NWN Secret World Wiki/Aeromancer

# Aeromancer

*Few forces in the known universe are as fickle as weather. The Aeromancer has mastered the art of bending the skies to their will, learning to twist wind and shape lightning.*

## Traits

Class Type: Damage/Control

Hit Points: 8

Armour: None

Weapons: None

Shields: None

Attack Bonus: 1/2

Highest Save: Will

## Ratings

Damage: 7

Defense: 2

Support: 0

Control: 6

## Class Abilities per Level

1: Jolt, Anima Barrier, Gale

2: Electric Loop

3: Strike Twice, Lightning Bolt, Protection from Elements, Cosmic Ward

4: Lightning Strike, Wall of Wind

5: Amplification, Energy Buffer

6: Chain Lightning

7: Greater Amplification, Thunderclap

8: Voltaic Cage

9: Ride the Lightning, Lightning Field

10: Tempest

## Ability Details

### Jolt

Alchemite: Blue
The Aeromancer discharges built up energy directly through an enemy. Deals 75 Electric damage.
### Anima Barrier

Type: Buff
Anima Cost: 1
Target creature gains +4 Armour bonus. Does not stack with higher armour bonuses.
### Gale

Type: Control
Anima Cost: 3
Alchemite: Blue
A powerful gust of wind emanates from the target location, dispsersing all magic in the area and slowing enemies for 12 seconds.
### Electric Loop

Type: Force
Anima Cost: 1
Alchemite: Blue
You create a small stroke of lightning that cycles through all creatures in the area of effect. The spell deals 50 electric damage, with a chance of jumping to enemies nearby. Struck enemies are stunned for 6 seconds.
### Strike Twice

When their adrenaline is high, the latent energy within the Aeromancer lashes out. Every second Force ability, a random enemy within 15 meters is struck with lightning. Strike Twice deals damage equal to 5% of the damage caused by the triggering ability.
### Lightning Bolt

Type: Force
Anima Cost: 3
Alchemite: Blue
The caster fires a bolt of lightning that passes through all creatures in a straight line from the caster. The bolt does 75 electrical damage.
### Protection from Element

Type: Buff
Anima Cost: 3
The target gains 20 damage reduction against all elemental damage. The spell ends after absorbing damage equal to 10 times your highest Ability Modifier.
*Elemental damage includes fire, cold, electric, acid, and sonic.*
### Cosmic Ward

Type: Buff
Anima Cost: 3
The target gains 20 damage reduction against all cosmic damage. The spell ends after absorbing damage equal to 10 times your highest Ability Modifier.
*Cosmic damage includes holy, positive, negative, and magical.*
### Lightning Strike

Type: Force
Anima Cost: 3
Alchemite: Blue
Call down a series of lightning bolts, striking all enemies within the area for 87 electric damage.
### Wall of Wind

Type: Control
Anima Cost: 4
Alchemite: Blue
A wall of wind swirls in the target area. Enemies entering the wall are slowed for 12 seconds. Each enemy entering the wall triggers Electric type class mechanics. Enemies entering or remaining within the area of the wall take 15 damage every six seconds.
### Amplification

All damaging abilities deal 10% more damage.
### Energy Buffer

Type: Buff
Anima Cost: 5
The caster gains 40 damage reduction against all elemental damage. The spell ends after absorbing damage equal to 10 times your highest Ability Modifier.
*Elemental damage includes fire, cold, electric, acid, and sonic.*
### Chain Lightning

Type: Force
Anima Cost: 6
Alchemite: Blue
A bolt of electricity arcs through the caster's enemies for 45 to 90 electric damage plus 1 per caster level.
### Greater Amplification

The damage bonus from Amplification increases to 20%.
### Thunderclap

Type: Control, Debuff
Anima Cost: 7
Alchemite: Cloudy
You create a loud noise equivalent to a peal of thunder and its accompanying shock wave. The spell has two effects. First, creatures in the area are stunned for 6 seconds. Then, all creatures suffer a -2 penalty to their Attack Bonus.
### Voltaic Cage

Type: Force
Anima Cost: 8
Alchemite: Blue
Target creature is infused with lightning, paralyzing them for 6 seconds, and suffers 45 electric damage every 6 seconds for the duration.
### Ride the Lightning

Manipulating electricity, feeling the charge in the air, all of these things become second nature to the Aeromancer. Strike Twice grants the Aeromancer +2 Dodge Armour Class and +5 Reflex for 12 seconds.
### Lightning Field

Type: Force
Anima Cost: 9
Alchemite: Blue
The area around the caster is overloaded with electricity. Any enemies lingering in the destructive field take 50 damage every 6 seconds.
*This spell triggers Force class mechanics every 6 seconds.*
### Tempest

Type: Force
Anima Cost: 9
Alchemite: Blue
Overloading themselves, the Aeromancer releases a surge of power into a target. The target and all nearby enemies are stunned for 6 seconds. After a brief delay, a huge lightning explosion occurs, damaging all enemies for 150 damage.
*Enemies can be struck multiple times by this spell.*