hail, wind, lightning, and thunder. While you can see the storm, you can use an action to call down a bolt of lightning to strike a creature or object you can see. The target takes 5d6 damage and makes an Agility roll. On a failure, it takes an extra 5d6 damage. After you call down the lightning, you can do so again after 1d6 minutes.
- You cause strong wind to blow through the area. The wind might uproot trees, flatten wooden structures, and make travel in the area impossible, as you choose.
- You can create clouds in the sky or remove them. You can shape the clouds so that they look like castles, creatures, or even words. You can change the color of the sky, make it seem as if the stars have changed position, or dim the light of the sun so that it appears eclipsed. You can make the moon appear in any phase you choose.
Leaping Lightning
Summon Air Elemental
| AIR ELEMENTAL |
|---|
DEFENSE: 16, HEALTH: 30 ATTRIBUTES: Strength 15 (+5), Agility 15 (+5), Intellect 8 (-2), Will 15 (+5) SIZE: 2, SPEED: 8 (Fly, Slippery, Squeeze 1/2 inch) IMMUNE: asleep, blinded, deafened, held, frightened, impaired, on fire, poisoned, prone, weakened, unarmed attacks. PUMMELING GUST: The air elemental targets one creature or object within 5 yards and makes a Strength roll with 1 boon against the target’s Strength. On a success, the target takes 3d6 damage. On a critical success, the target is pushed 5 yards.