Its Just the Wind

Anaketamalia of Tytalus was a maga originally from Thessaloniki, and a skilled weather witch. Always aggressively confident, when she finally decided on a husband, she was always worried about their safety as they were not Gifted, and only a large, powerful, and healthy male - nothing particularly special. Thus, when he was joining her on their brave adventures, she designed a spell to protect him, by turning him into a gusting wind.

(Spell design note: Our saga did not require requisites for clothing and gear to be included in the spell design, but did in the spell's casting.)

It's Just the Wind (Muto Corpus [Auram])

R: Touch, D: Sun, T: Individual

This spell turns a target's body into a swirling gust of wind, making them both swift to travel, and impossible to truly harm. They can move at a speed of 20-40 miles per hour, and can travel even faster by expending a long term fatigue every hour, gaining speeds up to 50 or 60 miles an hour. In addition to travelling at great speed safely, they can attempt to knock things over or carry them away. (rules for knocking things over are found in Transforming Mythic Europe, p 114, Form of the Zephyr). Due to her casting sigil, Anaketamalia's casting of the spell is accompanied by sweet, gentle harp music that fades into the distance.

(Base 30, +2 Sun, +1 Touch)

Side Effects table (1d10)

1 Exaggerated Sigil: For the entire duration of the spell, the strumming of harps follows the transformed target, thrumming louder and then fading. This may make it obvious when the spell is occurring, but the sigil's music always feels distant, rather than following the wind's path.

2-3 Minor Flaw: The target transformed cannot stay still. If they linger too long in one area, such as swirling around the same room or around a small area, the spell will end.

4-5 Minor Side Effect:

6 Minor Benefit: While transformed, the wind can pick up and discard objects easily. Anything not secured can get effertlessly caught up into the wind's flow, and discarded with equal ease.

7 Major Flaw: When the spell ends, the transformed individual is still moving at fast wind-speeds, and may not be properly on the ground. Safely ending the spell requires an Intelligence + Finesse roll against ease factor 9, or they take a moderate wound.

8 Major Side Effect: Something is strange with the way the wind travels, almost as if it is touching other Realms. As the wind passes, strange sounds echo from places not of this world, Faerie or Magic; Odd smells are left in its wake, and light passing through the wind gains an odd prismatic hue.

9 Major Benefit: Winds do not perceive reality the same as mortals, but for the duration of the spell, the target can understand the terrain their wind touches, and comprehend the features of things they blow across with uncanny accuracy, and this memory will linger beyond the spell's ending.

10 Fatal Flaw: The target is transformed into a gale-force wind immediately, a speed of 75 miles per hour, and this moves it 1/8th of a mile every round. Each round this costs them a fatigue level. Due to the incredible speed of movement, this requires a Quickness + Concentration stress die against ease factor 12.