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Wind

Airhead!

Wind magic! You may think this is a weak element, I mean, what's a gust of wind gonna do? Well, quite a lot actually! Wind magic may not be flashy like fire, but it's still plenty powerful! 

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This class of elemental magic can be hard to control, many prefer to try out gravity magic for the basic skills rather than bother studying wind, however wind has its own perks and powers!

BASIC SKILLS

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Blustery Gust

Desc: The simplest wind ability, blustery gust is utilised by many, most often if they just need a bit of wind and nature refuses to provide! Some sailors may use it to give their sails a bit of an extra push, while some dops may just use it to save gibits on a fan on hotter days or for short films and the like. You have no idea how hard it can be to get the right weather for a shoot when it’s meant to be a storm but it’s a sunny day!

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Learning: Many dops like to wait for a windy day, then try to focus the feeling of the wind against them. With this sensation in mind, they may exhale or wave their arms in an attempt to create the wind themselves. 

Limits/Risks: Using this ability too much may result in a rather out of breath dopal, and the gusts made can only be that - gusts.

Wind Control

Desc: Now while making your own gusts of wind is cool and all, have you ever tried controlling the air itself? You can easily turn someone’s gale against them like that! 

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Learning: Windy days are good for this ability too, as they provide plenty of wind for a dopal to try and manipulate. Dopalines may often seek hilltops for learning this skill, as the wind around them tends to be more plentiful there.

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Limits/Risks: The wind is freer than water, yet can be just as aggressive as fire. Harnessing the wind is difficult, and easiest done when in a calmer mindset.

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Air Cushion 

Desc: Air currents are a curious thing indeed, though this skill lets you tweak them into a nice soft landing pad! It's most often used for skydiving.

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Learning: A high up but controlled environment is key for this skill, as you need a considerable amount of time to shape the wind around you into a cushion for your landing. As you’re falling, focus on the sensation of the wind flying past you and try to drag it all into one place beneath you. The result should be fall damage negation!

Limits/Risks: Learning this skill can go horribly wrong if an impulsive dopaline takes the whole ‘high up environment needed’ thing too far. As far as usage of this skill goes, it’s better used for longer falls than short ones, though it may be difficult to judge when to start creating the cushion.

Push 'n' Pull

Desc: Dopalines with this ability are able to harness the wind’s forceful nature to push or pull objects along without the need to even touch them. It’s often used in games and moviemaking, as an object can simply be pushed along without the need for special effects.

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Learning: To learn this skill, one should first find a small object, such as a feather or pebble. Focus the wind around you into pushing or pulling it, and, if you’re lucky, you should succeed! 

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Limits/Risks: For now, you can only push and pull objects about as far as your arms can, though you may be able to reach a little further with a bit less power.

ADVANCED SKILLS

Breeze Blades

PREREQUISITE: Blustery Gust

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Desc: Blustery Gusts are child’s play now, and now with new knowledge of the wind and how it works a dopaline can easily shape the wind around them into more offensive weapons. 

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Learning: Dopalines learning this skill may start small by simply exhaling and trying to shape that into a weapon, while others may find a windy hilltop and create blades from all the gales around them! However one chooses to learn, the result should be sharp gusts of air that can really pack a punch. Or cut someone.

Limits/Risks: Unruly dops using this skill may cause injury to themselves or others. Breeze Blades may also fly out of control if one isn’t careful with them.

Aero-Ball

PREREQUISITE: Wind Control

Desc: This ability is pretty much exactly what it says on the tin, spheres of air. Dopalines are able to utilise this skill to weaponise the wind, or simply make a concentrated ball of air for pushing things on the ground away from an area.

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Learning: To learn this skill, it’s easiest to think of a ball, and focus on controlling the wind and directing it to take that shape. Push on it whenever it tries to lose form, and the resulting ball should be strong, possibly barely held together.

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Limits/Risks: As insinuated above, the wind does not like being restrained, so an aero-ball will be difficult to create, let alone maintain. A poorly controlled aero-ball may just leave everyone a bit winded!  

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Limits/Risks: ‘Bunny Hops’ is another nickname for the stepping stone method, as it’s easier and less stressful to focus the wind into ledges to bounce from rather than effectively wind skis. With more practice, a true ‘wind surfing’ effect can be created.

Current Comfort

PREREQUISITE: Air Cushion

Desc: A step up from cushioning your fall is surfing on the air, many may find. Used by daredevils and stunt doubles alike, the latter needing no invisible strings to ride a hoverboard in a futuristic action movie! Adrenaline junkies just like this ability for fun, some even use it in sports! Overall, it’s a much more fun way of falling than just cushioning it. 

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Learning: To learn this skill, the same method as Air Cushion is used, though rather than focusing the wind into one spot, several pockets of it should be focused under your feet, making little ledges for you to jump downwards from. Each ledge won’t halt your fall, simply briefly halt it, like stepping stones down to the ground! 

Tug 'n' Tear

PREREQUISITE: Push 'n' Pull

Desc: And you thought just pushing and pulling was hard? Wait till you get a load of Tug ‘n’ Tear, now you can rip through stuff like it was paper thin!

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Learning: It’s advised to take a small object once again, though this time you focus on a stronger gust of wind to push or pull it. Successful attempts should result in the object being in pieces, as the wind was strong enough to tear it to shreds. 

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Limits/Risks: This ability can be dangerous if used flimsily, so it's recommended that dops with this skill learn it only for dire situations. Structural and physical damage are a high risk if this ability isn’t controlled.

PROFESSIONAL SKILLS

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Hurricane Hell

Desc: That is not the kind of hurricane I meant when I said rock me like one! Oh nevermind, this skill makes a real nasty tornado as you can tell. Film directors just love using magic like this to truly put emphasis on the whole disaster movie sorta genre, but of course summoning a great big typhoon has plenty of positives in battle too! 

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Learning: To learn this skill, a dopal may first observe a hurricane in action, though if they can’t do this, they may simply settle for watching a demonstration of this ability first. One easy method of using this skill involves creating Breeze Blades, then manipulating them further to create a real tornado. 

PREREQUISITES: Breeze Blades & Wind Control

Limits/Risks: It’s easier and safer to make one hurricane first, though there’s not much reason to make more than one unless you’re really in a pickle.

Weather Wham

PREREQUISITES: Tug 'n' Tear & Blustery Gust

Desc: The most known utility use of this skill is for clearing out large areas and is rarely used for anything else. The damage it causes simply proves itself too great even for battle usage, still that hasn’t stopped the more unsavoury types from using it for rather devious things indeed…  

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Learning: To learn this skill, stormy weather is recommended, as it’s more volatile and creates more wind. A dopal learning this skill should stand in the centre of a stormy field, close their eyes, and focus on manipulating the weather around them. The result should be a blast of sorts, a ‘beam’ of wind that’ll tear apart anything in its path. It is strongly advised that the dopaline learning this ability is alone.

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Limits/Risks: Dopalines in the path of this ability will be severely injured, as well as general wildlife and plants. This is why usage of this ability is typically only advised when there is no alternative, or if large areas need to be cleared out for new civilisations - in the latter scenario, residents of the area will be evacuated beforehand.

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Limits/Risks: A rapid change in air pressure can cause serious internal and external problems for a dopaline and the environment.

Pressure Point

PREREQUISITES: Aero-Ball & Air Cushion

Desc: Dopals with this skill are both able to change the air pressure around them or at a focused point and identify changes in air pressure. For this reason, its main ability is rarely actually used, and dopals with this ability may instead get jobs that involve predicting the weather. 

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Learning: Dopalines learning this skill may go on a mountain hike or a dive beforehand, as it allows them to learn the extents that pressure can go to. They will then focus this on the wind, either increasing or decreasing the weight of the air around them. The result should either be a noticeable increase or decrease in air pressure. 

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