of Wind Magic, along with the Earth, Fire and
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.
Spheres of Wind Magic. Like at all other Elemental Schools, there exist 3 Spheres in order to categorize the School of Wind Magic:
The Sphere of Mirage
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):
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.
Renders the caster invisible to another individual. This spell also works on large groups depending on the level of the caster.
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.
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
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
Mirrors things in the mind of the target, so that he/she thinks to actually see them.
Increases intelligence and wisdom, ability to concentrate etc. and may e.g. help to counterbalance the spell of “confusion”.
"Enslaves" someone’s mind, so that he/she does what the caster desires.
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
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.
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
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.
Gives spirit back to sad and melancholic people.
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.
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.
Removes poisons from infected persons.
d) Dispel Magic
Removes unwanted magical influences such as curses.
Spell Class 6: Perception (Spiritual Representation of
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.
Lets the caster see a glimpse of the future (very high spell level).
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).
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
• Dried Tree Resin
• Bird Feathers (included Banded Ricau and Eagle feathers)
• Quartz and other crystals
• Silver Dust