The Opened World
Aeromancers channel the raw form of the powers of the air aygeemya Shah, harnessing the fickle fury of the winds. While not as blatantly destructive as other Channeler disciplines such as Pyromancy or Geomancy, almost none compare to the Aeromancer’s ability to control the battlefield. When the full force of an Aeromancer is brought against opponents, they are whipped aside, thrown backwards, or caught up into whirlwinds. Seeming to dance across the air itself, Aeromancers are difficult to keep pace with and almost impossible to hit. Developing a kinship with perhaps the most capricious of elements, they read the subtle flow of air around to extend their senses and eventually summon raging air elementals. As they grow in power, master Aeromancers turn the basic control of currents they learned to raise small objects into outright flight and levitation.
Indeed this variety so outshines the old Alathan Elementalist tradition that the Elementalist school has simply begun using the Remnant Channeler discipline, but with some differences. Remnant tradition dictates apprenticeships with more experienced Aeromancers, but Alathans largely make use of Academies and groups of students. While Remnant theory holds to channeling and controlling the flow of energy through oneself, Alathan theory views the art as manipulation of the air within and around oneself to affect surrounding winds.
You conjure a small orb of pure elemental air.
You hurl an dart of elemental air at your target, damaging and pushing them back. Roll vs Agility.
You summon a small funnel cloud, drawing in objects and holding them. Short Condition.
You banish all the air from an area, asphyxiating targets. AOE.
You buffet all nearby, pushing them back and obscuring perception. Roll vs Agility/2. Adjacent AOE.
You lessen the effect of a nearby air energy.
You wreathe an object in elemental air, additional air damage to it what it inflicts. The energy diminishes slightly when out of your contact. Condition.
You surround yourself in a gusty orb, making it difficult to actually hit you. Condition.
You control the raw element within existing air, shaping it to your whim.
You create wall of cloud, obscuring perception and blocking all vision. Roll vs Perception. Condition.
You raise yourself on air currents, temporarily flying and hovering. Special Condition (Lasts Myst/3 turns).
Read The Winds
You perceive nearby air and sense through it.
By channeling and controlling air energies, you can crudely lift and manipulate small objects.
You embody the swirling eddies, avoiding incoming damage or surging away. Stance. Bonus to Agility defense or movement.
You call forth a primal creature of raw elemental air who lasts for this encounter or until vanquished. There must already be plenty of moving air in the area.
D Feat Tier Target Effect
2 Puff 1 Area Conjure a small orb of air
3 Jetstream 1 Agility Does 3D+1 damage to Body. Pushes back 1 square.
3 Whirlwind 1 Endurance Pulls into funnel cloud, preventing actions. Short Condition
3 Cloudburst 1 Self Does 3D damage to Body. Adjacent AOE
3 Read The Winds 1 Air You perceive nearby air and sense through it.
3 Calm Winds 1 Air Lessen the effect of a nearby air
4 Jetstream 2 Agility Does 3D+2 damage to Body. Pushes back 1 square.
4 Suffocate 1 Area Does 3D 2 vs Brilliance to Mind. AOE.
4 Cloudburst 2 Self Does 3D damage to Body. Adjacent AOE. Pushes back 1 square.
4 Imbue air 1 Object Adds 1 to Agility defense vs attacks. Self Only. Condition
4 Windsculpt 1 Air Shape existing air
4 Smokescreen 1 Area Create 6 sq wall. Perception -2D inside and obscures other side. Move -1. Condition
4 Levity 1 Object You crudely lift and manipulate a small object via wind currents
4 Zephyr’s Dance 1 Self You gain 2 damage to Body. Adjacent AOE. Pushes back 1 square.
5 Imbue Air 2 Object Adds 2 if object is wielded by you. Condition
5 Stormshield 2 Self Target gains +1D+2 to Agility defense vs attacks. Self Only. Condition
6 Jetstream 4 Agility Does 4D 2 vs Brilliance to Mind. AOE.
6 Cloudburst 4 Self Does 4D damage to Body. Adjacent AOE. Pushes back 2 squares.
6 Imbue Air 3 Object Adds +1D+2 to damage w/ object, +2D if object is wielded by you. Condition
6 Stormshield 3 Object Target gains +2D to Agility defense vs attacks. Condition.
6 Smokescreen 2 Area Create 6 sq wall. Perception -3D inside and obscures other side. Move -1. Double Condition
6 Windrider 1 Self You float/fly up to your movement. Special Condition (Lasts Myst/3 turns)
6 Summon Elemental 1 Air Summon Air Elemental 1x/encounter. Requires windy area.