I couldn't miss the chance to practice my drawing!
Creates a crushing gravitational vortex around enemies.
In the original NES version, the Scourge spell was called Aero. However, it did not act like the common Aero spell, and was later renamed in later releases.
Aero is a level 2 White Magic spell that can be bought in Tozus for 700 gil, while one can be found on Dragon's Peak. It can be used by the White Mage, Red Mage, Devout, and Sage Jobs. It is also used by Princess Sara and Prince Alus when they join the party as guests.
This makes it one of the only directly offensive White Magic spells, alongside Aeroga, Tornado, and Holy. It has a base power of 45 and inflicts Wind and Ice-elemental damage to one or all enemies. The weapons Wyvern Claws, Wind Spear, and Air Knife can cast Aero when used as items in battle.
Aero is a Blue Magic ability for the Blue Mage job, learned from Moldwynd, Gigas, Magissa, Mykale, Azulmagia, and Defeater. It causes minor Wind-elemental damage on one or all enemies, and costs 4 MP to cast.
The spell called Aero in English, is actually Aeroga in the original version. Aero is one of Strago's Lores, learned from Dark Force, Deathgaze, Demon, Marchosias, Sprinter, Storm Dragon, Tyrannosaur, Vasegiatta, and Gilgamesh. It deals Wind-elemental damage to all enemies, has a spell power of 125, hit rate of 150, and costs 41 MP to cast.
Wind magic damage/one enemy
Aero can be drawn from and junctioned to stats. Casting Aero in battle increases compatibility with Pandemona by 0.6 and with Quezacotl by 0.2, but lowers compatibility with Brothers by 0.2. When Magic Booster is used in the 2013 PC re-release, the player's inventory gains 100 Aero spells, among other basic spells.
|Draw from||Level 1-44: Ruby Dragon|
Level 1-100: Abyss Worm, Death Claw, Fujin, Paratrooper
Level 20-100: Thrustaevis
|Draw points||D-District Prison outside by a ruined tank, Centra Ruins, Monterosa Plateau|
|Refine||T Mag-RF: Shear Feather x1 = Aero x20|
|Wind: +0.8%||Wind: +0.8%||No effect||No effect|
Final Fantasy XI SpellAero
|Effect||Deals wind damage to an enemy.|
|Casting Time||0.5 Seconds|
|Recast Time||2 Seconds|
|Magic Type||Elemental Magic|
|Jobs||BLM 9, SCH 12, GEO 14, RDM 14, DRK 17|
Aero is a tier 1 Black Magic spell used by Black Mages, Scholars, Geomancers, Red Mages, and Dark Knights. When cast, the spell inflicts Wind-elemental damage to a single enemy. The spell can be purchased from any of the three starter cities.
Aero is a Black Magick spell, its license being Black Magick 2 that costs 25 License Points. It causes small Wind-elemental damage to all enemies in range. It can be bought in Rabanastre, from Dyce once the Garuda has been defeated, and Eruyt Village for 1200 gil.
Deal wind damage to target and temporarily stun it.
Aero is an ability for the Ravager role, and takes up 1 ATB when the spell is cast. Not only does it inflict Wind-elemental damage but it can also stun the enemy for a short time. All of the party members learn it at different Crystarium levels. Aerora and Aeroga can also be learned and require 3 and 5 ATB to cast, respectively, all characters can use learn and use this spell.
Aero, while still being a Ravager ability, has been moved from a 'support' type of attack to a regular element in comparison to its use in the previous game as it lost its trait of stunning a target.
Aero is available to Noel at level 9, Serah at level 12, Albino Lobo at level 21, Apotamkin from the start, Blue Chocobo from the start, Buccaboo Ace at level 19, Cloudburst from the start, Debris at level 5, Flanbanero at level 62, Koboldroid Yin from the start, Lightning from the start, Pink Lily from the start, Pleuston at level 22, Valfodr at level 15, and Vespid from the start.
Deals wind-attribute magic damage to target.
Aero deals wind magic damage to an opponent. It is dropped by Dryads. It has ATB cost of 15, initial attack of x0.40, stagger power of C and stagger time of E.
Aero appeared as an ability in the original Final Fantasy XIV. At the initial release, Aero was a spell learned by Conjurers at rank 1. The ability inflicted wind-elemental damage to all enemies within an area of effect.
After patch 1.20, the Conjurer class still retained the ability to use Aero and was learned at level 4. The ability now dealt wind-elemental damage to a single enemy and had a chance to inflict the Bleed status. In addition, Aero also functioned as the Combo action for Aerora. Aero could be assigned to any Disciple of War or Disciple of Magic class.
Aero is a Conjurer ability available at level 4. The ability deals wind-elemental damage with a potency of 50 to a single enemy and deals damage over time with a potency of 30 for a period of 18 seconds. Once the player learns the Aero Mastery trait at level 46, Aero will automatically upgrade to Aero II.
From the game's initial relaunch through the entirety of the Heavensward expansion, Aero could be used as a cross class spell by all Disciple of Magic classes, Astrologians, and Scholars. Before the implementation of the Aero Mastery trait, Aero and Aero II were separate abilities and both gave separate damage over time effects. After the release of the Stormblood expansion, the cross class system was replaced with the cross role system and Aero became a Conjurer and White Mage exclusive ability.
Some enemies such as Wind Sprites can still use the original direct damage version of Aero as a regular attack.
Creates damaging whorl of wind.
Bishops and Sages can cast Aero for the cost of 12 MP. It can be learned for 200 AP from the Judge Staff for Bishops, and for 200 AP from the Battle Mace for Sages. It has a Magic Power of 34, a range of 3 with a vertical reach of 2, and is stealable through the ability Steal: Ability. It cannot be reflected, but can be countered by Return Magic, and can have MP absorbed from with Absorb MP.
Bishops and Sages have the ability to cast Aero at the cost of 14 MP. It is learned for 200 AP by both classes, but learned through the Energy Mace for Sages and through the Judicer's Staff for Bishops.
Benjamin and Kaeli can both use the Black Magic spell Aero, which deals Wind-elemental damage to a single or multiple enemies. It can be repelled. Aero can be found in the Focus Tower behind the door to the Windia region. If Phoebe is on Auto, she can randomly cast Aero despite not having the book for it thanks to a bug.
Aero is a low level Black Magic spell. The spell costs 2 AP to cast and it has a spell power of 5. Aero can only be used if the Aero Tome item is in the player's inventory. The spell can be bought for 500 gil in Guera and in Horne after the defeat of Satan. Krinjh is automatically equipped with this spell when he joins the party.
A variation called Strong Aero can be used when two Psyched Up characters cast Aero during the same turn.
Aero I-III are magic attacks available only for Morrow to use. The spells can only be learned from the default Sylph signet. All Aero spells deal small wind-elemental magic damage to an enemy and inflicts continuous wind-elemental damage for three turns. The spells inflict more damage against flying enemies and cost 9 MP to use.
In the original free-to-play versions of the game, Aero I-III could be used by any party member equipped with an Aero version of the Sylph signet. Each version of the spell dealt more damage depending on the summon's rank and had increased MP costs for each version of the spell.
Additionally, Aero Rush I-III are the strongest Aero-type spells available for Morrow. They deal wind-elemental magic damage to a single enemy seven times and deals continuous wind-elemental damage for three turns. The spells also deal extra damage against flying enemies and cost 64 MP to cast. The spells are taught from the Deathguise signet
Let me see you suffer!
Gabranth has Aero as a Bravery attack in EX Mode. It conjures a large tornado that slowly travels forward and initiates a chase sequence if it hits. Gabranth is able to use it both in the air and on the ground, and it costs 20 CP to equip and 140 AP to master.
Aero is also an ability that can be chosen in Onion Knight's Sage EX Burst, but it does nothing when selected.
Aero is a reactive ability that costs 7 CP to equip. It is activated in BMS each time the player receives GOOD or better on 100 Touch or Slide Triggers. It deals magic damage and has low strength. It is learned by Onion Knight (level 75), Celes (level 25), Ashe (level 20), Lightning (initially), Hope (initially), and Serah (level 15).
Aero is an Intelligence-based ability, and comes in two varieties, one with a rarity of Normal and one with a rarity of Normal Plus. The normal version has a base Attack of 120, a base Defense of 120, a maximum level of 20, and a Cost of 2. The Normal Plus version has, at base, an attack of 410, a defense of 430, a maximum level of 40, and a Cost of 7. Both are elementally aligned with Air, and both have fast leveling rates.
Aero is also available to numerous bosses across various regions, including Fujin, Judge Ghis, Judge Bergan, Spherimorph, and others. It deals magical wind-elemental damage to one or more targets.
Whip up a small gale and launch it straight ahead.
Non-Final Fantasy guest appearances Edit
- The spell called Aero in the English version of Final Fantasy VI, is named Aeroga in the Japanese version, even if the lower level versions of the spell are not present. This carried over to Final Fantasy VII, where Aero3 exists as an enemy attack. Final Fantasy IX meanwhile has Aero and Aera, but no Aeroga.
Aero is a Greek prefix relating to air and flight. Common usages in modern times include the words "aeroplane" and "aerospace."