Preface
Aeromancy controls air and lightning, which are vastly different from one another. While air provide the user with great utility and movement of themselves, others, or object, lightning is precise and best used for offensive purposes.
Air spells have medium range and comes with medium energy consumption, but does very low damage. Lightning spells on the other hand, is also medium range, but has medium energy consumption, and medium damage, it is highly disruptive (shock or stun), however.
Counters None
Strength Movement, adaptable, disruptive
Weaknesses Highly reactive against other evocative magic, low damage, medium energy consumption
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.
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. |
Disruption | These spells are meant to disrupt the target, either by making them lose footing with air, or temporarily stunning them with lightning. |
Electrify | These spells focus on harnessing electricity from lightning for a wide variety of uses, including stunning or burning a target. |