Closely tied to nature and life, Wind Magic is a balance of offense and defense, debuffs and buffs. It has a few healing effects and eventually a single rez, but they require a much higher skill level and are less efficient than their Water equivalents. Wind Magic damage delivers significant physical force in addition to raw damage, giving it a knockback effect that scales in intensity with its magnitude.

**Sylphs** have a natural affinity with wind, and receive the following benefits:

- They begin with the Wind Magic skill, which does not consume a skill slot.
- +25% base Wind Resistance
- +10% rate of skill gain with Wind Magic
- -1 to minimum Magnitudes for Wind Magic spell effects

- Spellword: fu
- Effect Color: green
- Base MP Cost: 20
- Base Cooldown Mod: 3 seconds
- Base Elemental Effect: 15-60
- Physics Impulse: 10 N per point of damage

**Malign**- Direct Damage:
**zuru**- Requires one free hand. Deals direct elemental damage to the target. If the Effect Phrase is omitted from a projectile incantation, it defaults to zuru.
- Skill Mod: 0
- MP Mod: 10)
- Cooldown Mod: 0
- Damage: 100%

- Damage Over Time:
**mejuru**- Requires one free hand. Applies the total spell damage over a set duration.
- Min Magnitude: 1
- Skill Mod: +50
- MP Mod: +20
- Cooldown Mod: +2s
- Base duration: 5s
- Damage: 150%

- Stumble:
**navraku**- Requires one free hand. Inflicts Stumble status on the target, causing them to briefly lose their balance.
- Min Magnitude: 1
- Skill Mod: +10
- MP Mod: +5
- Cooldown Mod: +1s
- Base duration: 0.2s

- Delay:
**plorjabu**- Requires one free hand. Inflicts Delay status on the target, significantly slowing their movement and actions for a time.
- Min Magnitude: 2
- Skill Mod: +35
- MP Mod: +20
- Cooldown Mod: +5s
- Base duration: 0.5s
- Base effect: 5% slowed, to a maximum of 80%

- Interrupt:
**tovaku**- Requires one free hand. Interrupts the target, disrupting any incantation in progress and any weapon technique currently being charged or executed. Can only interrupt weapon techniques requiring a skill level equal to or less than the required skill for the Magnitude of the Interrupt spell.
- Min Magnitude: 2
- Skill Mod: +25
- MP Mod: +15
- Cooldown Mod: +3s

- Silence:
**nushlavu**- Requires one free hand. Inflicts Silence status on the target, effectively removing their ability to speak or cast spells for the duration of the effect.
- Min Magnitude: 3
- Skill Mod: +40
- MP Mod: +25
- Cooldown Mod: +4s
- Base duration: 3s

- Paralysis:
**navgojiku**- Requires both hands. Inflicts Paralysis status on the target.
- Additional Element Required: Dark or Earth
- Min Magnitude: 4
- Skill Mod: +90
- MP Mod: +50
- Cooldown Mod: +10s

- Aeroblade:
**zhukaru**- Requires one free hand. A spinning elemental blade deals both Wind and Slashing damage to the target (50% physical).
- Min Magnitude: 6
- Skill Mod: +15
- MP Mod: +10
- Cooldown Mod: +18s
- Damage: 165%

- Maelstrom:
**fudomjuru**- Requires both hands. Summons a churning maelstrom of wind which inflicts damage over time and Stumble status to all targets within the area of effect for as long as they remain there. Requires
*tepnaga*. Cannot be affected by Shaping verbs. - Min Magnitude: 8
- Skill Mod: +60
- MP Mod: +140
- Cooldown Mod: +25s
- Damage: 200%
- AOE radius: 120%
- Base duration: 2s

- Requires both hands. Summons a churning maelstrom of wind which inflicts damage over time and Stumble status to all targets within the area of effect for as long as they remain there. Requires

- Direct Damage:

**Benign**- Defensive Shield:
**tamzul**- Requires one free hand. Generates a protective shield in front of the caster (or a chosen target, if a targeting method is specified) which absorbs incoming projectiles and magic attacks. Can absorb total spell energy equal to its own Magnitude before disappearing. If cast as a maintained spell, drains MP equal to the damage absorbed each time it is struck.
- Skill Mod: +10
- MP Mod: +10
- Cooldown Mod: +1s
- Base duration: 5s

- Offensive Shield:
**wemzul**- Requires one free hand. Generates a shield around the target which inflicts elemental Damage Over Time to any hostiles who approach within one meter, for as long as they remain there while the spell is active. If cast as a maintained spell, drains MP equal to the damage dealt while opponent is in range.
- Min Magnitude: 1
- Skill Mod: +40
- MP Mod: +15
- Cooldown Mod: +5s
- Base duration: 20s

- Haste:
**plorthul**- Requires one free hand. Reduces the cooldown timers of any abilities or spells used by the target by 25%, plus an additional amount which scales, to a maximum of 50%. Haste cannot reduce the cooldown timer of another Haste effect.
- Min Magnitude: 2
- Skill Mod: +75
- MP Mod: +15
- Cooldown Mod: +3s
- Base duration: 10s
- Base effect: 0.01% reduction in cooldowns

- Water Breathing:
**rozubul**- Requires one free hand. Target player's breath meter will not deplete. Also allows them to speak normally, and eliminates Drowning status if the player is already afflicted by it.
- Additional Element Required: Water
- Min Magnitude: 2
- Skill Mod: +30
- MP Mod: +70
- Cooldown: +90s
- Base duration: 60s

- Muffle:
**nushlajul**- Requires one free hand. Sound does not propagate within one meter of the target, making it possible to move completely silently--but also making it impossible for the target to hear or cast spells. Cannot affect hostile targets.
- Min Magnitude: 3
- Skill Mod: +25
- MP Mod: +20
- Cooldown Mod: +3s
- Base duration: 10s

- Reduce Hate Gain:
**nuramvul**- Requires one free hand. Reduces the amount of mob hate (aggro) accrued by the target.
- Min Magnitude: 3
- Skill Mod: +20
- MP Mod: +12
- Cooldown Mod: +100s
- Base duration: 60s
- Base effect: 1.5% reduction in hate gain

- Transparency:
**vayezul**- Requires one free hand. Renders the target transparent, making them harder to see. Transparency is 15%, plus an additional base amount that scales with magnitude and skill.
- Min Magnitude: 4
- Skill Mod: +30
- MP Mod: +30
- Cooldown: +5s
- Base duration: 30s
- Base effect: +1% transparency (to a maximum of 85%)

- Resist Poison:
**neyaravul**- Requires one free hand. Grants the target +25% Poison Resistance, and reduces the duration of all poison effects by a percentage which scales. Does not affect poison effects already applied to the target.
- Min Magnitude: 4
- Skill Mod: +35
- MP Mod: +20
- Cooldown: +12s
- Base duration: 8s
- Base effect: 2.5% reduction in poison durations

- Bracing:
**netamdul**- Requires one free hand. Reduces the intensity of all knockback effects suffered by the target as a result of attacks or Malign effects. The reduction is 20% plus an additional amount which scales. Note that this effect only reduces the physics impulse transmitted by an attack, not the damage of the attack.
- Min Magnitude: 4
- Skill Mod: +65
- MP Mod: +30
- Cooldown: +14s
- Base duration: 10s
- Base effect: +0.5% knockback reduction

- Detect Movement:
**hevatrul**- Requires one free hand. Mobs or players in motion are revealed to the target as a colored glow in the rough shape of the moving entity. Motionless entities cannot be detected in this way unless they begin moving again.
- Min Magnitude: 6
- Skill Mod: +50
- MP Mod: +12
- Cooldown Mod: +20s
- Base duration: 15s

- Blur:
**vaploynul**- Requires one free hand. Accelerates all of the target's movements (including flight speed) and makes them harder to target using Focus or other system-assisted skills (attackers require twice as long to get a lock). Speed increase is 20%, plus an additional base effect which scales.
- Min Magnitude: 6
- Skill Mod: +55
- MP Mod: +60
- Cooldown Mod: +7s
- Base duration: 5s
- Base effect: +1.25% increased speed, +0.05s time required to lock Focus or weapon skills on target

- Quickening:
**plornaktul**- Requires both hands. During Quickening's effect, all spells and abilities used by the target have
*no*cooldown. When this spell effect ends,*all*of the target's spells and skills incur a cooldown equal to Quickening's. Quickening cannot affect the cooldown of another Quickening effect. This effect can only be cast by Sylphs. - Min Magnitude: 9
- Skill Mod: +70
- MP Mod: +300
- Cooldown Mod: +20s
- Base duration: 3s
- Base effect: +3% cooldown reduction

- Requires both hands. During Quickening's effect, all spells and abilities used by the target have

- Defensive Shield:

**Recovery**- Healing Wind:
**nachaz**- Requires one free hand. Heals target. If the Effect phrase is omitted from a Recovery incantation, the effect defaults to
*chaz.* - Min Magnitude: 5
- Skill Mod: +10
- MP Mod: +25
- Cooldown Mod: +3s
- Base effect: 50%

- Requires one free hand. Heals target. If the Effect phrase is omitted from a Recovery incantation, the effect defaults to
- Breath of Life:
**nafletaz**- Requires both hands. Revives a player from their Remain Light at 1HP and 1 MP.
- Min Magnitude: 8
- Skill Mod: +100
- MP Mod: +150
- Cooldown Mod: +45s
- AOE Radius: 50%

- Healing Wind:

**Utility**- Tracer:
**twanfulth**- Requires one free hand. Summons a tracking familiar unique to each element, which locks onto its target and follows them for a set period of time.
- Min Magnitude: 3
- Skill Mod: +35
- MP Mod: +70
- Cooldown Mod: +5s
- Base duration: 5m

- Barrier:
**plemalth**- Requires both hands. Creates a persistent elemental barrier over a fixed area, which forcefully ejects the player from the area in the opposite direction of their movement. Requires
*tepnaga*, affected by Shaping verbs. - Min Magnitude: 3
- Skill Mod: +20
- MP Mod: +10
- Cooldown Mod: +2s
- Base duration: 10s
- Base effect: 500 N of force

- Requires both hands. Creates a persistent elemental barrier over a fixed area, which forcefully ejects the player from the area in the opposite direction of their movement. Requires

- Tracer: