Magic school Current design Wind

Wind

Wind decides where things travelling through the air go. It masters projectiles and mobility, and draws its strength from Air Pressure created by movement.

Overview

Wind is the school of projectile mastery, mobility, offensive support and positioning. Wind decides where things travelling through the air go: direction, velocity, mass and trajectory all matter.

Air Pressure

Wind draws on Air Pressure, which is created by movement — anyone’s movement. A fast, mobile fight gives a Wind caster plenty to work with. A static, grounded fight starves it.

Mass matters

Wind respects mass. Light bodies and light projectiles react strongly to it; heavy things resist.

Orbit

Orbit is a Wind spell: projectiles caught circling under its influence can become yours, changing their ownership and allegiance — while keeping their own nature. A captured Ice Shard still Chills; a captured Water Bolt still Wets.

In the design

  • Defining rule. Wind decides where things travelling through the air go. Direction, velocity, mass and trajectory matter.
  • World property. Movement, momentum and Air Pressure.
  • Exceptional at. Projectile manipulation / mobility / ranged support.
  • Deliberate weakness. Depends on movement-generated Air Pressure; weaker against grounded/melee effects.
  • Mastery. Skyweaver: unprecedented authority over movement, projectiles and Air Pressure.

Last updated

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