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Aeromancer

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Aeromancer

You bargained with a spirit of air, forged a pact with a sylph, or discovered secret magical knowledge in a windswept place. However you discovered Aeromancy, you have chosen to master it. Now, you can take control of the winds, commanding them to drag storm clouds to you, or to lift you up into the air, to soar across the heavens. Even more, you can call forth lightning from your hands or bring it down from the skies to destroy your foes. You master the elements.

Beware, though, for the power of the storm can be fickle, and even the mightiest aeromancer can be brought low by a sudden shift in the wind. But for those who can weather the tempests, the power of the storm is unmatched.

Level 7 Aeromancer

Attributes: Increase three attributes by 1 each.

Health: +6

Languages: Any one

Traditions:Aeromancy

Spells: One master

Sustaining Wind (Magical): If you normally breathe air, you become immune to the effects of suffocation. You suffer no harm from landing after a fall. And, you have the Strider trait if you don’t have it already. In addition, while you are not injured, you can select targets for your ranged attacks and Aeromancy spells and talents from any you can see.

Level 8 Aeromancer

Health: +6

Spells: One master

Breath of the Storm (Magical): You can use an action to send forth a screaming ball of wind. Target one creature or object within 15 yards. Make a Will roll with 1 boon against the target’s Strength. On a success, the target takes 6d6 damage and falls prone. On a critical success, the wind carries the target 1d6 × 5 yards away from you. If something would prevent it from moving the full distance, the target takes an extra 1d6 damage for every full 5 yards it was prevented from moving in this way. Once you use this talent, you lose access to it (luck ends).

Level 10 Aeromancer

Health: +6

Spells: One master

Power of Elemental Air (Magical): While you are not injured and you lack the stunned and unconscious afflictions, you have the following benefits.

  • Announce the Storm: Whenever you stop moving after running or flying, you can cause strong wind to blow through a Size 5 space centered on you until the start of your next turn.
  • Ride the Winds: You have the Fly trait. If you can fly already, you can also hover.
  • Shielding Winds: You impose 1 bane on rolls to attack you using melee weapons and 3 banes on rolls to attack you using ranged weapons.