Aeromancy
Thunder Shock
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Call a crackling bolt of lightning to smite your foes.
Attribute: Willpower
Type: Attack Spell
Requirements: None
Duration: Instant
Action Points: 4 AP
Cool Down: None
Range: 20m
Rank 1
Thunder Shock - Inflict 1d10+4 Electrical Damage on an enemy.
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Rank 2
Distance - Increase the spell's range to 30m.
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Rank 3
Ease of Casting - Reduce the AP cost by 1.
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Rank 4
(Level 5 and higher)
Attribute: Willpower
Type: Attack Spell
Requirements: None
Duration: Instant
Action Points: 4 AP
Cool Down: None
Range: 20m
Rank 1
Thunder Shock - Inflict 1d10+4 Electrical Damage on an enemy.
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Rank 2
Distance - Increase the spell's range to 30m.
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Rank 3
Ease of Casting - Reduce the AP cost by 1.
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Rank 4
(Level 5 and higher)
Chain Lightning - At a cost of 2AP, if the original attack hits, you can inflict a second attack on another target within range. This damage does half the damage.
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-- Or --
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Iron-Touched - Add +10% to hit when targeting metal-armoured foes.
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Rank 5
(Level 10 and higher)
(Level 10 and higher)
Stunning - On a hit the target must take a Physical Prowess test. If they fail they lose 2 AP.
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-- Or --
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Powerful Strike - Add 1d10 to damage.
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Rank 6
(Level 15 or higher)
(Level 15 or higher)
-- Or --
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Storm - Increase the AP cost of the spell by 2. Choose an area 3m squared. All targets in the area can be targeted with individual Thunder Shocks.
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Wind Barrier
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Armour of wind makes you more difficult hit.
Attribute: Willpower
Type: Enhancement
Requirements: None
Duration: Upkeep
Action Points: 6 AP + Upkeep Cost
Cool Down: Duration of Upkeep + 3 Rounds
Range: Touch
Rank 1
Wind Barrier - Reduce the chance of melee attacks by 5%, and ranged attacks by 10%. This includes magical attacks. It costs 2 AP to sustain this spell.
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Rank 2
Easy to Maintain - Reduce the cost to maintain the spell by 1 AP.
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Rank 3
Self Sustaining - The Talent continues to function 3 rounds after it is no longer maintained.
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Rank 4
(Level 5 and higher)
Attribute: Willpower
Type: Enhancement
Requirements: None
Duration: Upkeep
Action Points: 6 AP + Upkeep Cost
Cool Down: Duration of Upkeep + 3 Rounds
Range: Touch
Rank 1
Wind Barrier - Reduce the chance of melee attacks by 5%, and ranged attacks by 10%. This includes magical attacks. It costs 2 AP to sustain this spell.
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Rank 2
Easy to Maintain - Reduce the cost to maintain the spell by 1 AP.
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Rank 3
Self Sustaining - The Talent continues to function 3 rounds after it is no longer maintained.
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Rank 4
(Level 5 and higher)
Easy Spell - This spell no longer counts as having a cooldown in terms of affecting other Talents, allowing them to be used during this one.
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-- Or --
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Rank 5
(Level 10 and higher)
(Level 10 and higher)
-- Or --
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Air Knives - Anyone attacking the person using a wind barrier suffers 1d10 damage.
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Rank 6
(Level 15 or higher)
(Level 15 or higher)
Hurricane Winds - Increase the penalty to hit to 15%.
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-- Or --
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Flight
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Defy the power of gravity.
Attribute: Willpower
Type: Enhancement
Requirements: None
Duration: Upkeep
Action Points: 5 AP + Upkeep Cost
Cool Down: Duration of Upkeep + 3 Rounds
Range: Touch
Rank 1
Flight - Hover up to 1m off the ground, and move at half your normal speed. You do not set off ground based effects or traps, and fall damage is negated.
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Rank 2
Greater Speed - Increase speed match normal movement.
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Rank 3
Greater Heights - Increase the distance the flyer can go up to 5m.
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Rank 4
(Level 5 and higher)
Attribute: Willpower
Type: Enhancement
Requirements: None
Duration: Upkeep
Action Points: 5 AP + Upkeep Cost
Cool Down: Duration of Upkeep + 3 Rounds
Range: Touch
Rank 1
Flight - Hover up to 1m off the ground, and move at half your normal speed. You do not set off ground based effects or traps, and fall damage is negated.
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Rank 2
Greater Speed - Increase speed match normal movement.
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Rank 3
Greater Heights - Increase the distance the flyer can go up to 5m.
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Rank 4
(Level 5 and higher)
Group Flight - Allow a number of others to use to Flight as well, up to your Casting modifier, but increase the Upkeep cost by 2 AP.
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-- Or --
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Rank 5
(Level 10 and higher)
(Level 10 and higher)
-- Or --
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Faster Flight - Move at twice normal speed.
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Rank 6
(Level 15 or higher)
(Level 15 or higher)
Aerial - Fly with no limit as to height.
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-- Or --
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Wind Caller
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Summon a creature of otherworldly wind to serve you.
Requirements: None
Duration: Instant
Action Points: 6 AP + Maintenance Cost
Cool Down: Duration of Summon + 3 Rounds
Rank 1
Wind Caller- Summon an Air Elemental. This construct, forged of the raw substance of Wind Itself, is neither sentient nor aware and obeys without question. See the rules regarding Summoned Creatures for details. This Elemental should be created upon taking this Talent.
It takes 2 AP to maintain this creature each round. If this cost cannot or will not be paid then it departs.
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Rank 2
Sharp Wind - Increase the Elemental's attacks by +2.
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Rank 3
Elemental Reservoir - Elemental's no longer stop casting another spell, although they suffer from cooldown themselves as Normal.
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Rank 4
(Level 5 and higher)
Requirements: None
Duration: Instant
Action Points: 6 AP + Maintenance Cost
Cool Down: Duration of Summon + 3 Rounds
Rank 1
Wind Caller- Summon an Air Elemental. This construct, forged of the raw substance of Wind Itself, is neither sentient nor aware and obeys without question. See the rules regarding Summoned Creatures for details. This Elemental should be created upon taking this Talent.
It takes 2 AP to maintain this creature each round. If this cost cannot or will not be paid then it departs.
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Rank 2
Sharp Wind - Increase the Elemental's attacks by +2.
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Rank 3
Elemental Reservoir - Elemental's no longer stop casting another spell, although they suffer from cooldown themselves as Normal.
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Rank 4
(Level 5 and higher)
Easily Maintained - Reduce the AP cost to maintain the Summon by 1.
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-- Or --
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Rank 5
(Level 10 and higher)
(Level 10 and higher)
Faster Flight - The Elemental can fly twice as fast.
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-- Or --
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Forceful Bolt - The Air Elemental's attack forces the target back 1m on a hit.
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Rank 6
(Level 15 or higher)
(Level 15 or higher)
Earth Itself - Add 10 points to two of the Elemental's Attributes.
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-- Or --
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