The Way of Wind

Winds of Guilt (First Basic): Ancient Sorcerers used this power as a means of keeping their subjects loyal, without question. By cutting themselves open, and spraying their blood into the winds while chanting the proper spell, the Mage may awaken the spirits of the air, and rouse them to torment their enemies. This power may affect an area up to the size of a small house, and up to three victims. The victims of this power are beset with whispered voices, speaking of their greatest sins, and deepest fears. This spell lasts for about twenty minutes.

Biting Winds (Second Basic): By casting this spell, the Mage may cause gusts of icy wind and freezing temperatures to assault his foes. When Biting wind takes effect, a cool wind begins to blow. After a few minutes, the wind begins to slowly build, and the temperature beings to steadily drop. Within 15 minutes, the winds will rise to shrieking gusts of up to 60 MPH, and the temperature will drop by up to 50 degrees. This power effects an area up to the size of a average Keep. The effect of Biting Winds lasts for one hour.

Winds of Lethargy (First Intermediate): The Mage invoking the Winds of Lethargy may induce lethargy in his victims. Although the Winds of Lethargy will not drive their victims to sleep, they will cause the victim to become rapidly exhausted. Victims of this power often smell a bittersweet smoke in the air, and have reported the feeling of the very winds rubbing their muscles to relaxation.

Travelling the Winds (Second Intermediate): By calling upon the spirits of the winds, the Mage may become one with the winds and use them to travel at unbelievable speeds. This grants him the ability to travel at approximately 250 MPH, though only outside. While using this power, the character may do nothing but move, and may not affect any physical objects whatsoever. This power lasts for one hour, or until the Mage stops motion. Once the acting Mage stops motion, he resumes his normal physical form. While invoking Travelling the Winds, the Mage is effectively a blur of motion, and unrecognizable as anything other than a normal gust of wind.

Body of Zephyr (Advanced): A Mage invoking Body of Zephyr blends into the air, gaining the ability to maneuver through the smallest of cracks. The Mage's body retains its basic form, though it is too ephemeral and transparent for onlookers to make out any physical details. Upon casting this spell the Mage gains several amazing abilities. First, and foremost, he becomes totally immune to physical harm, though he may use no other Disciplines while in this form, and may not affect anything physically. . Second, he may maneuver through any opening, no matter how insignificant it may be, so long as it is not airtight. Last, he doubles his normal movement speed. This power lasts indefinitely, and the Mage may choose to re-assume his normal form at will.