Function

Air magic controls air, wind, pressure, and currents. It is a common mobility and battlefield school, letting mages fly, move people and supplies, attack with compressed wind, defend with air barriers, and drive ships or wind-driven vessels.

Capabilities

Air mages commonly fly, hover, glide, launch themselves forward, lift other people, carry supplies, scout terrain, and move quickly between combat positions.

In combat, air magic can become precise or overwhelming. Skilled users release slicing currents, compressed blasts, shockwaves, tornado-like attacks, hurricane-force winds, and barriers of swirling air. Kazehiro uses wind-blade techniques, shaping hand motions like sword draws to cut the arena floor, redirect explosions, and form defensive air around himself. Jareth, Jorhan, Kren, and Master Han use air magic for high-speed movement, battlefield pressure, and defense.

The school also has practical uses. Air magic can keep people breathing at high altitude or inside sealed vessels, stabilize ship environments, clear smoke, dust, sand, and debris, dry clothing, wash someone with precise gusts, amplify voices across arenas, and assist with cooking or craftwork. Air mages are often used as scouts, messengers, pilots, supply runners, and transport mages in armies and cities.

Airships, windships, trade ships, and windweavers frequently rely on air mages, wind-driven sails, or directed currents. These vessels use air magic, aether-artifact engineering, or both.

Rules & Properties

  • Air magic manipulates air, wind, pressure, and currents.
  • It enables flight, hovering, gliding, rapid acceleration, midair stabilization, and carrying other people.
  • Offensive forms include compressed air blasts, slicing wind, shockwaves, tornadoes, hurricane-force winds, and pressure waves.
  • Defensive forms include air barriers, cushioning impacts, clearing debris, keeping vessels breathable, and making breathing easier in difficult conditions.
  • Fine control is possible. Mages use air to carve, cut food, clean, dry, wash, amplify speech, and funnel distant sound.
  • Air magic can be combined with other schools, including fire, ice, lightning, plasma, temporal magic, and divine enchantments.
  • Strong users can move nearly too fast to follow, but flight and speed still depend on skill, essence reserves, and the surrounding environment.
  • Some environments limit air magic. Going too high with magic alone is risky, the Plains of Eternity can make flight unreliable, and overwhelming or unpredictable essence can prevent air mages from crossing certain regions safely.

History & Origins

Air magic has users in Xalmyrra, Thundermarch, Thalassai, Shanari, and Varnhallow. Mages also use it during the Malverand era.

Air mages serve in armies, temples, tournaments, research settings, expeditions, naval travel, and city logistics. Thundermarch has air mages in dragon-themed robes and teachers such as Master Han. Shanari uses windships powered primarily by air mages. Thalassai develops advanced windweavers and includes Aetherion, the high-plateau region ruled by Zephyra as archon of air. The Palace of Air hosts Zephyra's guests, windweaver departures, and high-altitude travel.

Secrets and Mysteries