020 - Magic 8

Windkeeping

Sorceress | Wind OR Nature + Soul

Elemental magic of the winds. Every rank in Windkeeping reduces harm from air pressure sources, electrical currents, and your need for air by 50% and provides a buffer against winds until you're immune to natural sources of air pressure at rank 3, where you could comfortably survive in the vaccum of space and natural lightning (and radiation) causes you no harm, but resistance to magical sources of winds and shock continues to be reduced by half per rank.

Rank 1

Control a light breeze comparable to a common house fan within 30m, and whether it is warm or cool, like a hot or chilly day. You're able to concentrate winds in a short range of your hands to act as though you had a mundane knife or hammer in hand. You can launch projectiles equivalent to a a basic slingshot. Negligable drain. (A Sylph, but not Like a Duck, could be light enough to use this wind control to fly)

Rank 2

Control a blusterous breeze comparable to several high power fans, that can be hot enough to redden skin and dry moisture or cold enough to form a light frost where there is moisture, within 100m. Your control of concentrated winds can now emulate full size swords and sledgehammers, or leave stabilized air patterns equivalent to mundane objects such as a chair that can't be seen, similar to Pantomime. You can launch projectiles comparable to a 50lb bow, or like a strike with a baseball bat. You're able to generate a static charge on demand, sufficient to make hair stand up and have a minor zap when you touch a doorknob. You can reduce your weight to become lightless enough that you can move yourself with your wind control with light mana drain, or no mana drain with Like a Duck.

Rank 3

Control a hurricane force gale capable of knocking over vans or people within 300m, equivalent to 6-10 jet engines in total wind at once. Concentrated winds have the same effect as before but you can now project your own wind constructs like projectiles; Launch wide blades of wind or narrow thrusts, or blunt concussive force, or spinning buzzsaws of wind. You launch projectiles with the speed and force of common firearms or cannons for the case of larger projectiles. You can proce electrical charge equivalent to a tazer you can apply to your wind constructs or on touch. You are now immune to G-Force, allowing for high acceleration to launch yourself with winds, or sudden direction shifts.

Rank 4

Control a strong cyclone force wind capable of lifting common street vehicles out to a mile away, equivalent to a somewhat slender tornado in total wind at once. If a cloud is in reach you can alter the temperature to cause it to rain or hail like a light storm. Concentrated winds can now form large masses such as a blade up to 10 meters long or a mass of blunt force equivalent to a car. You can launch projectiles with the force of high power rifles, or throw larger things like a car up to around 10 meters or a person a few dozen, or yourself to provide an explosive burst of speed. You can create small sized real tornados with a mild mana cost that act independently or under influence of your wind control, more like very strong dust devils. You can produce electrical charge equivalent to touching a standard power line which could stop a humans heart or be used like a defibrilator.

Rank 5

You can now generate air out of nothing. Control a unnaturally strong gusts of wind capable of toppling brick walls let alone ripping roofs off out to 10 miles away, equivalent to a somewhat thick tornado in total wind at once. You can move, burst, or gather clouds in range, your range increasing to be more around 30 miles vertically and 20 diagonally. By skewing the temperature and using hot winds below to send more humidity up to the clouds, you might sculpt storms and provoke rain, snow, or hail up to a heavy storm or blizzard. You can charge these clouds to cause thunderstorms. Your wind constructs can be up to 30 meters long or have the blunt force of a bus. Launch projectiles like high power artillery. Charge targets you can see such that lightning strikes gravitate towards them like a lightning rod, or your own electricity from within a few meters of yourself, generating charge in the air that then bridges the gap or as imbued into your wind constructs, being as potent as a natural lightning bolt. Create proper tornados on demand of normal size, or twist and build clouds until you can brew large supercells that can encompass towns.
I'm sure I needn't remind you about the masquerade violation that would occur if you mess with the weather on Earth let alone take a pet tornado through a walk in the city. But with careful tact, at least it could be less unnatural than giant fireballs.


Waterworking

Sorceress | Water OR Life + Wind

Elemental magic of water. Every rank in Waterworking reduces harm from water pressure and sources of cold, and protection against water by 50%, until you're immune to natural sources of water, water pressure, and cold at rank 3, where you could comfortably survive in the deep abyss of the ocean or in the middle of a blizzard, but resistane to magical sources of water or cold continues to be reduced by half per rank.

Rank 1

Control water equivalent to 1-2 cups, or a small water baloon, within a 30 meter area. You can spread it out over a volume of a 5 meter thin mist, or condense such an area of air moisture into water. Useful for instantly drying yourself out of a shower. (Maybe multiple uses to dry clothes) Within 5 meters of yourself, your influence is strong enough can cause this water to form high pressure edges or points as you force it into miniature riptides to cause cutting or piercing damage comparable to if you had a knife or needle.

Rank 2

Water control can cover up to a gallon, or moisture in a 10 meter volume within 100m. You can now force a change in state to solid, similar to changing the state to gasseous. This false ice is just a few degrees colder than it was as water, it's just stabilized into a solid. You can form objects out of this ice though the'll rapidly melt if you stop maintaining the effect passively. Your offensive reach with riptides increases to 15 meters. You can form pressurized spheres of water that burst when you stop concentrating on it, with the force of having a thick foam mattress thrown at someone and drenching everything in a public pool's worth of water, sufficient to knock most people down and douse large fires. This water is spontaneously generated false matter that will slowly disappear as if rapidly evaporating over 10 minutes, but is viable for your water control. Can breathe water.

Rank 3

Control up to a home pool's worth of water, or moisture in an area equivalent to a football field within 300m. Forced ice can now be below freezing in temperature, and when you would turn water into vapor you an heat it into steam, or you can force ice or steam to remain a liquid well past boiling or freezing points. Down to 0 degrees F, or up to 250 degrees F. Your riptides can reach 60m away, and your pressurized water bombs now have the force of a bulldozer in up to a 30 meters with an olympic pool's worth of water at a heavy mana cost, or just the public pool's worth for a medium cost but the same force. You can now force natural water to double itself, easily causing an overflow or solving a town's water shortage for a time, this is true water. With your water control you could easily move more water than it would suggest to create whirlpools and maelstroms.

Rank 4

Control the equivalent of an olympic pool and all air moisture within a mile. Ice/Steam/Water can be -200f or +450f. Riptides reach within 300m. Water bombs and water duplication are now a sustained effect continuously generating water until you stop concentrating on it. Your water control can easily pressurize water with the force of up to artillery shells, your icicles could pierce concrete walls. You can easily control water with precision such that you could walk on the surface of water or lift yourself on columns of water or ice, or surf on clouds of intense steam, skate on ice created beneath your feet, or so on.

Rank 5

You can now generate water out of nothing completely on demand without relying on water bombs and all water created is true water. Control the equivalent of 10 olympic pools at once, within 10km. Your ice can reach absolute zero and your steam can be up to 1,000f. Riptides match the full reach of your water control. Bursts of water can match modern conventional explosives while your icicles could have the force (and hardening) to pierce iron bunkers. You can set up walls of water that prevent the movement of water past it, or act as currents flowing in a given direction. You could use this to create reversed water falls for example, or "Ceilings" of water below the surface, or otherwise creating dry areas where there was water, to walk across lake bottom or just prevent water from flowing back to fill an area where you're working on something. These remain stable within range of your control, by maintaining one for 24 hours you can make them permanent until dispelled, or after 1 year of sustaining they will return even after dispelled, being just a temporary disruption.
You are now able to pent up control over water to store produced water to release all at once, or influence large bodies of water all at once with your control set ahead of time for when you release it. Just as you can create, you can destroy, and destroyed water can be converted to stored water to contribute to sudden releases. With set up, you could easily cause major tsunamis affecting whole coasts, or with extra care you might sculpt it just right to afflict only one city or one harbor. Do mind the masquerade.

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