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THE
XIMAXIAN
SCHOOL
OF WIND
MAGIC |
The School
of Wind Magic, along with the Earth, Fire and
Water
Schools represents one of the four Elemental Schools of Magicc taught in the
Magical Academy of
Ximax in western
Santharia. Note that the
Schools of Magic,
their Spheres and Spell Classes, do not represent an objective "truth" on all
things magical, but are only one of many possible
categorizations, an arbitrary one as critics say, or an absolutely essential one
as supporters confirm.
Within the Elemental Schools, the Wind School overall mainly
tends to deal with more mental and spiritual aspects of being rather than
the many physical ones. A peace and knowledge of one’s
inner self, emotions and soul may help the user achieve higher levels and gain
access to higher power spells.
Description.
The Element of Wind includes things related to air and, because one cannot see
wind, also has many properties that are unseen or trick the eye, such as
illusion or confusion. This element has a reputation for being one of the more
peaceful elements, but can, at times, lead to chaos and destruction
as well, through maniplulation of mind and spirit. Though
it should be noted that most users of
Wind Magic
will not use their powers in such a way
as Wind Magic is closely related to the advanced Magic School of Xeuá Magic, for
which the Wind School in fact provides many preconditions.
Furthermore the
Element of Wind
seems to have a natural affinity for
members of the elven
race or those who partly have
elven blood in their bodies,
at least this is what the religious beliefs of the
elves suggest, a belief which they practise
throughout their lives. Though of course one of
most any race can learn to be strong in this area of magic.
Wind Magic tends to be more connected
to the state of being, the
creation, auratic transformation and restoration of entities in general,
as the air's spiritual quality
is always identified as the pure basis of "being"
itself: Though the air may move or become altered due to the terrain it
exists over, it is still always there: neither being
born nor dying, only appearing in different forms and states
of existence and being combined with other elements.
The elves, strongly
believing in the creation of the world out of the Thoughts (the Dream) of the
High Goddess Avá the One,
think that the Element of
Wind symbolizes these Thoughts and the Dream
simply as it is now, representing ideas and concepts on how
the world is layed out.
Wind also deals with motion, the movement
of air to create physical
wind, and thus, the
magical properties of wind also deal
with motion and the power to move, transport or - in advanced
form - "teleport" things from one place to another.
Finally the movement of air by itself, the essence of air, can be
connected to the soul essence of other beings and the alteration and
manipulation of those essences to create a desired effect, such as confusion or
comfort of the spirit.
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Spheres of Wind Magic.
Like at all other Elemental Schools, there exist 3 Spheres in
order to categorize the School of Wind Magic:
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I.
The Sphere of Mirage |
Spell
Classification.
Every Sphere of Magic within a School of Magic is subdivided into two Spell
Classes, resulting in a total of 6 Spell Classes, as there exist 3 Spheres at
each School of Magic. The first Spell Class always signifies the physical
representation of the Sphere, while the second Spell Class stands for the
spiritual representation of the Sphere.
The Spell Classes of the Wind Magic School can be summarized as follows (a few
example spells are provided at each Class):
I.
THE SPHERE OF MIRAGE
Spell Class 1: Illusion (Physical Representation of Mirage)
Illusion spells target objects or beings which act as the
source of the illusion (e.g. a tree, which should be made invisible). Illusion
spells do not target beings, which are intended to be tricked through the
illusion (e.g. the one seeing an invisible tree). However, all
Illusion spells are sensed through vision, which means
the caster will more safely place this spell when the
target cannot perceive the act of casting,
and also not realize the casting
through any other senses. This also means that the
spell should be cast from a good distance away, for
while the illusion may appear to be there, the person to be
tricked should not be able to touch, smell or
hear what the illusion tries to hide.
As if the casting is perceived, this may lead to the
one being intended to be tricked
may brush off the reality of the illusion make
it ineffective.
ILLUSION CLASS, SPELL EXAMPLES
a) Static Trap
Usually used along with
another, more destructive spell, this spell helps to obscure a trap so that it
may remain unseen until it is triggered and the more destructive spell that it
hides may be unleashed on the desired target.
b) Shadow
Renders the caster invisible to
another individual. This spell also works on large groups depending on the level
of the caster.
c) Vanish
Causes an object or
nonliving obstruction to be absorbed into the caster’s body so that it may be
neither seen nor represent an obstacle
for beings who may want to pass through it.
d) Void Breath
The mage
becomes extremely difficult to see and to hit in battle, causing them to perhaps
appear in many different places at once or blink in and out of an opponent's
sight.
e) Chimaera
The mage appears to have transformed his
shape to that of an object or another being
found in the surrounding area.
Spell Class 2: Wind Enchantment (Spiritual Representation of
Mirage)
The spiritual equivalent to a physical illusion,
Enchantment, deals with spiritual illusions that tend
to be cast on the being who the caster wishes to
experience the illusion rather than where they want the target to see the
illusion (e.g. a single person, who should see an invisible
tree, while others see the tree still visible). Note that unless these
spells are cast on a group as a whole, the illusion will
always only affect the single target (rather
than in a physical illusion that may affect a group as a whole because the spell
is cast on the object which is being viewed). In other
words, when you create an illusion separate from the person you want to see it
(as in a physical illusion spell), more than simply that one person can
perceive the illusion. However, when you create an
illusion within someone’s mind (as in a spiritual illusion or Enchantment spell)
only that one person can see it.
WIND ENCHANTMENT, SPELL EXAMPLES
a)
Reflection
Mirrors things in the mind of the
target, so that he/she thinks to actually see them.
b) Enlighten
Increases intelligence and wisdom,
ability to concentrate etc. and may e.g. help
to counterbalance the spell of “confusion”.
c) Obeyance
"Enslaves" someone’s mind,
so that he/she does what the caster desires.
II.
THE SPHERE OF MOVEMENT
Spell Class 3: Motion (Physical Representation of Movement)
Motion represents the physical property of
wind that deals with movement and moving
something from one place to another. This also encompasses the manipulation of
wind and unmoved
air in various ways.
MOTION,
SPELL EXAMPLES
a)
Telekineses
Moves
an item from A to B through air using physical wind.
b) Fist of Wind
Attack spell in order knock back foes, wind is
focused and quickly moved into a certain direction.
c) Clap of Thunder
Produces a lightning by letting two winds collide.
d)
Teleportation
One of the most powerful spells of the Motion Class,
allowing a person transportation to far away places.
Spell Class 4: Spiritual Guidance (Spiritual Representation
of Movement)
Spiritual guidance deals with removing or adding spiritual hindrances to a
target’s emotional or spiritual self. Many spells contained within this class
help to heal a person emotionally or spiritually and thus are sometimes rather
high-level spells or are spells that may fade after only a short while. Note
that, though many of the spells in this class do reconciliation work, they only
affect the spiritual part of the target, not the physical. A Spiritual Guidance
spell could not heal a physical burn, for example.
SPIRITUAL
GUIDANCE, SPELL EXAMPLES
a)
Wind Walking
Re-aligns the motions/emotions
of a caster, focusing them in fact, so that he/she feels as
if he/she is walking on air, "betraying"
the elements by "betraying"
the caster.
b) Comfort
Gives spirit back to sad and melancholic people.
c) Refresh
Removes weariness.
d) Confuse
Forces the mind to lose focus, so
that actions can't be performed properly anymore.
e) Equate Cár'áll
Silences all
magic by restoring the "natural"
cár'áll.
f) Absorb Magic
Draws magical power away
from another mage.
III.
THE SPHERE OF CLARITY
Spell Class 5: Restoration (Physical Representation of
Clarity)
Just as Perception (see below) is the gaining of
knowledge so is Restoration the application of
this knowledge to return things to their natural state
of being. This mainly involves healing spells and
antidotes. Things that deal with (re-)organization may
also fall into this physical spell class.
RESTORATION, SPELL EXAMPLES
a)
Cure Wounds
Cures injured
persons. The amount of damage a mage is able to heal depends upon their
level.
b) Heal Disease
Cures a disease of a
person.
c) Antidote
Removes poisons from infected
persons.
d) Dispel Magic
Removes unwanted
magical influences such as curses.
Spell Class 6: Perception (Spiritual Representation of
Clarity)
This spiritual Spell
Class deals with the gaining of knowledge and
perception and contains some of the highest level spells available in this
school. Magi specializing in this class are often able to quickly read off
another magi’s level as well as their element of study and maybe even the class
in which they specialize. Being able to read the future and determine certain
events of the past are some other traits common to this class. For this reason,
magi of this class often have an interest in history.
PERCEPTION, SPELL EXAMPLES
a)
Sense Aura
Identifies beings around the
caster, allowing judgment of strength, weariness, magical
power etc.
b) Clairvoyancy
Lets the caster see a glimpse of the future
(very high spell level).
c) Remembrance
Reveals the past of a place/item.
d) Aura Sight
Visualizes aura, at least to the mind of the caster;
improved form of Sense Aura
(see above).
e) Identify
Helps the caster
to attain details of age, uses etc. of a certain artifact, thus allowing the
mage to identify the item.
Reagents. A short list of possible Wind School reagents includes the following (still to be expanded and described in more detail):
• Bat ears
• Ashes
• Dried Tree Resin
• Bird Feathers (included Banded Ricau and Eagle feathers)
• Quartz and other crystals
• Silver Dust
• Verjuice
• Sand
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Information provided by
Rayne Avalotus
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