RMMV Wind Magic (Aeromancy)

Frostorm

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So I'm currently doing a rehaul of several skill trees, including this one for Wind magic, and was looking for some ideas and/or feedback. I made a quick list of things I think this skill tree should focus on:

Aeromancy
  • unit position manipulation
  • Focus (TP) restoration
  • Evasion & Movement
  • a Silence mechanic
  • deals Slash dmg
  • +DEX & +SPD
With that in mind, it's time to create some spells! Now, I usually organize my spells/skills by the tier they're learned at. However, this time around I'm gonna try to group by type/function. So basically, the spells will fall under one of these categories:
  • Bonus Actions (4)
  • Main Actions (4)
  • Passives (4)
  • Aura (1)
  • Counter (1)
  • Summon (1)
The majority of spells will fall within one of the italicized categories (Bonus Actions, Main Actions, & Passives). In contrast, the latter 3 (Aura, Counter, & Summon) will feature only 1 spell each. I need a total of 15 spells, so w/ 3 already accounted for, that means the remaining 12 ought to be divided evenly between the italicized categories, which means 4 each. I put numbers in parenthesis to indicate this. Anyway, here are some of the spells I've come up w/ thus far...

Bonus Actions
  • Alacrity of Air - Increases Dexterity & Speed by [INT÷2] for 4 turns.
    • Range: 3 AoE: 1 CD: 0
  • Windwalk - Grants +1 Move and allows the user to temporarily walk through obstacles until the end of this turn.
    • Range: self AoE: 1 CD: 0
  • Cyclone- Traps the target in a vortex of wind, preventing any action but also making them invulnerable for the duration. Lasts 2 turns.
    • Range: 3 AoE: 1 CD: 4
  • ??? - Insert spell here...

Main Actions
  • Gust - Deals [INT×1] Slash dmg and pushes the target back up to 2 spaces.
    • Range: 3 AoE: 1 CD: 0
  • Wind Blade - Deals [INT×1.8] Slash dmg. Hits any targets in a straight line within 4 spaces.
    • Range: 1 AoE: 4(line) CD: 0
  • White Wind - Heals target allies for [INT×0.6] and increases Evasion by 30% for 1 turn. Any overhealing will restore Focus instead at a reduced rate.
    • Range: 3 AoE: 3 CD: 0
  • ??? - Insert spell here...

Passives
  • Breathe Deep - Increases Focus generation by 25% while you have at least 25% HP.
  • True Flight - Allows the user to ignore obstacles on the ground.
  • ??? - Insert spell here...
  • ??? - Insert spell here...

Aura
  • Celerity Aura - Increases Evasion by 10% and Movement by +1.
    • Range: self Aoe: 3 CD: n/a
Counter
  • ??? - Insert spell here...
Summon
  • Zephyrus - Summons Zephyrus, elemental lord of the West Winds.
    • Range: 1 AoE: 1 CD: 8

So yea...I could use some help filling out the "???" as well as any suggestions overall, thx! Oh, regarding the blank spell under the "Counter" category...it's basically going to be a passive skill that procs some sort of offensive effect against the assailant (in case it wasn't obvious lol).

Edit: I forgot this spell, though I'm not sure whether to put it under Bonus Action or Main Action. If it deals any amount of dmg, it'll fall under the latter, otherwise the former.

Asphyxiate - Silences the target and prevents Focus generation for 3 turns. In addition, the target loses -10 Focus per turn. Range: 3 AoE: 1 CD: 4
 
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Tiamat-86

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bonus actions:
- aero shroud (changes your element rates (both resistance and weakness) as if you are
being covered by an air elemental)
- aero enchantment (adds 'attack element: wind')
main actions:
- ____ a status ailment that could be delivered through scent. there's many to choose from.
- (which element is getting regen?)
passives:
- warding winds (drastic increased evasion rate at critical HP)
- zephyr's grace (speed increase)
- (auto-regen)
counter:
- guided rebuke (weak melee counter with guarantied hit rate)
- evade counter (plugins)

edited to add more

(when cross-classing this kinda skill slots system, not every class needs to fill all slots. some might have less bonus actions and more main actions (like pyromancer being more offence actions then support actions))
 
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Finnuval

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Winds of change - swap position with another unit on the field.

Tempest - deal small damage over a large area or group

Storm warning : reduce movement for all units.
 

AphoticAmaranth

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Aerial Lunge: Melee attack. User goes to the opposite side of target after use.

Wind Vortex: AoE, pulls enemies towards the center.

Divebomb: Ranged attack. User flies up, then dives at the target. Pushes enemy one space away. User takes the enemy's previous spot.

Pull: Drags the target closer to the user.

Silence could work by stopping vibration in the air, thus creating an area where nothing can be heard.

If you have fire magic in your game, you could also have some air spells synergise with them, since wind feeds / spreads fire.
 

Soulrender

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Wind Blades:
Code:
damage:
 90 + Math.floor(a.mat * 1.3) + Math.floor(a.level * 1.1) + Math.floor(a.tp * 0.33) - b.mdf

Creates three separate condensed air blades thrown at
single enemy. When the air streams merge, they will
cause powerful shockwave, which may cause opponent to get
dizzy or stunned. When state dizzy is applied, opponent will lose
accuracy 30% and 50 points from attack speed. Effect will last 3-5 turns.
 

Finnuval

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If you have fire magic in your game, you could also have some air spells synergise with them, s
Not just with fire.... Spell synergy can work across all elements.

Wind - fire = simoon
Wind - ice = blizzard
Wind - earth = sandstorm

Etc etc
 

Frostorm

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Wow, I didnt think there'd be so many great suggestions!:kaojoy:

And to answer some questions...yes, there'll be multielemental interactions. Also, here's another skill:
  • Galeforce (passive) - Increases the distanced moved by "push" spells by 1 space.
    • Range: n/a AoE: n/a CD: n/a
    • E.g. "Gust" will push the target back 3 spaces instead of 2.
  • Windwall - idk, I just like this word lol...
  • Squall - I really like this word too...
Edit: I wanted to mention that when a unit is "pushed" and they hit an object as a result, they will take X dmg, depending on the number of spaces moved and the kind of object they hit (another unit or environment).
 
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Finnuval

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Squall - to me always sounded like something that should be sound based, I dunno xD
 

rpgLord69

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Well since according to wikipedia:
"A squall is a sudden, sharp increase in wind speed lasting minutes, contrary to a wind gust lasting seconds."

How about make it increase the power of all wind magic and decrease some other element. And then those increases/decreases can be cancelled with something.

Wind wall just sounds like something that repels projectiles. Unless you're that guy who didn't have any ranged weapon users in their game.
 

Frostorm

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Wind wall just sounds like something that repels projectiles.
Yea, that's what I had in mind for Wind Wall. I'm just not sure about the specifics of the spell.

- (which element is getting regen?)
Water element (Hydromancy)

What does Zephyrus do?
I have no idea yet, I just thought that name sounded cool lol. I'm open to ideas tho!

Code:
damage:
 90 + Math.floor(a.mat * 1.3) + Math.floor(a.level * 1.1) + Math.floor(a.tp * 0.33) - b.mdf
Why not do the Math.floor after all the arithmetic? (I love order of operations lol)
90 + Math.floor(a.mat * 1.3 + a.level * 1.1 + a.tp / 3) - b.mdf

Btw, I also thought it'd be cool if the Aeromancy skill tree could synergize well w/ Archery and/or Dueling. Basically, what kind of spells would a high Dexterity character want? Maybe something that grants a chance to proc an extra attack; an extra normal attack I mean.
 

alice_gristle

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I have no idea yet, I just thought that name sounded cool lol. I'm open to ideas tho!
Ya just thinkin' bout that... in myth, Zephyrus was a real sweetie ya know, he was the mellow wind of spring. If ya want someone that blasts errybody with fierce winds, Boreas ya man. :biggrin: But a summon that heals yo dudes and puts enemy dudes to sleep would be a welcome change, too!
 

Frostorm

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Ya just thinkin' bout that... in myth, Zephyrus was a real sweetie ya know, he was the mellow wind of spring. If ya want someone that blasts errybody with fierce winds, Boreas ya man. :biggrin: But a summon that heals yo dudes and puts enemy dudes to sleep would be a welcome change, too!
Oh, that's good to know! In that case, having him be more of a support unit would be nice.
 

Soulrender

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@Frostorm I gave you just example, you can use any formula as you like, but I know You know that - It's just that formula is fitting in my game balance.
 

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