💨 Tier Null / Unbound Air Spells 💨
#1. Winding Whirlwind: Cast on a target, and whether it be an inanimate object such as a weapon, a person, or even a specific limb, it will begin to rotate at varying speeds and increase in speed the higher the tier this is cast. A tier one caster can rotate an object two times a second. A tier 12 caster can rotate an object millions of times a second and cause devastating whirlwinds and gusts of wind while this spell is active.
Tier: Null / Unbound
Classification: ALTERATION
Maximize-able: No.
Casts Per Event: Varied ; Dependent on tier.
Requires Concentration: Yes.
#2. Jet: Conjures a torrent of wind from either the caster's hands, feet, or back that allows them to propel themselves forward at high speeds, letting them quickly dash from one area to another. Also allows for faster flight. A tier one caster could use this spell to conjure jets that would allow them to dash forward at 10mph (4 meters per second) and increase their flying speed by 5mph. A tier 12 caster could dash forward faster than the speed of sound and fly at hypersonic speeds.
Tier: Null / Unbound
Classification: ALTERATION
Maximize-able: No.
Casts Per Event: Varied ; Dependent on tier.
Requires Concentration: Yes.
💨 Tier 1 Air Spells 💨
#1. Wind Dart: Conjures a fast-moving, swirling dart of air magic that homes in on targets.
Tier: 1
Classification: DESTRUCTION
Maximize-able: Yes ; Increases the size and speed of the dart.
Casts Per Event: 12
Requires Concentration: No.
#2. Fan: Allows the caster to emit a small amount of air from their hand, similar to the amount emitted by a fan. Emits air constantly for up to 5 minutes unless the caster chooses to dispel it and stop the effect.
Tier: 1
Classification: CONJURATION
Maximize-able: No.
Casts Per Event: 12
Requires Concentration: No.
💨 Tier 2 Air Spells 💨
#1. Breeze: Conjures a soothing, cool breeze that moves in a direction chosen by the caster for up to 15 minutes.
Tier: 2
Classification: CONJURATION
Maximize-able: Yes ; Extends the duration of the breeze to 30 minutes.
Casts Per Event: 11
Requires Concentration: Yes.
💨 Tier 3 Air Spells 💨
#1. Summon Air Familiar: Summons a windy spectral animal such as a bear or a wolf to fight for you. This familiar cannot cast magic, but radiates a windy aura that can deflect incoming projectiles. The familiar possesses the level of intelligence similar to a tamed version of whatever animal is summoned, and is bound to the will of the caster unless attacked repeatedly by the caster. Familiars are also immune to physical damage but are able to be hurt by any magical damage, and last for 15 minutes unless defeated, banished, or dispelled.
Tier: 3
Classification: EVOCATION
Maximize-able: Yes ; Duration extended to 30 minutes.
Casts Per Event: 10
Requires Concentration: Yes.
#2. Fog: Conjures a dense fog that can fully envelop an area 50m in size. This fog heavily obscures the vision of those inside of it, friend and foe alike. This fog lasts for up to 15 minutes unless the caster dispels it.
Tier: 3
Classification: CONJURATION
Maximize-able: Yes ; Extends the duration of the fog to 30 minutes, and allows it to envelop an area 100m in size.
Casts Per Event: 10
Requires Concentration: Yes.
#3. Wind Cutter: Allows the caster to send out sharpened slashes of air from their hand by making the movements of said slashes with their hand. The resulting slashes of air can travel for up to 30 seconds and cut things as sharp as a steel sword would.
Tier: 3
Classification: DESTRUCTION
Maximize-able: Yes ; Increases the size and sharpness of the slashes.
Casts Per Event: 10
Requires Concentration: Yes.
💨 Tier 4 Air Spells 💨
#1. Windy Armament: Imbues your weapon with air magic for 15 minutes, creating swirling air around your weapon. This allows your weapon to send out slashes of air in the direction you swing it in, and by swinging your weapon you can create small gusts of wind. Can't be used with other spells that imbue your weapon with an effect.
Tier: 4
Classification: REINFORCEMENT
Maximize-able: Yes ; Extends the duration of the spell to 30 minutes.
Casts Per Event: 9
Requires Concentration: Yes.
#2. Wind Blast: Conjures a fast moving, powerful burst of air magic from the caster's hand. Capable of knocking targets of similar size to the caster off of their feet (unless they are very heavy) and dealing slightly more damage than the tier 2 physical spell Lesser Force.
Tier: 3
Classification: DESTRUCTION
Maximize-able: Yes ; Increases the power of the wind blast.
Casts Per Event: 10
Requires Concentration: No.
💨 Tier 5 Air Spells 💨
#1. Wind Bomb: Conjures a small, condensed ball of air in the caster's hand that can be thrown at targets. On impact, this ball of air rapidly expands and causes an explosion of air, pushing back foes and dealing damage to structures and other things.
Tier: 5
Classification: DESTRUCTION
Maximize-able: Yes ; Increases the size and destructive potential of the bomb.
Casts Per Event: 8
Requires Concentration: No.
💨 Tier 6 Air Spells 💨
#1. Summon Air Elemental: Summons an Air Elemental to fight for you. These elementals are capable of casting air spells tier 6 or lower, but cannot summon other air elementals, only air familiars. Air Elementals are capable of flight and possess a small level of intelligence, but are bound to the will of the caster unless repeatedly attacked by the caster. Air Elementals last for 20 minutes unless killed, destroyed, or banished.
Tier: 6
Classification: EVOCATION
Maximize-able: Yes ; Causes the elemental to only cast maximized versions of tier 6 air spells and below, and now lasts for 40 minutes instead of 20.
Casts Per Event: 6
Requires Concentration: Yes.
#2. Fly: Allows the caster to freely move throughout the air and fly. The caster is capable of flying for up to 15 seconds per cast, and one cast of this spell is counted as whenever you make contact with the ground again and stop flying. By default, the caster can fly at speeds of 20mph (9 meters per second). Can be amplified with Jet.
Tier: 6
Classification: ALTERATION
Maximize-able: Yes ; Increases flight speed to 40mph (18 meters per second) and increases the duration of flight to 30 seconds per cast.
Casts Per Event: 7
Requires Concentration: Yes.
#3. Overcast: Allows the caster to cause clouds to appear in an area and change the local weather to become cloudy. Density of the clouds can vary, depending on what the caster wishes. Can also be used to clear a cloudy sky.
Tier: 6
Classification: CONJURATION
Maximize-able: No.
Casts Per Event: 7
Requires Concentration: Yes.
💨 Tier 7 Air Spells 💨
(Temporarily N / A)
💨 Tier 8 Air Spells 💨
#1. Vortex Ray: Emits an extremely powerful ray of pure air magic that takes the form of a swirling vortex that deals heavy physical damage to anything caught in its wake, and things caught inside the vortex will be ripped apart by the forces of air. Capable of being made bigger or smaller; making this beam smaller concentrates it and causes it to blast through anything almost instantly, while making this beam larger allows for it to affect a wider area, but cuts through things only a bit slower.
Tier: 8
Classification: DESTRUCTION
Maximize-able: No.
Casts Per Event: 5
Requires Concentration: Yes.
💨 Tier 9 Air Spells 💨
#1. Tornado: Conjures a large, powerful tornado with extremely strong winds. This tornado lasts for 15 minutes, during which it will cause a large amount of destruction and sweep things away in its winds. If there is already an active tornado in the area, the effects of this spell are amplified.
Tier: 9
Classification: DESTRUCTION
Maximize-able: Yes ; Causes the tornado to last for 30 minutes.
Casts Per Event: 4
Requires Concentration: Yes.
#2. Summon Greater Air Elemental: Summons a fearsome, tempestral Greater Air Elemental to fight for you. These elementals are capable of casting air spells tier 9 or lower, but cannot summon other greater air elementals. Greater air elementals are capable of flight and possess a small level of intelligence, but are bound to the will of the caster unless repeatedly attacked by the caster. Greater air elementals last for 25 minutes unless killed, destroyed, or banished.
Tier: 9
Classification: EVOCATION
Maximize-able: Yes ; Causes the elemental to only cast maximized versions of tier 9 air spells and below, and now lasts for 50 minutes instead of 25.
Casts Per Event: 4
Requires Concentration: Yes.
💨 Tier 10 Air Spells 💨
(Temporarily N / A)
💨 Tier 11 Air Spells 💨
(Temporarily N / A)
💨 Tier 12 Air Spells 💨
#1. Summon Icon of Sephoria: Summons the most powerful air elemental, an Icon of Sephoria. This elemental is capable of casting every air spell and can even summon other air elementals, but it cannot summon another Icon. This elemental exhibits a moderate level of intelligence, but is bound to the will of the caster unless repeatedly attacked by the caster. An Icon of Sephoria lasts for 60 minutes unless killed, destroyed, or banished.
Tier: 12
Classification: EVOCATION
Maximize-able: Yes ; Causes the Icon to only cast maximized versions of all air spells, and allows it to last indefinitely until killed, destroyed, or banished.
Casts Per Event: 1
Requires Concentration: Yes.