Beginner Spells (T0)
Wind magic is freeform at T0. This means you can do anything similar to the spells listed below, passively.
Wind Skin - Cast a refreshing breeze of wind around your person to cool your body from harsh natural climates.
Gale Step - When casting through your movements, guide the wind with them–making them feel slightly lighter and leaving you less fatigued.
Scribe - By tracing your finger in the air, you can leave a faint visible current trail that acts like temporary glowing ink, fading after a minute.
Wind Pull - You manipulate air at an acute level to press switches, or pull small glasses towards you and turn small handles slightly beyond your physical reach.
Inhale - When focusing on your breathing and finding yourself panicked, cast this spell whilst inhaling to make it slightly easier to focus on casting further spells.
Novice Spells (T1)
Air push - When the mage conjures and gathers a collection of wind from their hands, they can send it out forcefully to knock back their foes within 10 feet, 10 feet away, and even capable of knocking even the heaviest of people. You may also use this to pull targets towards you.
Wind Blade - By casting through a wand or weapon of choice, or even a telegraph of movement with your hand, the Mage can send out a visible slice of wind at their target. It is capable of slicing through leather or gambeson, though not plate or chainmail. It has a range of 20 ft, is 5 ft wide, and moves at 25 mph.
Wind Punch - Telegraphed by reeling your fist back with a cast, and then releasing the built-up air at a target when connecting with a punch to release a more potent force. When connecting, it can bruise flesh even through padded armor.
Mimic - The caster is capable of mimicking voices or sounds that they hear. However, it becomes straining to use constantly during long conversations.
Float - A simple passive spell that allows the caster to float about five feet in the air, or slowly glide down to cushion their fall if not falling higher than 30 ft.
Intermediate Spells (T2)
Wind Spheres - The mage tosses their hands into the air whilst casting, and creates up to three tennis ball-sized spheres of wind around their person. When the Mage wants, they can send these spheres towards their target, which can scrape and bruise exposed skin whilst sending them backwards 2 ft.
Dust Cloud - The mage condenses wind into their hand and sends it downwards at their feet to send dust and debris scattering about, creating an effective smokescreen for five turns. Can be blown away by a mage of equal proficiency.
Air Wall - The caster lifts and raises both their hands to the skies to create a semi-transparent 7x7 ft surface of wind. Capable of thwarting thrown projectiles such as daggers, potions, or even arrows. Can be sustained for a total of three turns with a cooldown of 5 turns.
Wind Hop - The caster jumps into the air and creates a surface of wind below their feet to give them an extra boost upwards, capable of sending them 10 feet up.
Second Wind - When diving within the deep waters, the mage can cast an orb of Wind around their head, which allows them to breathe underwater for 10 turns.
Dash - Through casting within their movements, whenever the mage dashes in any direction, they can use wind to propel themselves 8 feet further, nearly instantly, and their movement during this cast is 20 mph. Cannot cast another spell in tandem when casting this.
Erase - You’ve become acquainted with the wind in such a way that the mage can accurately erase their scent from animals and outsiders for a total of five turns with a cooldown of 10 turns.
Expert Spells (T3)
Echolocation - The mage has become skilled enough to utilize sound at this point, and casts when making a sound to gather a sense of objects and people around them. Has a range of 30 feet, allowing them to “see” even in complete darkness. Not capable of detecting people behind walls/obstacles.
Flight - A common spell, controlled wind begins to take the mage into the air, and they enter a flight. They can fly at 25 mph and have a height cap of 50 ft. The mage cannot cast other spells whilst using flight, and it cannot be casted during combat.
Pillars of Wind - Conjuring up a surge of wind at your feet and then stomping the ground sends four pillars of visible wind in front of the mage. The force is capable of breaking wooden walls and dealing minor bone breaks. Has an effective range of 10 feet.
Chain Breaker - Create and conjure up a total of two tangible shortswords of wind which levitate around the caster's head and send them at your target. The force carried can pierce through chainmail, creating an opening in the armour, but they vanish after making impact. The mage can only target the same area with both swords, as it sends them out at the same time, breaking their chainmail and not puncturing flesh. The projectiles travel a total of 40 mph, which is perceivable by anyone on guard, but they can easily hit you off guard.
Muffle - The sound around you begins to dilute. Even those with the keenest ears will find it difficult to hear the Mage’s movements when they cast this spell. Lasts for a total of 6 turns with a cooldown of 6 turns.
Master Spells (T4)
Tornado - The mage casts cycling winds around a set area. As the winds begin to rotate rapidly, they form into a Tornado that takes up 30x30x30 ft of space. The tornado is strong enough to pull and lift plated foes and pick up small rocks and other debris alike (i.e., wooden structures such as walls, doors, barricades). The tornado lasts for ten turns, but leaves the mage drained.
The direction/trajectory of the Tornado can be altered whenever the Mage wishes.
Whirlwind - The mage conjures a stationary wind that rapidly begins to build up around them. Within a 15x15 ft radius, visible dagger-sized slices of wind begin to spiral around the mage and whirl around them. Those caught in this radius find themselves slowly being pushed back, as well as receiving multiple dagger-sized slices across their body. Armored foes that are caught within the Whirlwind for longer than two turns will find their armor weakened and much more vulnerable to regular attacks with weapons.
Sphere of Protection - Winds condense and build up to cycle around the mage. A 10x10 ft dome of constantly cycling winds acts as a formidable protection around those within it. The sphere is capable of thwarting off boulders and projectiles, on top of dispelling ranged spells that are Expert or below. Lasts for a total amount of four turns, and can be casted twice in one fight before exhaustion hits.
Wind Reaver - Those who take a favoring to weaponry are fit for a spell like this. A visible greatsword that holds no weight and has a length of 12 ft finds itself in the caster's grasp. The caster can swing and rave this weapon around; the cycling wind greatsword is capable of cleaving through wood and sending plated foes backwards ten feet away. More precise strikes can break fingers or cause minor fractures. The weapon can last for five turns before dissipating with a cooldown of 10 turns.
Divide - When casting into a weapon and swinging at a target, this allows for your swing to accelerate to increase its cutting proficiency. Capable of slicing through chainmail, and if wielding a blunt object, this can break a bone on impact.
Sound Wave - The caster lets out a scream whilst conjuring to amplify it. The scream can travel a distance of 40 ft, and when this rush of sound strikes targets, they will find themselves deafened for six turns and heavily disoriented.
Archon Spells (T5)
Crush - The caster fully takes control of the air around them and casts downwards, forcing opponents to buckle and submit to the ground. Within a vast 70x70 ft radius, the atmosphere thickens like invisible chains, turning sprints into sluggish jogs and making defending yourself with your body futile. Those within the radius find it difficult to breathe, plated foes will begin to suffocate quicker, with their plate pushing into their body. The spell lasts for 8 turns and the caster is unaffected within this dome.