Name: Winds of Fortune
Rank: D
Magic Cost: 5 (Cleric)
Requirements: Lorem Ventus Magic
Class: Supplementary
Element: Wind
Cooldown: 4
Duration: 2 Posts
Effect: The caster summons the grace of wind, increasing their, or an allies, speed by 25% for two posts. The spell is visible by swirling winds around the ankles and feet of whomever has the increase,
Name: Gust
Rank: D
Magic Cost: 5 (Cleric)
Requirements: Lorem Ventus Magic
Class: Defensive
Element: Wind
Cooldown: 3
Duration: Instant
Effect: The caster summons a strong gust of wind to deflect a single spell, C rank or lower. The caster cannot choose the direction (though it is usually left or right) nor use the spell deflected to their advantage. Any enemy within melee range are pushed back 3 meters. This spell can only deflect D rank spells of elements it is weak to.
Name: Potency
Rank: C
Magic Cost: 15 (Cleric) 10 Sustained
Requirements: Lorem Ventus Magic
Class: Supplementary
Element: Wind
Cooldown: 6
Duration: Until Dismissed
Effect: The caster summons winds that coat their arms, and any ally within a 10 meter radius' arms as well. The winds increase melee attack speed by 50%. The winds cause no extra damage and this spell does not increase the speed of other spells.
Name: Wind Slicer
Rank: D
Magic Cost: 5 (Cleric)
Requirements: Lorem Ventus Magic
Class: Offensive
Element: Wind
Cooldown: 3
Duration: Instant
Effect: The caster sends a slash of wind from their arm. The wind itself is .5m thick, and 5m long, traveling at 5m/s to a maximum of 5 meters. This spell can be blocked by barriers of equal rank, or higher, as well as spells of the same rank or higher; however elements weaker to Wind require C rank and above to stop the spell.
Name: Whipping Winds
Rank: D
Magic Cost: 5 (Cleric)
Requirements: Sorem Ventus Magic
Class: Offensive
Element: Wind
Cooldown: 3
Duration: Instant
Effect: The caster calls down a column of fierce winds that envelope him, and the area 5 meters around him. Enemies within the area recieve light bruises on a direct impact, and are pushed 5 meters away from the winds--10 meters away from Alistair in the center.
Rank: D
Magic Cost: 5 (Cleric)
Requirements: Lorem Ventus Magic
Class: Supplementary
Element: Wind
Cooldown: 4
Duration: 2 Posts
Effect: The caster summons the grace of wind, increasing their, or an allies, speed by 25% for two posts. The spell is visible by swirling winds around the ankles and feet of whomever has the increase,
Name: Gust
Rank: D
Magic Cost: 5 (Cleric)
Requirements: Lorem Ventus Magic
Class: Defensive
Element: Wind
Cooldown: 3
Duration: Instant
Effect: The caster summons a strong gust of wind to deflect a single spell, C rank or lower. The caster cannot choose the direction (though it is usually left or right) nor use the spell deflected to their advantage. Any enemy within melee range are pushed back 3 meters. This spell can only deflect D rank spells of elements it is weak to.
Name: Potency
Rank: C
Magic Cost: 15 (Cleric) 10 Sustained
Requirements: Lorem Ventus Magic
Class: Supplementary
Element: Wind
Cooldown: 6
Duration: Until Dismissed
Effect: The caster summons winds that coat their arms, and any ally within a 10 meter radius' arms as well. The winds increase melee attack speed by 50%. The winds cause no extra damage and this spell does not increase the speed of other spells.
Name: Wind Slicer
Rank: D
Magic Cost: 5 (Cleric)
Requirements: Lorem Ventus Magic
Class: Offensive
Element: Wind
Cooldown: 3
Duration: Instant
Effect: The caster sends a slash of wind from their arm. The wind itself is .5m thick, and 5m long, traveling at 5m/s to a maximum of 5 meters. This spell can be blocked by barriers of equal rank, or higher, as well as spells of the same rank or higher; however elements weaker to Wind require C rank and above to stop the spell.
Name: Whipping Winds
Rank: D
Magic Cost: 5 (Cleric)
Requirements: Sorem Ventus Magic
Class: Offensive
Element: Wind
Cooldown: 3
Duration: Instant
Effect: The caster calls down a column of fierce winds that envelope him, and the area 5 meters around him. Enemies within the area recieve light bruises on a direct impact, and are pushed 5 meters away from the winds--10 meters away from Alistair in the center.