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Wind mages

Wind mages are the masters of positional advantage, able to attack from any range any to completely supress, or at least severely hinder the ability of their enemies to position themselves in an advantageous position. Though not exactly the most powerful or reliable type of magic, well used wind magic allows its user to turn the tides of battle in an instant.

Passives

Breeze Break

  • Unlock : Level 1

As you control wind, you are able to control the wind flowing around you, allowing you to redirect it to stop it from being carried away. You can control if you smell can be detected by creatures as long as you remain in open spaces.

Zephyr’s protection

  • Unlock : Level 10

As you gain better control of the wind, you learn how to use it to reduce impacts. You can now cancel fall damage for yourself or nearby allies as long as you expect the fall to happen.

Actives

Gust

  • Tier 1 wind magic

Produce a powerful gust, blasting a target with wind mana, dealing 1D4/2 * (3 * MAG + LVL * 20)

Updraft Kick

  • Tier 1 wind magic

Imbue your legs with wind mana and attack, dealing 1D4/2 * (3 * MAG + LVL * 20) wind elemental damage. The target will also be push outside of melee range if your MAG + AGI is greater than their STR * 2.

Flight

  • Tier 2 wind magic
  • Mana cost : 250 mana per turn

Produce an updraft underneath yourself, allowing yourself fly at a desired height at considerable speeds. While outside of combat, flight can be used without counting as your action for the turn and be used for less than a turn (though still costing 250 mana). While in combat, enabling flight counts as your action for the turn.

While flying, most melee attacks cannot reach you, and you cannot use melee attacks without making yourself vulnerable to them as well. While flying, you can move by two map tiles per turn. Running out of mana while flying will make you fall to the ground immediately.

If you get hit while flying, you have a 25% chance to lose your balance and fall. Flight requires focus to stay activated; having your focus broken will cause you to fall.

Sonic Blast

  • Tier 2 wind magic
  • Mana cost : 350 mana

Send out a powerful blast of wind in front of yourself, causing a thundering noise which deafens any creature in the general direction you blasted for 6 turns.

If you send the blast towards a specific target, you will push them away, deafen them for 12 turns and deal (1D4/2 * (MAG * 4 + LVL * 20) wind elemental damage to them.

Targets who expect the blast won’t be blast away if their STR or AGI is at least half of your MAG.

Cyclone

  • Tier 3 wind magic
  • Mana cost : 1000 mana

Produce a cyclone at your current location, causing any creature who isn’t holding onto something, isn’t incredibly heavy or doesn’t have at least half as much STR as you have MAG within a 100-meter radius of yourself to be brought into your melee range. Creatures pulled in by the cyclone receive 1D4/2 * (MAG * 5 + LVL * 20) wind elemental damage.

Flying creatures affected by this skill aren’t pulled towards you, they are instead pushed outside of your melee range, at the edge of the cyclone.

Anticyclone

  • Tier 3 wind magic
  • Mana cost : 1000 mana

Produce an anticyclone at your current location, causing any creature who isn’t holding onto something, isn’t incredibly heavy or doesn’t have at least half as much STR as you have MAG within melee range of you to be pushed 100 meters away from yourself. Creatures pushed away by the anticyclone receive 1D4/2 * (MAG * 5 + LVL * 20) wind elemental damage.

Flying creatures affected by this skill aren’t pushed away from you, instead being pulled into your melee range.

Gale Burst

  • Tier 4 wind magic
  • Mana cost : 1750 mana

Blast yourself forward using the explosive power of wind, allowing you to move 4 world tiles in a single turn. This skill cannot be reacted to. This skill can be used to break any distance equal or lower than 4 map tiles instantly.

If you send yourself towards a location where you simply land, this skill can be used without any risk.

However, if send yourself at anything (be it an object or a creature), you will be sent flying at it at hundreds of kilometers per hour, most likely destroying it or making it fall in the process while also dealing (1D4/2 * (MAG * 6 + LVL * 20) wind elemental damage to them; though using this skill to target something will put incredible pressure on your legs, which will have to absorb the shock of the attack, as such, it may break your legs if you don’t have at least half as much STR or AGI as you have MAG.

Abrasive Blast

  • Tier 4 wind magic
  • Mana cost : 2500 mana

Create a strong current on the ground able pick-up small particles, lifting them up and sending them flying at incredibly high speeds towards a very small point, piercing it through strong abrasive action, dealing wind elemental damage with 50% pierce.

Though the blast is incredibly powerful, it rapidly loses in strength as it moves further from its user and progressively loses particles, making its damage vary based on the distance of the target. Within melee range, it deals (1D4/2 * (MAG * 6 + LVL * 20); outside of melee range, while still in close proximity (5-20 meters), it deals (1D4/2 * (MAG * 5 + LVL * 15); outside of melee range, while quite far (21-50 meters), it deals (1D4/2 * (MAG * 4 + LVL * 10); further than 50 meters away, this spell becomes nothing more than a small stream of harmless small particles.

Squall

  • Tier 5 wind magic
  • Mana cost : 2000 mana per turn

Produce sustained winds strong enough to stop people from even moving. As long as you are casting Squall, any creature who isn’t incredibly heavy, or who’s STR or AGI isn’t at least as high as your MAG won’t be able to move around, unless they do so with a skill (such as dashes, charges or even Gale Burst). You cannot move or take actions as long as you are using this skill, however, this skill doesn’t require concentration to stay on.

Vis-Versa

  • Tier 5 wind magic
  • Mana cost : 4000 mana
  • Cast time : 1 turn

Create streams of air that push against each other in opposite directions, that are able to pick up and swap1 the position of any creatures you are aware of2 within a 500-meter radius. This spell can swap as many pairs as of creatures as you want in a turn at no additional mana cost. This skill requires extreme amounts of focus as it requires you to know the exact position and state of the creatures you want to swap.

This skill cannot pick up creatures who are fast enough or strong enough to dodge the currents, meaning it won’t work on creatures with at least as much STR or AGI as you have MAG.

Blade Goddess’ Song

  • Tier 6 wind spell
  • Cooldown : 60 turns
  • Mana cost : 10000 mana
  • Item requirement : Sword or shortsword3

An ancient spell said to have been invented by a god of the draconic era who eventually became the first goddess of the wind. This spell is known as the Blade Goddess’ Song as the sharp winds it produces sing like an instrument as they slash through the air.

While holding a sword tightly, infuse its sharpness into the wind itself, producing a tempest that lasts 10 turns composed of winds fast enough to slash through armor and flesh.

Every creature within your current tile who isn’t covered from the wind will get slashed every turn, receiving damage equal to your sword’s damage4.

This spell requires constant focus to stay activated. Focus from this spell cannot be broken in any way, unless desired by the user. You are immune to the spell’s effect.


  1. This spell allows you to “swap” the position of creatures that “you are aware of”; you cannot swap a demon with a flower or simply move away a target. To displace a target, you must push target A to where target B is, while also moving target B to where target A was.

  2. This spell doesn’t offer omnipotence; you must be aware of a creature before using it in a swap.

  3. The weapon being held HAS to be a sword or shortsword, it cannot be a dagger, axe, claymore or any other bladed weapon. Unlike most spells, this spell doesn’t require a magic catalyst to be used, like a staff, magic ball or tome.

  4. This damage is calculated purely off of your stats, excluding the 1D4/2 damage randomizer.