Aeritheurgy - Play with the Wind
Oct 26, 2023 16:52:44 GMT -6
Post by ScrapyardDragon on Oct 26, 2023 16:52:44 GMT -6
This Spell School has equivalency with Transmutation.
Level 1
Airshot
Aeritheurgy 1
Test: Aeritheurgy + Fellowship
Target Number: 15
Action: Half Action
Keywords: Attack, Combo-Ok, Ranged Touch, Somatic, Saving Throw
Duraction: Instant
Make a ranged attack that deals XkX damage at a range of up to 30m, where X equals your effective Aeritheurgy level. The target, if hit, is moved up to 10 meters in any direction by the gust of wind. They may resist this movement with an Arcana + Strength saving throw.
Headwind/Tailwind
Aeritheurgy 1
Test: Aerimancy + Fellowship
Target Number: 15
Action: Half Action
Keywords: Attack, Combo-Ok, Saving Throw, Somatic, Verbal
Duration: 1 minute
You or a character within 10m is either sped up by a tailwind or slowed down by a headwind (your choice). This spell may be resisted with an Arcana + Strength test.
A character benefiting from a tailwind increases their speed and static defense by your dots in Aeritheurgy, while a character affected by a headwind decreases them by the same amount (to a minimum of 1).
Feather Fall
Aeritheurgy 1
Test: Aeritheurgy + Fellowship
Target Number: 10
Action: Half Action or Reaction
Keywords:Touch
Duration: 1 minute
The caster or a touched ally become immune to falling damage for one minute. If cast on an ally, this spell must be cast as a half action.
Level 2
Whispers of the Wind
Aeritheurgy 2
Test: Aeritheurgy + Fellowship
Target Number: -
Action: Free Action
Keywords: -
Duration: Instant
The caster uses the flow of air to read their surroundings. This spell can be used in place of a perception test to detect objects & movement, pick up scents, and hear sounds up to 100 meters away.
The spell cannot detect things if there is now way for air to flow from it to the caster, such as items in a sealed box, and it cannot be used to detect colors or fine details, just the general shape and position.
Voidskin
Aeritheurgy 2
Test: Aeritheurgy + Fellowship
Target Number: 20
Action: Half Action
Keywords: Somatic
Duraction: one scene
By extending a bubble of air around yourself, you become immune to the ravages of space.
While Voidskin is active it provides you with all the air you need to breathe and protects you against pressure and radiation.
If combined with Endure Elements, you're comfortable too instead of sweating or freezing.
Leap
Aeritheurgy 2
Test: Aeritheurgy + Fellowship
Target Number: 10
Action: Half Action
Keywords: Somatic
Duration: Instant
The caster uses a burst of wind to propel themselves. You may use the result from this magic test in place of an acrobatics test to jump, using Fellowship instead of strength when determining distance.
Level 3
Twister
Aeritheurgy 3
Test: Aeritheurgy + Fellowship
Target Number: 25
Action: Full Action
Keywords: Somatic, Verbal, Attack, Combo-Ok
Duration: Concentration (Half)
You create a vortex within 10 meters that occupies a 3 meter radius and extends up to 10 meters high. You may move the vortex up to twice your Aeritheurgy in meters as a half action.
Anything that enters the vortex must pass a Strength or Dexterity test with a TN equal to 5 times your dots in Aeritheurgy, or be picked up by it; becoming trapped within it and forced to move with it until they pass another strength or dexterity test as a half action to escape.
Everything within the vortex takes 3k3 I damage every round, either when they enter the vortex or at the start of their turn.
Levizoom
Aeritheurgy 3
Test: Aeritheurgy + Fellowship
Target Number: 25
Action: Half Action
Keywords: Somatic
Duration: 1 Scene
The caster calls the winds to lift him up into the air and direct him as he pleases. The caster gains the Flyer trait with a rating equal to their speed. If they succeed the focus power test with at least 2 raises, it is instead twice their speed.
Cyclone Shell
Aeritheurgy 3
Test: Aeritheurgy + Fellowship
Target Number: 25
Action: Half Action
Keywords: Somatic, Verbal, Combo-Ok
Duration: One Scene
The caster surrounds themselves in a localized whirlwind that deflects projectiles.
Increase your static defense against ranged attacks by 10, and if a ranged attack would miss you by two or more checks, you may use a reaction to redirect it towards a target within 10m of you, using the original attack roll.
Level 4
Control Weather
Aeritheurgy 4
Test: Aeritheurgy + Fellowship
Target Number: 30
Action: Full Action
Keywords: Social, Somatic, Verbal
Duration: Instant
You change the weather in the local area. It takes 10 minutes to cast the spell and an additional 10 minutes for the effects to manifest. You can call forth weather appropriate to the climate and season of the area you are in. The SM has final say over if a particular weather condition is appropriate or not. You control the general tendencies of the weather, such as the direction and intensity of the wind. You cannot control specific applications of the weather where lightning strikes, for example, or the exact path of a tornado.
Rexcalibur
Aeritheurgy 4
Test: Aeritheurgy + Fellowship
Target Number: 25
Action: Half Action
Keywords: Ranged Touch, Somatic, Verbal, Attack, Combo-OK
Duration: Instant
Make an attack with Blast 5 that deals Aeritheurgy+Fellowship R damage, at a range of 120m. This spell treats the resilience of flying targets as if it was halved (round up).
Create Vaccum
Aeritheurgy 4
Test: Aeritheurgy + Fellowship
Target Number: 30
Action: Full Action
Keywords: Somatic, Verbal
Duration: 1 minute per effective Aeritheurgy Level
The caster removes all of the air in a 10m radius of a point of their choosing within 30m. Naturally, vaccums are incredibly hostile to life. Breathing creatures lacking protection inside must test against suffocation every round, and all creatures not protected against the void take a wound to the gizzards every round as their body starts to rupture from the negative pressure.
Level 5
Tornado
Aeritheurgy 5
Test: Aeritheurgy + Fellowship
Target Number: 35
Action: Full Action
Keywords: Somatic, Verbal, Attack, Combo-Ok
Duration: Concentration (Half)
You create a vortex within 100 meters that occupies a 20 meter radius and extends up to 30 meters high. You may move the vortex up to your Aeritheurgy in meters as a half action.
Anything that enters the vortex must pass a Strength test with a TN equal to 5 times your dots in Aeritheurgy, or be picked up by it; becoming trapped within it and forced to move with it until they pass another strength test as a half action to escape.
Everything within the vortex takes 6k6 I damage every round, either when they enter the vortex or at the start of their turn.
Satsu Fu Geki
Aeritheurgy 5
Test: Aeritheurgy + Fellowship
Target Number: 30
Action: Half Action
Keywords: Ranged Touch, Somatic, Verbal, Attack, Combo OK
Duration: Instant
Make a ranged attack with a maximum range of 300 meters. This attack deals 10k5 R damage that ignores the target's aura. This spell's damage die explode on a 9 or 10.
Somersault Cloud
Aeritheurgy 5
Test: Aeritheurgy + Fellowship
Target Number: 30
Action: Full Action
Keywords: Somatic, Verbal, Focus
Duration: 24 hours
You summon the Kinto'un, a magical flying cloud that can carry you and your allies through space and sky alike. It appears right beneath you and for the duration of the spell you may summon it back under you as a half action or reaction (This can negate fall damage). Anyone Riding the cloud is comfortable and able to breath as if they were subject to both the Voidskin and Endure Elements spells, and the cloud can hover in place without requiring a maintain control test. The spell lasts for either 24 hours or until the cloud is destroyed. Casting the spell again resets the duration. If the cloud is destroyed it simply vanishes until you cast the spell again instead of exploding. If needed, the cloud has the following stats:
Kinto'Un
Size: 6
Acceleration: 5
Speed: 7
Maneuver: 5
Drive: VTOL
Armor: (Your Wisdom+Fellowship AP and Aura)
Equipment:
Open Topped, Alternate Control Input (Arcana), Super Solenoid Engine 2, 3 passenger spaces
Focus: A gemstone that exhibits a star-shaped reflection.
Level 1
Airshot
Aeritheurgy 1
Test: Aeritheurgy + Fellowship
Target Number: 15
Action: Half Action
Keywords: Attack, Combo-Ok, Ranged Touch, Somatic, Saving Throw
Duraction: Instant
Make a ranged attack that deals XkX damage at a range of up to 30m, where X equals your effective Aeritheurgy level. The target, if hit, is moved up to 10 meters in any direction by the gust of wind. They may resist this movement with an Arcana + Strength saving throw.
Headwind/Tailwind
Aeritheurgy 1
Test: Aerimancy + Fellowship
Target Number: 15
Action: Half Action
Keywords: Attack, Combo-Ok, Saving Throw, Somatic, Verbal
Duration: 1 minute
You or a character within 10m is either sped up by a tailwind or slowed down by a headwind (your choice). This spell may be resisted with an Arcana + Strength test.
A character benefiting from a tailwind increases their speed and static defense by your dots in Aeritheurgy, while a character affected by a headwind decreases them by the same amount (to a minimum of 1).
Feather Fall
Aeritheurgy 1
Test: Aeritheurgy + Fellowship
Target Number: 10
Action: Half Action or Reaction
Keywords:Touch
Duration: 1 minute
The caster or a touched ally become immune to falling damage for one minute. If cast on an ally, this spell must be cast as a half action.
Level 2
Whispers of the Wind
Aeritheurgy 2
Test: Aeritheurgy + Fellowship
Target Number: -
Action: Free Action
Keywords: -
Duration: Instant
The caster uses the flow of air to read their surroundings. This spell can be used in place of a perception test to detect objects & movement, pick up scents, and hear sounds up to 100 meters away.
The spell cannot detect things if there is now way for air to flow from it to the caster, such as items in a sealed box, and it cannot be used to detect colors or fine details, just the general shape and position.
Voidskin
Aeritheurgy 2
Test: Aeritheurgy + Fellowship
Target Number: 20
Action: Half Action
Keywords: Somatic
Duraction: one scene
By extending a bubble of air around yourself, you become immune to the ravages of space.
While Voidskin is active it provides you with all the air you need to breathe and protects you against pressure and radiation.
If combined with Endure Elements, you're comfortable too instead of sweating or freezing.
Leap
Aeritheurgy 2
Test: Aeritheurgy + Fellowship
Target Number: 10
Action: Half Action
Keywords: Somatic
Duration: Instant
The caster uses a burst of wind to propel themselves. You may use the result from this magic test in place of an acrobatics test to jump, using Fellowship instead of strength when determining distance.
Level 3
Twister
Aeritheurgy 3
Test: Aeritheurgy + Fellowship
Target Number: 25
Action: Full Action
Keywords: Somatic, Verbal, Attack, Combo-Ok
Duration: Concentration (Half)
You create a vortex within 10 meters that occupies a 3 meter radius and extends up to 10 meters high. You may move the vortex up to twice your Aeritheurgy in meters as a half action.
Anything that enters the vortex must pass a Strength or Dexterity test with a TN equal to 5 times your dots in Aeritheurgy, or be picked up by it; becoming trapped within it and forced to move with it until they pass another strength or dexterity test as a half action to escape.
Everything within the vortex takes 3k3 I damage every round, either when they enter the vortex or at the start of their turn.
Levizoom
Aeritheurgy 3
Test: Aeritheurgy + Fellowship
Target Number: 25
Action: Half Action
Keywords: Somatic
Duration: 1 Scene
The caster calls the winds to lift him up into the air and direct him as he pleases. The caster gains the Flyer trait with a rating equal to their speed. If they succeed the focus power test with at least 2 raises, it is instead twice their speed.
Cyclone Shell
Aeritheurgy 3
Test: Aeritheurgy + Fellowship
Target Number: 25
Action: Half Action
Keywords: Somatic, Verbal, Combo-Ok
Duration: One Scene
The caster surrounds themselves in a localized whirlwind that deflects projectiles.
Increase your static defense against ranged attacks by 10, and if a ranged attack would miss you by two or more checks, you may use a reaction to redirect it towards a target within 10m of you, using the original attack roll.
Level 4
Control Weather
Aeritheurgy 4
Test: Aeritheurgy + Fellowship
Target Number: 30
Action: Full Action
Keywords: Social, Somatic, Verbal
Duration: Instant
You change the weather in the local area. It takes 10 minutes to cast the spell and an additional 10 minutes for the effects to manifest. You can call forth weather appropriate to the climate and season of the area you are in. The SM has final say over if a particular weather condition is appropriate or not. You control the general tendencies of the weather, such as the direction and intensity of the wind. You cannot control specific applications of the weather where lightning strikes, for example, or the exact path of a tornado.
Rexcalibur
Aeritheurgy 4
Test: Aeritheurgy + Fellowship
Target Number: 25
Action: Half Action
Keywords: Ranged Touch, Somatic, Verbal, Attack, Combo-OK
Duration: Instant
Make an attack with Blast 5 that deals Aeritheurgy+Fellowship R damage, at a range of 120m. This spell treats the resilience of flying targets as if it was halved (round up).
Create Vaccum
Aeritheurgy 4
Test: Aeritheurgy + Fellowship
Target Number: 30
Action: Full Action
Keywords: Somatic, Verbal
Duration: 1 minute per effective Aeritheurgy Level
The caster removes all of the air in a 10m radius of a point of their choosing within 30m. Naturally, vaccums are incredibly hostile to life. Breathing creatures lacking protection inside must test against suffocation every round, and all creatures not protected against the void take a wound to the gizzards every round as their body starts to rupture from the negative pressure.
Level 5
Tornado
Aeritheurgy 5
Test: Aeritheurgy + Fellowship
Target Number: 35
Action: Full Action
Keywords: Somatic, Verbal, Attack, Combo-Ok
Duration: Concentration (Half)
You create a vortex within 100 meters that occupies a 20 meter radius and extends up to 30 meters high. You may move the vortex up to your Aeritheurgy in meters as a half action.
Anything that enters the vortex must pass a Strength test with a TN equal to 5 times your dots in Aeritheurgy, or be picked up by it; becoming trapped within it and forced to move with it until they pass another strength test as a half action to escape.
Everything within the vortex takes 6k6 I damage every round, either when they enter the vortex or at the start of their turn.
Satsu Fu Geki
Aeritheurgy 5
Test: Aeritheurgy + Fellowship
Target Number: 30
Action: Half Action
Keywords: Ranged Touch, Somatic, Verbal, Attack, Combo OK
Duration: Instant
Make a ranged attack with a maximum range of 300 meters. This attack deals 10k5 R damage that ignores the target's aura. This spell's damage die explode on a 9 or 10.
Somersault Cloud
Aeritheurgy 5
Test: Aeritheurgy + Fellowship
Target Number: 30
Action: Full Action
Keywords: Somatic, Verbal, Focus
Duration: 24 hours
You summon the Kinto'un, a magical flying cloud that can carry you and your allies through space and sky alike. It appears right beneath you and for the duration of the spell you may summon it back under you as a half action or reaction (This can negate fall damage). Anyone Riding the cloud is comfortable and able to breath as if they were subject to both the Voidskin and Endure Elements spells, and the cloud can hover in place without requiring a maintain control test. The spell lasts for either 24 hours or until the cloud is destroyed. Casting the spell again resets the duration. If the cloud is destroyed it simply vanishes until you cast the spell again instead of exploding. If needed, the cloud has the following stats:
Kinto'Un
Size: 6
Acceleration: 5
Speed: 7
Maneuver: 5
Drive: VTOL
Armor: (Your Wisdom+Fellowship AP and Aura)
Equipment:
Open Topped, Alternate Control Input (Arcana), Super Solenoid Engine 2, 3 passenger spaces
Focus: A gemstone that exhibits a star-shaped reflection.