Aethermage
In the vast and diverse world of Tera, the aethermage stands out as a beacon of mystic prowess, intertwined with the very fabric of the skies. An expert in air magic, the aethermage has not just learned, but truly mastered the art of harnessing the wind and its multifaceted elements to serve his or her will.
Unlike other mages, aethermages have a unique affinity for atmospheric patterns, enabling them to predict weather changes, summon gusts powerful enough to knock adversaries off their feet, and create protective barriers of swirling air. Their understanding of air extends to the minutest molecules, allowing them to manipulate gases, extract oxygen from a location, or even create vacuums.
Their connection with air is not just external; it’s deeply internal. Aethermages are known to meditate at high altitudes, absorbing the purity of the air, which they believe cleanses the soul and sharpens the mind. This union of internal reflection and external mastery makes them formidable foes and invaluable allies.
Beyond combat, aethermages play essential roles in their communities. They’ve been sought out as navigators on long voyages, predicting and manipulating winds for smooth sailing. Farmers regard them as blessings, relying on their skills to bring rain or push away storm clouds during harvest times.
But with great power comes responsibility. Many aethermages follow a strict code, understanding that the balance of the atmosphere is delicate. They believe in harnessing their abilities for the greater good, ensuring that the skies remain a symbol of hope, wonder, and boundless possibility in the realm of 99 Towers.
Class Benefits
Aspect Bonus: +1 [IP]
Combat Value Bonus: +1 <SA>
Starting Skills: Discipline, Knowledge: Arcane, Knowledge: Nature, Notice [IP], and one other skill of your choice
Starting Proficiencies: Light Armor, Simple Melee, and one other proficiency of your choice
Starting Money: $100.00
Sample Starting Equipment: Light armor, sturdy clothing, knife, walking stick, travel pack, and $51.15 remaining
Talents
Rank 1: Basic Spellcasting (Aethermage)
- Select six spells. They must be either Air spells or Neutral spells.
- Begin with a mana pool comprising three Air Mana.
Rank 2: Increased Power 1 (Aethermage)
- Gain one Air Mana in your mana pool.
- Gain one mana of any elemental type to your mana pool.
- You learn one spell of any type you could theoretically cast.
Rank 3: Increased Power 2 (Aethermage)
- Reduce by one phase the time required for the Cast a Spell action if the spell uses at least one of your air mana.
- Gain one Air Mana in your mana pool.
- You learn one spell of any type you could theoretically cast.
Rank 4: Increased Power 3 (Aethermage)
- Gain one Air Mana in your mana pool.
- Gain one mana of any elemental type to your mana pool.
- You learn one spell of any type you could theoretically cast.
Rank 5: Master of Air Magic
- You may discard a card from your Hand of Fate when casting a spell. If you do so, you may choose any Air Magic spell to cast, not just those you have learned. All regular mana costs still apply.