Tempestuous and electrifying, the airy pages howl with ionized spells of destruction. The swirling clouds threaten to unleash their fury, razing the land from the heavens above.
An adept of Wind magic is called an aeromancer.
Wind magic deals Lightning damage and may inflict the Paralysis debuff.
Paralysis : Electricity courses through the muscles of your target, rendering them unable to move for up to 3 turns.
BASIC SPELLS
Starting at LVL5 any attack that deals Lightning dmg has a 10% chance to inflict Paralysis.
Aerocutter
Spell LVL1. Shoot a slicing blade of wind, dealing ATU Slash dmg.
Tornado
Paralysis
Magic debuff LVL5. Electricity courses through the muscles of your target, rendering them unable to move for 3 turns.
Gale
Levitate
Lightning
Shock
Haste
Buff LVL7. Your target gains +10 SPD for the next 4 turns.
Whirlwind
Squall
Updraft
Thunder Flare
Arcing Strike
PASSIVE SKILLS
Swiftness
Gain +5 speed. This effect cannot be lowered. No matter how debuffed, you will always have at least 5 SPD.
Shock Trooper
You are immune to metallic weapons. Anyone who strikes you with a metallic weapon will suffer their LVLx3 in Lightning dmg.
ULTIMATE SPELLS
Ionosphere
Chain Lightning
Unleash a tremendous Lightning bolt that will shock up to 5 enemies as long as they are within 1m of each other.
Tempest
ULTIMATE PASSIVE SKILLS
Conductor
All melee attackers who strike you will suffer Paralysis for 3 turns. This cannot be resisted. Does not work on creatures made entirely out of stone.
Backdraft
You and your team gain +5 speed. This effect stacks with Swiftness for you. Allies must be within 40m of you to benefit from the boon. Cannot be lowered, but can be nullified by certain bosses.
Fulmination
Lightning does strike twice. All of your Lightning spells are doubled.
COMBINATION SPELLS
Conjurers can join forces together to combine
their spells to devastating effects. They can also receive aid from
adepts of Communion magic (life, death, blood) for truly unique spells.
These spells only become available at LVL10 and can only be cast once
per long rest.
Wind + Earth = Sandstorm
All all enemies with eyesight will have 90% to miss for the next 5 turns.
Wind + Fire = Incandescent Tempest
Wind + Water = Conduction
Electrocute all targets, causing 2D10+20
Lightning damage. This attack has a 80% chance to paralyze all targets for 2
turns.
Wind + Wind = Typhoon
Catch
all targets in a vicious typhoon, causing 1D10 Lightning damage and
incapacitating them for 3 turns. Once the typhoon ends, all targets have
80% chance to miss for 2 turns.
Wind + Life = Zephyr
Wind + Death = Last Gasp
Wind + Blood =
Wind + Cosmic = Nebular Mistral