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(Preface)
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==Spell Types==
 
==Spell Types==
  
Below are some common spell types this magic features; you are not limited to this list. At higher level, you can combine them with other mastery for more interesting effects. Hydromancy has 2 modes, air and lightning.
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Below are some common spell types this magic features; you are not limited to this list. At higher level, you can combine them with other mastery for more interesting effects. Aeromancy has 2 modes: air and lightning.
  
 
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<table width="100%" border="0" class="infobox progression">

Revision as of 21:53, 30 December 2017

Preface

Aeromancy allows its user control of the elements of air and lightning. Air provides the user with great utility and increased movement for themselves and others, whereas lightning aids in offensive attacks.

Air spells have a medium range with moderate energy consumption, causing very low damage. Lightning spells have a similar range and energy consumption, causing moderate damage while stunning targeted enemies.

Strengths - Movement, versatile, stuns
Weaknesses - Low damage, low accuracy

Spell Types

Below are some common spell types this magic features; you are not limited to this list. At higher level, you can combine them with other mastery for more interesting effects. Aeromancy has 2 modes: air and lightning.

Air Movement Air spells can be used to move oneself, a target, or objects. It allows the user to use it how they see fit. Prolonged flying is not possible.
Air Alteration These spells allow the user to alter the air around them, making it dense, cold, condensing clouds, etc.
Lightning Alteration These spells involves manipulating lightning, calling it down from the sky, channeling lightning through ones finger tip, summoning lightning in a small area, etc. They also focus on harnessing electricity for a variety of uses.
Disruption These spells are meant to disrupt the target, either by making them lose footing with air, or temporarily stunning them with lightning.