Wind (province)

The province of wind in the Zakharan view of magic was a group of spells related to the element of air, felt most clearly in the free-roaming winds in the Land of Fate.
The four elemental provinces played a very similar role for Zakharan magic-users as the eight (or nine) schools of magic did for Faerûnian ones.
==History==
Zakharan sages speculated that many of the spells from the province of wind were invented by the Geomancers of ancient Kadar.
==Users==
Elemental mages in Zakhara specialized exclusively in one province, like wind, while sorcerers took spells from two provinces, shunning the other two. Unlike elementalists, magic-users from the Land of Fate recognized no opposition between wind and sand.
==Paths of power==
Zakharan practicioners of path magic recognized four paths of power within the province of wind:Paths to power are an alternative system of rules for the spell progression and learning of spells by wizards for 2nd edition Dungeons & Dragons. They could therefore be considered non-canon.
*Wind Mage's Road, containing a variety of spells manipulating winds, air, sound and visibility
*Windwielder's Path, using air to distract and attack
*The Skyrider's Path, mainly allowing easy travel and flight
*The Djinni's Greater Path, comprising spells to protect one against the elements and affect elemental air creatures
==Appendix==
===See also===
*Spells in the province of wind
===Notes===
===References===
===Connections===
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Category:Schools of magic
Category:Schools of effect
Category:Magic