Wednesday, September 14, 2016

Aether and Aeromancy: Sight, Cloak and Throne

"Every day is followed by every night."

The first bit was easy enough. The little mnemonic phrase unlocked Maralda's spell. She felt the words whirl around her. They altered the air. They bent light around Maralda's body.
The tingling of the Invisibility spell always tingled her mind a bit. Maybe it was the change in light around her. Either way. Maralda now could move hidden from view. Her mouth whispered the words over and over, constantly weaving the spell as she moved.
Not by sound or scent. Sound she could handle.
"Hopefully my perfume won't set off those Gnolls." She thought. Then Maralda almost cursed herself for almost saying her thought out loud and interrupting the spell.
She spoke the spell, invisible, and moved in to spy on the Spice Khan...

Magic in #Crux.  Here is a bit on the seven schools of sorcery I'm drawing this from.

Sight of Aeromancy

Sobriquets: Clairvoyance, Farsight
Cost: 1 Aether
Duration: One Scene

Currents of air extend the senses of the caster.  Air bends light to magnify vision.  Winds carry sounds from greater distances.  Even at night, the spell can enable the mage's senses to extend for miles around them.  It can extend any human sensory output, decided when the spell is first cast.  It lasts for about a scene before the spell's energy fades.

There are two problems with Farsight.  First, is that the mage still must be able to understand or survive what they are sensing.  Extending sight is helpful, but if what they look at could overwhelm them or confuse them, it doesn't matter.  Extending eyesight and looking into the sun will still blind one- perhaps faster because Farsight directs so much more.

The second problem is that other spells can easily break or counter Farsight.  Often, any magic that can alter wind can also interfere with Farsight's ability to tweak air currents.  Magic disruptive spells, like those based in fire or others, may flat out kill the spell by burning it out of an area it is reaching into.

Cloak of Aeromancy

Sobriquet(s): Invisibility, Veil
Costs: 1 Aether and the mage must keep their mouth moving as part of the spell
Duration: Concentration

Aeromancy's most audacious, famous and well-known spell.  To become invisible is to fulfill so many fantasies for some.  With a word, air cloaks the subject from vision.  But Invisibility can do more than that.  It can cloak sight, sound, smell, and even touch.  A few have been said to be able to weave invisibility spells that cloaked the sense of balance of those who walked upon the cloaked building.

Invisibility can be cast on any subject or object.  Size is a practical limit.  The spell can be extended to larger and larger objects, but the cost is more aether.  The other cost to casting the spell is the trick to mastering it.  The spell has to dwell in the mage's mouth as long as it is active.  They must constantly speak the spell over and over, putting it into the air.

Once found, invisibility spells are easy to counter.  The best method is to interrupt the mage speaking it.  There are other ways, most often they involve interfering with the words as they weave in the air.  Often such words can be caught with salt or other heavy earth particles.

Invisibility also inhibits the caster's own senses while the spell is active.  It doesn't blind like Ghostsight would blind a Necromancer.  Whatever sense the spell is blocking, it causes the Air Mage trouble to sense that.  Becoming unseen inhibits some of your vision; blocking sound makes your peripherial hearing worse.

Throne of Aeromancy

Sobriquet: Flight
Cost: 2 Aether
Duration: Lasts Until the Caster touches the ground once more

Flight lets the caster fly.  It is hard to control in stormy conditions.  Like running in a storm or swimming against the current of water, one's ability to fly is limited by their ability to move against outside pressures.  By moving higher in the air, it is possible for flying mages to move impossibly fast.  They can move over mountains.  They can avoid all the obstacles that impedes others.

Flight only ends for a mage if they touch the ground once more.  It is possible to use this as a technicality.  Ground requires that the spell is convinced the mage has touched ground.  A single clod of dirt cannot trick it.  On the other hand, touching the steeple roof of a building does.  Flight doesn't care if one has a good hold, it just ends.  The spell itself seems to detest earth, dirt and rock.  A few mad air mages have suggested Flight spells want to pull them far, far away from the ground.  That the spells themselves want to be in and of the clouds.