WIND SPELLS: RIDING THE WIND (LEVEL VII)

SPELL EFFECT - CASTING PROCEDURE - FORMULA - FOCUS/TARGET - REAGENTS
SPELL CLASS - RANGE - CASTING TIME - DURATION - COUNTER MEASURES

As its name implies, the spell Riding the Wind deals with movement. More specifically, it is a powerful form of levitation, that allows a mage to float and move around in the air. While the weaker magi can at most use this spell to perform prodigious leaps, unless they wish to risk exhausting themselves, truly powerful magi can effectively achieve a limited form of flight, seeming to ride on the wind as if it was a chariot. Some of the more showy ones are known to use this spell frequently, attempting to impress others. Several similar spells, which may be considered variants of this one, also exist, mainly being used for moving heavy objects.

Spell Effect. Under normal circumstances, a mage should be surrounded by a large amount of Wind ounía, so influencing himself or herself with the properties of Wind, such as for the purpose of turning invisible - this usually does not take more than a simple Sphere I spell. However, for the purpose of this spell, that is usually not enough, unless one is very powerful, and even then, it is mostly not as practical. Instead, this spell makes use of Sphere III, to gather even more Wind ounia around the mage. The xeuá links between the surrounding Wind ounía and the ounía in the mage's cár'áll are then strengthened, as if using Sphere I, allowing Wind to exert a strong influence on the mage, in this case, with the property of movement, lifting the mage into the air. Return to the top

Casting Procedure. The mage first concentrates on the air in the surroundings, drawing as much Wind ounía to himself or herself as possible. Then, the mage strengthens the links between the Wind ounía and the ounía making up his or her own cár'áll, taking great care to make sure that the Wind ounía only express the property of movement, and no other. If a couple of the other properties, such as invisibility, also happen to be expressed, then it is usually nothing more than an indication that the mage is somewhat lacking in control, but should too many properties be expressed, the mage risks turning wind-like, due to the amount of Wind ounía around the mage, and as a result, huge influence they have over the mage's cár'áll, which could be quite dangerous. Return to the top

Magical Formula. Not yet defined. Return to the top

Focus/Target. This spell normally only targets only the caster, but its effects may be extended to anything (or anyone) held close to the mage as well. Return to the top

Reagents. Feathers are the usual reagents for this spell, with those of birds of prey such as eagles and myrddins being rather more popular than other types, though any will do. Return to the top

Spell Class. Restoration as physical representation of Sphere III, the Wind Sphere of Clarity. Return to the top

Range. This levitation spell focusses on the caster only. Return to the top

Casting Time. Little time is needed to cast this spell. Most magi can do it within a fraction of a minute, and particularly skillful ones require only a blink or two to complete the casting. Return to the top

Duration. Like Sphere I spells, with which this spell shares some similarities, it lasts only as long as the caster continues to maintain it. For an archmage, or one of similar power, it could be hours before they have to stop. For someone who is just starting to learn this spell at Level VII, it is not recommended that they try to keep it up for more than a few blinks, though if they are desperate enough to risk completely exhausting themselves, the duration could potentially be extended up to about a quarter of an hour. Return to the top

Counter Measures/Enhancing Measures. Since this spell only lasts as long as the mage is able to concentrate on it, disrupting the mage's concentration will cause this spell to end. For those magi who do not have the good sense to stay reasonably close to the ground when using this spell, this might prove to be rather painful, even fatal. Tying the mage to something immobile will also prevent them from doing much with this spell. Some Earth spells can also be used to counter this one, since the Earth property of stillness can cancel out the Wind property of movement.

There is no way to truly enhance this spell. Being in an area with more Wind ounía will naturally make this spell more effective than being in an area with less Wind ounía. However, due to the nature of Wind, it is hard to tell whether an area has more or less Wind ounía than another place, though it is probably safe to assume that a small, enclosed space contains fewer Wind ounía than an open field. Return to the top

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