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.
Connections
Related entries
- Elemental interactions Game system
- Ventus Indomitus Item
Spells
- Crosswind Spell
- Eye of the Storm Spell
- Guiding Wind Spell
- Gust Spell
- Orbit Spell
- Reversal Spell
- Tailwind Spell
- Updraft Spell
- Wind Cutter Spell
- Windstep Spell