Wind Magic





The Powers

The Princes of Breath are the capricious, changeable Lords of the Weather and, according to legend, the ones who gave life to mankind. They are the patrons of sailors and travellers, and also of healers and midwives. Wind Sorcerors are hugely variable in their nature, as befits the followers of such inconstant Powers. The Princes of Breath do not take kindly to non-Ordained Sorcerors usurping their powers.
More information on The Rattle-Prince, The Prince of Storms, The Hushed Princess, The Rose Princes, The Frost Prince, The Princess of Tempests, The Princess of Stories, The Prince of the Trade Wind and The Prince of Miasmas can be found here on the Gods & Cults page.


The Limits

Wind Magic, being associated with breath, is very tiring. Spells require the loss of one or more Fatigue hits, and many high level spells may only be cast while lower level spells are being maintained. Wind spells must be maintained by the caster chanting with their arms outstretched - please try to make these chants as atmospheric as possible, if you'll pardon the pun! Other dramatic gestures apart from having the arms outstretched are permissible, but must be obvious and preferably consistent. Even the occasional fighting blow or parry can be made in a suitably windy way, but too much and the Wind or Tempest will drop. Chants should be recited for at least a few seconds between each use of Wind magic - no rapid-fire Lightning Bolts or Steal Breaths.
It has been noted that Wind Magic appears to be more powerful on and around the Breathing Isles, e.g. Steal Breath does the target 4 Fatigue hits per casting rather than 3.




The Spells - First Level

Summon Wind - This spell, very simply, calls up a Wind, regardless of where the caster is. This lasts for as long as the caster stands there chanting with their arms outstretched, and costs the caster one Fatigue hit for every five minutes the Wind is maintained (though Ordained casters get an extra five minutes for free when the spell is first cast). As well as being kinda cool, this spell is a prerequisite for many other Wind spells. The force of this Wind makes it impossible for anyone within it to relax enough to regain Fatigue hits and may have other effects, such as blowing out torches, at the GM's discretion. A natural strong wind is just as good as this spell for casting other Wind spells, check with the GM about IC weather conditions.

Restore Breath - At the cost of one Fatigue hit, the caster restores one Body hit to the Torso of the target. This spell may only heal damage to the Torso. Alternatively the caster may expend two Fatigue hits to restore a single Fatigue to a target. Either variant of this spell can only be cast while standing in a strong wind.



Second Level

Flight - The caster must first summon a Wind. They can then take off and start flying at the cost of one Fatigue hit for every two minutes they remain aloft (five minutes per Fatigue hit for Ordained casters). If the caster loses consciousness while still airborne, they will gently drift towards the ground for two minutes before they begin plummeting. They may carry one passenger with them for every rank of the Strong skill they have, a caster without that skill cannot carry any passengers at all. Casters will need to think carefully about the logistics of more than two people!

Steal Breath - This spell, as its name suggests, steals the breath from any one target within sight. The caster must be standing in a strong wind to cast this spell. It costs the caster one Fatigue hit, and costs the target 3 Fatigue hits.



Third Level

Lightning - As long as there is a strong wind blowing, the caster may spend two Fatigue hits to throw a lightning bolt that inflicts a Global Triple to any one target in sight. This bolt of lightning may come from the sky or from the caster's fingertips, as desired.

Sickening - The caster loses 2 Fatigue hits. The target immediately loses 4 Fatigue hits and becomes infected with an insidious sickness. The target cannot regain Fatigue hits until they are cured, and will slowly weaken and sicken over the course of some days until their eventual death. Ordained Priests of the Princes of Breath are immune to this spell. The sickness can only be cured by Rejuvenating Fire, a five point Blood Cure or Purification (including Purification Potions).



Fourth Level

Rejuvenating Fire - During a Wind the caster spends two Fatigue hits and hurls lightning at the target of the spell. If the caster is Ordained then the subject of the spell is fully healed of all injury. If the caster is not Ordained then the subject is first fully healed and then burned for a Through Triple to their Torso as the energy grounds through them. The total number of Rejuvenating Fires a caster may use per Adventure is limited to half their total Fatigue hits, rounded down.

Tempest - It costs two Fatigue hits to upgrade a Wind to a Tempest, and another Fatigue hit for every minute the Tempest is maintained. The area within a hundred yards or so of the caster is filled with buffeting winds and flaring lightning. If the caster is Ordained this is not a problem, the winds and lightning will damage the caster's enemies (assume that every few seconds the caster can declare a Single to a target of their choice within sight). If the caster is not Ordained then people and objects in the area start taking damage at random according to the GM's whim.



Fifth Level

Air After Storms - Spend two Fatigue hits during a Tempest. When the Tempest clears it will have left the area fundamentally improved. Malignant influences will have been purged by lightning, while beneficial ones will have been strengthened by rain. If the caster is Ordained then what gets purged and what gets strengthened is largely down to the Princes of Breath, if the caster is not Ordained then they get a good deal more control over what counts as "improvement".

Entreat The Prince - During a Tempest the caster may spend one Fatigue hit to call up a Prince of the Breath. The Princes are powerful beings who do not appreciate being summoned; a non-Ordained Sorceror will be attacked at once. An Ordained Sorceror will generally get the chance to explain themselves first.



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