Wind Walking is a level V Earth spell that allows the target to walk or stand on seemingly thin air. It may be used to reach an area that is either too high or too low for them to traverse regularly, or it may be used to cross something too wide to walk or jump across.

Spell Effect. As the name "Wind Walking" suggests, this spell makes the target able to seemingly walk on thin air. It does not make the target lighter than air causing it to float nor does the target become transparent. What the spell does is change the solidity aspect of the Earth ounia in the air. Because of the limited amount of Earth ounia in the air, one may only create two 'steps' at a time, after which they must undo the step that they are not standing on to create another. The same rule applies whether one is attempting to ascend, walk down, or walk across. This hinders any attempt at running, making this spell not ideal for those in a hurry. Return to the top

Casting Procedure. The spell utilizes Sphere I, Motionlessness, and the Earth property of solidity. First, the caster must focus on an area of
air that he wishes to step upon. The caster then gathers and condenses the Earth ounia in the air into that spot. By activating the Earth property of solidity, the caster makes the dominant Earth ounia in the space effectively harden. With enough focus, the air becomes stiff enough to step upon. The caster then focuses further on another "step" repeating the process. By repeatedly focusing the ounia and making steps, the caster can effectively walk where needed upon thin air in any direction. Additionally, the tendency of earth to remain in its state before reverting back to its original form is an advantage as the solidified air remains for a few moments. Return to the top

Magical Formula. Not yet defined. Return to the top

Focus/Target. Any area of still air. Return to the top

Reagents. Holding hard clay or a solid rock has been known to aid the concentration of the caster. Any solid or dense object may accomplish this, however. Return to the top

Spell Class. Sphere I, Motionlessness (Physical Representation of the Earth School). Return to the top

Range. At the initial level, a caster may only affect an area of one ped at one time. That area increases with level. Return to the top

Casting Time. At lower levels, this spell may take up to ten blinks to cast, but it may be cast almost instantaneously at mid to higher levels. Return to the top

Duration. Assuming the casting is not dispelled by other means, a single stair can last for approximately a minute for novice levels, and up to five minutes for higher levels. This is assuming that the caster has stopped focusing on the stair. Return to the top

Counter Measures/Enhancing Measures. It is preferred to have still air to work this spell. Air in motion may make it difficult to solidify the air.

The spell may be countered by a Wind mage raising the property of intangibility, or an Earth mage lowering the property of solidity. An Earth mage may also reverse the condensing of the Earth ounia using Sphere II, making the solid air become scattered and incapable of being walked upon. Return to the top

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