Wind Magic

in: Magic Spheres

## Spells

### Direct Wind (Special)

Utility Magic Casting - Small to medium sized objects may be lifted and even thrown with magic from a distance, ranging from objects the size of pebbles up to the size of a chair. Force may be applied powerful enough to knock over larger objects, potentially, but not throw them. Other minor effects such as snuffing out a candle or small fire may also be possible.

This spell can also be used to redirect clouds of gas, smoke, or anything else that the wind could move. Does not work on a large scale, as only so much wind can be directed at once by the caster. Among the most masterful uses of this ability is small scale levitation and retrieval of objects.

### Deflect (Buff)

Utility Magic Casting - By reacting with incredible speed, a physical object headed for the caster may have its course changed by a powerful and sudden gust of wind. The caster must know the object is coming, and this spell does have its limits. Smaller or slower objects are easier to redirect than others, though even dampening the inertia of a large object with a buffet of wind may give just enough of an advantage to the user to allow them to dodge out of the way. Using this spell readies the caster against such attacks for a short time and it can be used against both melee and ranged attacks.

### Featherfall (Special)

Utility Magic Casting - The caster can use wind to dampen a fall to the point of avoiding injuries entirely from it, be it on themselves, another person, or an item. The caster would avoid any injuries that the fall would inflict. Unlike many spells, this spell can be used even while the caster is injured.

### Ghastly Gust (Special)

Utility Magic Casting - By finely manipulating the wind, the caster may create auditory illusions with startling accuracy, emulating such things as human screams, animal calls, and other both natural and unnatural noises from a direction of their choosing. While this cannot accurately mimic someone’s exact voice, it can portray such possible details as gender, distance, and state of alarm.

### Flash of Lightning (Attack)

Offensive Magic Casting - By building up and controlling static electricity in the air, the caster may arc a sudden and powerful jolt of lightning into a nearby opponent, wracking them with terrible pain and potentially injuring them severely if their aim is true.

### Galestorm (Debuff)

Offensive Magic Casting - A caster of wind magic can summon forth an incredibly powerful burst of wind that emanates out from them in every direction, potentially knocking everyone around them from their feet. Attacks up to four targets.

### Thunderclap (Debuff)

Offensive Magic Casting - By directing a great blast of sound and wind at a victim, the caster can deafen an opponent. In addition to all the expected disadvantages of being temporarily deaf, other casters find it much harder to properly use their spells while deaf and suffer in their attempts to do so until their hearing returns.

### Asphyxiate (Attack)

Offensive Magic Casting - By raising and directing a hand at someone from short range, you can control the air in someone’s lungs to take it from them and deny them any more, effectively suffocating them over time. This spell is easily interrupted, but if the caster is let to continually perform it unchallenged, they can potentially choke someone into unconsciousness.

### Forked Lightning (Attack)

Offensive Magic Casting - The caster musters a powerful bolt of lightning which forks along its path and can strike several opponents at once, jolting each of their opponents with a burning surge of energy. This spell is less potent than striking an opponent with a single bolt, but invaluable against multiple foes.

### Kickstart (Special)

Supportive Magic Casting - The caster can seize a target and surge their body with a charged jolt of energy, specifically tailored to massively envigor them and allow them to throw off many persistent effects that would otherwise be greatly debilitating. Hallucinations and fear effects are dispelled, paralysis is cured, and unconscious targets can be forcibly resuscitated back into consciousness.

### Wind’s Grasp (Special)

Offensive Magic Casting - This spell can be cast upon flying creatures in an attempt to wrest them toward the ground. Winds seize about them and pull violently downward, and if successful in overpowering the creature will force it toward the earth in at best a controlled descent and at worst a crash.

### Dampen Steps (Buff)

Utility Magic Casting - The caster may use this spell to dampen the sound of their own steps by manipulating the air about them, enhancing their ability to move unheard.

### Buffeting Annoyance (Stun)

Offensive Magic Casting - The caster buffets a target with a series of terribly annoying winds from many directions at once, assailing them prolongedly from every direction such that they might be distracted from accomplishing anything else for a short time.

### Favorable Wind (Buff)

Supportive Magic Casting - The caster endows themselves or an ally with a blessing of favorable winds, helping their arrows or thrown objects better find their marks for a limited time. Sometimes impossible shots might even be made, such as managing to bend a projectile around a corner or accomplishing precision otherwise unheard of.

## Rituals/Curses

### Baleful Winds (Curse)

The ritualist may beseech the winds and air itself to curse their victim, rejecting their ascent into the sky by whatever means until the curse is lifted. Flying creatures find themselves fiercely buffeted and torn from the sky if they try to take off, and similarly those who try to ascend into the air atop beasts or magical devices will find themselves forced back to the ground and unable to take flight. For some this curse is an inconvenience, and for others a dire punishment that represents a startling loss of freedom.

* **Ingredients:** Dragon Bile, Atropa Belladonna
* **Requirements:** 2 Chunk(s) of Topaz, 1 Chunk(s) of Sapphire
* **Required Scroll:** Transmutation
* **Effect of Ritual:** Grounds the victim from all forms of flight, whether mounted or not until curse is removed.

### Breathless Lungs (Curse)

The ritualist places a curse upon their victim that begins weakly but grows insidiously with time over the course of days. At first the only tangible effect is a mild shortness of breath that reduces a victim’s stamina and endurance, but given long enough to take hold the true extent of this curse will manifest. By the fourth day,the victim is rendered so breathless and weak that they are nearly helpless.

1. **Stage 1 (1 day):** The victim is cursed with a shortness of breath that grows more noticeable by the hour, sapping their stamina and causing tasks that were once trivial to be more difficult. Their day to day life is more difficult by this point but they are not greatly affected overall.
2. **Stage 2 (2 days):** The curse grows significantly in strength, causing the victim to wheeze for breath and for even mundane tasks to be greatly draining. Combat especially is incredibly taxing at this stage, and the exhaustion caused by the curse can be strong enough to convince even many hardened warriors to avoid a fight. Still, at this stage they are capable of engaging in battle and physical activity though they will be greatly exhausted by them.
3. **Stage 3 (5 days):** At this point the curse reaches its full potency, and the victim can barely bring themselves to even walk and are no longer capable of engaging in combat. They wheeze for breath, move with great lethargy and are likely to even be mentally drained and exhausted, requiring great willpower to drag themselves from a sickbed. (At this stage, the victim must surrender all PvP intents until the curse has been lifted.)

* **Ingredients:** Pufferfish Concentrate, Corrupted Essence
* **Requirements:** 2 Chunk(s) of Sapphires, 2 Chunk(s) of Amethyst
* **Required Scroll:** Necromancy
* **Effect of Ritual:** Leaves the victim with a curse of breathlessness, eventually resulting in them being unable to PvP intent or join and then eventually still unable even to flee, forcing them to surrender.

### Ride the Wind

Using their utter mastery over wind magic and with a substantial initial sacrifice of power, the caster may gain the awesome power of flight. They cannot keep themselves aloft forever even with this mastery, as humanoid bodies were never truly meant to fly, but they can soar over short distances quite adeptly. The ritual to gain this power is always meticulous, and making a mistake means the very first flight may be a short one indeed.

* **Ingredients:** Yafaem Wildgrass, Outer Void Vapor, Pufferfish Concentrate
* **Requirements:** 2 Chunk(s) of Topaz, 1 Chunk(s) of Amethyst, 3 Chunk(s) of Sapphires. Upon approval, while flying, a ‘Riding the Wind’ status must be worn so that people know your flight is magical through Roleplay Redux.
* **Required Scroll:** Evocation
* **Effect of Ritual:** The user gains the knowledge of flight, following all the same rules as a creature normally able to fly and is granted item Aspect: Flight. The caster creates an incense from yafaem wildgrass and the residues of outer void vapor, ritualistically preparing them about themselves. They then purposely dose themselves with pufferfish concentrate, inducing a nearly coma-like meditative state where they can become nearly one with the air itself, greatly enhancing their understanding and power.

### Wind-Carried Message

For a brief time, the ritualist is able to command the winds to carry their or a target’s voice across the wind so powerfully that it will reach the ears of everyone in the region. Only a brief message can be conveyed, and this ritual is too lengthy to prepare to be of use in response to a raid. The source of the words is unclear if not explained in the message.

* **Ingredients:** Phosphorus, Pufferfish Concentrate
* **Requirements:** 2 Chunk(s) of Topaz, 2 Chunk(s) of Sapphires
* **Required Scroll:** Illusion
* **Effect of Ritual:** The caster may write a message of up to 100 characters that will be broadcast as an alert to all players online, as an IC message.

### Clear Skies

A wielder of wind magic may conduct this ritual to clear magical effects in the skies caused by other spheres of magic. Eldritch-enhanced clouds dissipate, false suns disappear, and the sky otherwise returns to its normal state of being. This ritual can only be used two hours into the progress of one of these effects and does not take effect before then.

* **Ingredients:** Outer Void Vapor, Phosphorus
* **Requirements:** 2 Chunk(s) of Topaz, 1 Chunk(s) of Sapphire, *Rumor upon approval*
* **Required Scroll:** Evocation
* **Effect of Ritual:** The effects of weather and the clouds are vanished from the sky. The residue of the outer void vapors must be burned by exposed phosphorus during the ritual, producing an intense incense from a large bonfire; breathed by the caster and into the sky.

### Airborne Threat (Raid)

Invoking the power of gemstones, a ritualist is able to change the direction of the wind to lure in a powerful, airborne foe to attack a place of their choosing. Attackers, or defenders, may fight alongside it, but it is a neutral party and will fight anyone close to it.

* **Ingredients:** Atropa Belladonna, Doman Plum
* **Requirements:** 4 Chunk(s) of Topaz, 8 Chunk(s) of Sapphires *Rumor upon approval*
* **Required Scroll:** Evocation
* **Effect of Ritual:** Summons two Boss Bat Demon seen in the Unnamed City to a location. 1 AbandonedCityBossWingedDeath.