Gale Magic
The Harmonic school of the Unbound Gale, which teaches that stillness is temporary and movement is life. See The Schools of Magic.
Philosophy
Gale Magic, the school of the Unbound Gale, teaches that stillness is temporary and movement is life. Its mages learn to read force before they learn to impose it. Wind, breath, momentum, and pressure become lessons in timing rather than brute strength.
The school values adaptability, swiftness, and freedom from overcommitment. A Gale mage prefers redirection over collision and momentum over raw endurance.
Example Places of Study
- The High Aerie: A cliffside school specializing in wind control and aerial discipline.
- The Road Colleges: Itinerant caravans that teach travel magic and courier arts, and whose riders carry warnings down roads the bandits watch.
- The Sail-Sages: Maritime wind-workers trained aboard living fleets out of a sheltered bay.
- The Monastery of the Open Lung: Breath-focused practitioners who link air control to bodily timing.
- The Skyglass Towers: City towers whose wind-readers watch the weather and whose duel-mages hire out to settle quarrels on the rooftops.
Common Spells
Breeze Call · Dust Sweep · Thistledown Descent · Windstep · Air Shield · Gust Lash · Vacuum Snap · Whisper Carry · Breath Steady · Slipstream · Sky Hook · Wingless Leap · Pressure Lance · Crosswind · Scatter Cloud · Funnel Ward · Storm Nose · Aerial Pivot · Deflection Ring · Cyclone Grip · Wind Bridge · Thunder Run · Spiral Lift · Pressure Crush · Calm Pocket · Horizon Stride · Tempest Shear · Open Way · Hanging Air · Skyborne · Sky Stair
Typical Cost/Power Source (every spell): Usually fed by ambient air movement, breath control, pressure differentials, and the caster's reserves; still air makes larger effects more costly.
Breeze Call
- Purpose/How It Works
- Breeze Call summons a controlled current of air for comfort, clearing, smoke management, or minor guidance. It shapes ambient airflow rather than generating hurricane force.
- Notable Exceptions
- Weak in sealed spaces or chaotic storm conditions.
- Example Use
- A sailor clears lamp smoke from a cramped cabin without extinguishing the flame.
- Casting Methods
- Finger-turn gesture, a heartbeat. Breath-guided whisper, a breath.
- Range/Duration
- Arm's length to across a small room. A few moments, rarely longer.
Dust Sweep
- Purpose/How It Works
- Dust Sweep clears ash, dust, loose grit, or smoke from a chosen patch of space by pushing it aside in a directed stream.
- Notable Exceptions
- It cannot destroy harmful vapours; it only moves them.
- Example Use
- A healer clears choking ash from a burned-out hut before tending the raid's survivors.
- Casting Methods
- Arm sweep, a heartbeat. Staff fan cast, a breath.
- Range/Duration
- Across a small room. An instant, or held briefly.
Thistledown Descent
- Purpose/How It Works
- Thistledown Descent slows a fall by thickening lift and drag around a falling body or object.
- Notable Exceptions
- It is less effective on massive loads or when cast too late.
- Example Use
- A thief slips from a tower and drops the last span slowly enough to survive.
- Casting Methods
- Self-triggered falling reflex, faster than a gasp. Spoken descent phrase, a heartbeat.
- Range/Duration
- Self or nearby falling target. Lasts through the fall.
Windstep
- Purpose/How It Works
- Windstep gives a brief burst of speed by reducing drag and adding a forward push of aligned air.
- Notable Exceptions
- It is poor on cramped footing or sharp turns.
- Example Use
- A courier dashes through crossfire to reach a gate chain.
- Casting Methods
- Forward lean and breath release, a heartbeat. Spoken mobility cue, a heartbeat or two.
- Range/Duration
- Self. A few heartbeats.
Air Shield
- Purpose/How It Works
- Air Shield creates a compact wall or curve of pressured air that deflects arrows, dust, sparks, and light projectiles.
- Notable Exceptions
- It weakens against heavy bolts, stones, and point-blank impacts.
- Example Use
- A skirmisher survives the opening arrow rain long enough to get behind cover.
- Casting Methods
- Raised forearm cast, a heartbeat. Circular ward gesture, a breath.
- Range/Duration
- Self or adjacent ally. A few moments, a few breaths at most.
Gust Lash
- Purpose/How It Works
- Gust Lash strikes with compressed wind, knocking, cutting, or staggering depending on force and shape.
- Notable Exceptions
- Less effective against anchored or massively heavy targets.
- Example Use
- A bridge fighter knocks a raider sideways into the parapet.
- Casting Methods
- Snapped hand strike, a heartbeat. Staff-thrust cast, a heartbeat or two.
- Range/Duration
- A few strides to a stone's throw. An instant.
Vacuum Snap
- Purpose/How It Works
- Vacuum Snap collapses a small pocket of pressure to produce a concussive pop beside or around a target.
- Notable Exceptions
- Weak in highly turbulent air and dangerous near fragile hearing.
- Example Use
- A duellist disrupts an enemy archer's concentration at the moment of release.
- Casting Methods
- Pinch-release gesture, a heartbeat. Focus ring snap, at once when prepared.
- Range/Duration
- Arm's length to a short throw. An instant.
Whisper Carry
- Purpose/How It Works
- Whisper Carry sends a quiet spoken message along a guided stream of air towards a chosen recipient.
- Notable Exceptions
- It degrades in high wind, crowded noise, or if the route is unknown.
- Example Use
- Two scavengers keep in touch across a haunted courtyard without raising their voices.
- Casting Methods
- Whisper into cupped hand, a breath. Ribbon or tube focus, a few breaths.
- Range/Duration
- Across a courtyard, or a street or more in good conditions. Arrives at once.
Breath Steady
- Purpose/How It Works
- Breath Steady calms panic and steadies the body's breathing.
- Notable Exceptions
- It cannot cure mortal choking, poison gas exposure, or a pierced lung.
- Example Use
- A sellsword captain steadies frightened recruits before they break and run.
- Casting Methods
- Touch and guided breathing, a few heartbeats. Self-breath discipline, a breath.
- Range/Duration
- Self or touch. A short while.
Slipstream
- Purpose/How It Works
- Slipstream reduces drag around a moving body, mount, cart, or projectile to improve speed and efficiency.
- Notable Exceptions
- It is weak in dense obstacles and unstable for erratic projectiles.
- Example Use
- Riders carrying word of the raid cover ground with less fatigue.
- Casting Methods
- Moving hand line, a breath. Mounted focus charm, at once when keyed.
- Range/Duration
- Self, mount, or chosen object. A few moments to a short while.
Sky Hook
- Purpose/How It Works
- Sky Hook yanks a light or moderate object through the air along a chosen vector using a concentrated pull.
- Notable Exceptions
- Heavier loads require anchors or multiple casters.
- Example Use
- A delver yanks the dropped torch back from the lip of the pit.
- Casting Methods
- Hooking gesture, a heartbeat. Knotted cord focus, a few heartbeats.
- Range/Duration
- Within a stone's throw. Moves in an instant.
Wingless Leap
- Purpose/How It Works
- Wingless Leap extends jump height or distance by adding lift and forward carry to the body at takeoff.
- Notable Exceptions
- Poor with cramped ceilings or unstable landing ground.
- Example Use
- A thief clears a broken alley span between rooftops.
- Casting Methods
- Knee-set burst, a heartbeat. Spoken leap cue, a heartbeat or two.
- Range/Duration
- Self. One jump.
Pressure Lance
- Purpose/How It Works
- Pressure Lance fires a narrow stab of condensed air capable of bruising, piercing soft matter, or toppling balance.
- Notable Exceptions
- It loses force fast over distance and is poor on heavy armour.
- Example Use
- A sentry knocks a ritual knife out of a cultist's hand.
- Casting Methods
- Forward jab, a heartbeat or two. Rod or finger-focus cast, a heartbeat.
- Range/Duration
- Across a hall or courtyard. An instant.
Crosswind
- Purpose/How It Works
- Crosswind introduces hostile lateral air movement to spoil aim, formation, banners, flame use, or missile flight.
- Notable Exceptions
- Less effective indoors or against heavily grounded formations.
- Example Use
- Archers on the wall throw off an enemy volley line before release.
- Casting Methods
- Lateral sweep, a breath. Banner-assisted group cast, a few breaths.
- Range/Duration
- Small lane or group frontage. Through a volley or two, rarely longer.
Scatter Cloud
- Purpose/How It Works
- Scatter Cloud disperses fog, gas, insects, or airborne concentration by breaking its local coherence and driving it apart.
- Notable Exceptions
- It may simply relocate poison or smoke onto someone else if cast badly.
- Example Use
- A company's caster clears blinding battlefield smoke around a wounded standard-bearer.
- Casting Methods
- Open-palmed dispersion, a breath. Circular fan motion, a few heartbeats.
- Range/Duration
- Within a few strides. An instant, with a short aftereffect.
Funnel Ward
- Purpose/How It Works
- Funnel Ward turns a corridor or narrow pass into a directed wind channel that hinders approach and controls movement.
- Notable Exceptions
- It is difficult to maintain in open terrain.
- Example Use
- Retreating defenders turn a stairwell into an exhausting climb for pursuers.
- Casting Methods
- Corridor-facing ward trace, a few breaths. Anchored doorway cast, a minute's work.
- Range/Duration
- Hallway or gate passage. A while.
Storm Nose
- Purpose/How It Works
- Storm Nose sharpens sensitivity to air pressure, moisture, static, and shifting fronts, allowing early weather perception.
- Notable Exceptions
- Magical storms and enclosed cities produce false readings.
- Example Use
- A captain delays departure because the spell warns of a pressure break before the horizon darkens.
- Casting Methods
- Deep inhalation method, a breath. Herb or salt focus, a few breaths.
- Range/Duration
- Self-sensory. A short while, up to the length of a watch.
Aerial Pivot
- Purpose/How It Works
- Aerial Pivot lets the caster or target reorient midair by briefly catching and turning the line of their fall.
- Notable Exceptions
- It offers little help if there is no space to turn.
- Example Use
- A rooftop runner twists cleanly towards a narrow landing ledge.
- Casting Methods
- Midair arm cut, almost at once. Pre-cast movement seal, a breath before the jump.
- Range/Duration
- Self or nearby airborne ally. One pivot.
Deflection Ring
- Purpose/How It Works
- Deflection Ring creates a revolving shell of air that nudges incoming missiles off their ideal path.
- Notable Exceptions
- It is weaker against heavy, slow projectiles and attacks from several levels at once.
- Example Use
- A duel-mage survives a knife throw by forcing the blade to skim past the shoulder.
- Casting Methods
- Circular hand ring, a breath. Focus band activation, at once when prepared.
- Range/Duration
- Self. A few moments, through a short exchange.
Cyclone Grip
- Purpose/How It Works
- Cyclone Grip traps a target in a tight rotating column or ring of air that disrupts footing and movement.
- Notable Exceptions
- Best against light and medium targets; large braced foes can muscle through it.
- Example Use
- A bounty-hunter takes a fleeing horse-thief at the mouth of a canyon.
- Casting Methods
- Spiral draw gesture, a few heartbeats. Marked air-knot release, a few breaths.
- Range/Duration
- Within a few strides. A few heartbeats.
Wind Bridge
- Purpose/How It Works
- Wind Bridge creates a short-lived path of compressed, supporting air over a narrow gap. It is more a guided crossing than a true platform.
- Notable Exceptions
- Unsteady walkers and heavy armour strain it badly.
- Example Use
- Temple acolytes cross the broken stair of a ruined shrine to reach pilgrims trapped by the beast in the crypt below.
- Casting Methods
- Two-point linking gesture, a few heartbeats. Staff-laid crossing line, a few breaths.
- Range/Duration
- A small gap, rarely wider than a room. A few heartbeats.
Thunder Run
- Purpose/How It Works
- Thunder Run combines acceleration and impact shock so the caster's charge ends in a concussive collision.
- Notable Exceptions
- Hazardous in tight quarters and punishing on the caster if posture fails.
- Example Use
- A skirmish captain breaks a shield line by turning the first impact into a thunderous burst.
- Casting Methods
- Running self-cast, a breath. Weapon-assisted charge focus, a few heartbeats.
- Range/Duration
- Self, over a short charge. Ends on impact.
Spiral Lift
- Purpose/How It Works
- Spiral Lift raises the caster or an ally on rotating air, allowing short ascents, recovery from falls, or elevated positioning.
- Notable Exceptions
- Poor with very heavy loads and in enclosed low ceilings.
- Example Use
- A healer is lifted onto the wall-walk to reach the wounded archers.
- Casting Methods
- Upward corkscrew gesture, a few heartbeats. Anchored circle lift, a few breaths.
- Range/Duration
- Self or adjacent target. Long enough to rise and step off.
Pressure Crush
- Purpose/How It Works
- Pressure Crush squeezes a target from several sides by collapsing controlled air pressure inward.
- Notable Exceptions
- Armour, braces, and open terrain reduce lethality; delicate use is difficult.
- Example Use
- A hunter pins a large beast long enough for the net team to close.
- Casting Methods
- Two-hand compression, a breath. Ring-focus constriction, a few breaths.
- Range/Duration
- Within a few strides. A few heartbeats.
Calm Pocket
- Purpose/How It Works
- Calm Pocket carves out a still-air zone inside chaos, useful for lanterns, surgery, aiming, or speech.
- Notable Exceptions
- Very large storms erode it quickly.
- Example Use
- Ship surgeons keep a bandaging space steady during a gale.
- Casting Methods
- Protective cupping gesture, a breath. Multi-anchor calm circle, a short chant.
- Range/Duration
- A personal bubble up to a small room. A few moments to a short while.
Horizon Stride
- Purpose/How It Works
- Horizon Stride sustains efficient long-distance movement by reducing wasted effort, improving airflow, and smoothing travel rhythm.
- Notable Exceptions
- It does not eliminate the need for food, water, or sleep.
- Example Use
- Rangers cover double ground carrying warning of the warband.
- Casting Methods
- Marching cadence cast, a few breaths. Travel charm activation, almost at once.
- Range/Duration
- Self or small travelling group. A stretch of road to a full day's march.
Tempest Shear
- Purpose/How It Works
- Tempest Shear unleashes slicing bands of storm-driven wind capable of shredding cloth, skin, and exposed surfaces.
- Notable Exceptions
- It is harder to control around allies and blunt cover reduces its effect.
- Example Use
- A storm adept cuts enemy banners and exposed lines to break formation.
- Casting Methods
- Broad cutting sweep, a few heartbeats. Storm focus rod, a breath.
- Range/Duration
- From a few strides to a long throw. An instant to a few heartbeats.
Open Way
- Purpose/How It Works
- Open Way blasts apart light blockages, shutters, stuck doors, debris, or constricted passage with focused pressure.
- Notable Exceptions
- It is unreliable on heavily barred stone gates without support magic.
- Example Use
- Rescue crews clear a jammed exit before smoke overcomes those trapped inside.
- Casting Methods
- Forward pressure thrust, a breath. Doorframe resonance cast, a few breaths.
- Range/Duration
- Arm's length to across a room. Opens in an instant.
Hanging Air
- Purpose/How It Works
- Hanging Air suspends a target in balanced pressure so they rise, descend, or hang in place without ordinary support.
- Notable Exceptions
- Horizontal control is poor unless combined with other motion magic.
- Example Use
- A thief floats silently up to the tower's high window instead of climbing.
- Casting Methods
- Targeted lift cast, a few heartbeats. Feather charm activation, a heartbeat.
- Range/Duration
- Self, ally, or visible object close by. A few moments to a short while.
Skyborne
- Purpose/How It Works
- Skyborne surrounds the target with a self-correcting envelope of lift, thrust, and balance, allowing true sustained aerial movement.
- Notable Exceptions
- Strong storms, enclosed spaces, and sudden panic can make airborne control collapse fast.
- Example Use
- A battlemage rises above the shield wall and rains fire into the siege trench.
- Casting Methods
- Self-flight cast, a few breaths. Harness or wing-focus activation, a heartbeat.
- Range/Duration
- Self or touched ally. A while.
Sky Stair
- Purpose/How It Works
- Sky Stair creates a series of invisible compressed steps or paths through open air for steady deliberate travel.
- Notable Exceptions
- It is slower than true flight and dangerous if concentration breaks over a long drop.
- Example Use
- A war-priest crosses the battlefield above the dead without touching mud or blood.
- Casting Methods
- Step-path cast, a few breaths. Liturgical cadence walk, sustained while moving.
- Range/Duration
- Self or small linked group. A while, as long as concentration holds.
In the Writers’ Guide
- The Schools of Magic FoundationsGale Magic, The Common Spells
- Wind-Walkers A Bestiary of CaeldonLore and Belief
- Glossary Foundations