Zephyr
Zephyr is an Arcana as graceful as it is destructive; control of the winds is coveted by both those who seek beauty and those who seek power. Zephyr requires a Minor Merit to pursue.
Zephyr
Galdr, and by extension Zephyr, is one of the most ancient forms of Arcana; it has existed since before even the fae and predates the Metaphor of Aeris over which it holds governance. As such, its true origins have been lost to the winds of time. Like the other elemental Arcana, practitioners of Zephyr can be found within any society that allows or puts value unto the arcane arts and many that don’t. It has proven invaluable to the development of agriculture, the arts and any endeavor where flight or a strong push could be of use.
Acquisition
Like all forms of Galdr, Zephyr is spread from one sorcerer unto another. Unfortunately, only about half of initiates survive.
- In order to begin, the mark of Zephyr is inscribed into the tissue (be it skin, muscle or bone) using the initiator's aether and then bodily fluids of the donor - most often blood - are offered to the initiate, forcing the student to undergo their spiritual trial forthwith.
- What the initiate experiences first depends, as it will be either rapid breathing or a shortness of breath– and they might shift unpleasantly between these two symptoms. Then, it will progress into the initiate gasping for breath at all. The worst of it, however, is likely the fact that while they are struggling for air, their bodies are rapidly weakening. Their tissue and bones will dry out and become brittle, easier to tear, and this is especially a risk if they thrash while trying to breathe. This is, perhaps implicitly, a notably painful experience, but provided nothing too vital is ravaged, the initiate will level out and their symptoms will wane into moderate Mageburn over the course of a few hours. Rarely, the initiation might last up to a day.
Mageburn Symptoms
- Lesser: Tachypnea or Dyspnea, Lightheadedness, Vertigo, Nausea
- Moderate: Painful Breathing, Gasping, Confusion, Pressure in the Skull
- Greater: Blocked Airways (Asphyxiation), Brittle Bones, Risk of Myocardial Infarction
- Galeform: Worst case scenario for a Zephyri if they push themselves too far is spontaneous apparation; losing control of Stormweaver’s Embrace, the Galsterei destabilizes and cannot shift themselves out of a gaseous state, forever damned to be naught more than a whisper in the wind.
Spells
Aeromancy
Likely a Zephyri’s most flexible form of spellcasting, Aeromancy refers to all manner of air manipulation. This includes generating anything from a light breeze to gusts with enough power to fly. Further examples of different applications include: gusts as sharp as blades, walls of wind for defense, the ability to purify toxic air, the isolation and removal of specific chemical compounds, aerosolization, and more.
Aeroresonance
One of the more unique properties of Zephyr is the control it has over soundwaves, provided they are traveling through the air. A potent Zephyri can mute sound or magnify it by taking hold of and alternating a sound’s resonance.
Stormcall
Stormcall, or Stormcalling, is the art of invoking concepts such as thunderclaps and bolts of lightning.
When paired with Aqua, Stormcalling can create proper thunderstorms, though the rain and water aspects may not be utilized by Zephyr alone.
Stormweaver’s Embrace
Through Stormweaver’s Embrace, a Zephyri may convert their bodies to embody wind, lightning, or even soundwaves traversable through air and back.
Tiers of Mastery
Novice
Just starting out, a novice is only capable of simple, though still wondrous, aquatic feats.
- Hydromancy:
- A novice may manipulate up to 8 fl.oz., or 1 cup, at a time.
- Blood manipulation is possible at novice, but it is so weak that it will do little other than cause the target discomfort unless pulled from an already existing open wound.
- Limited to one target at a time.
- Aquamorphosis:
- As a novice, converting the water’s state of matter is a strenuous process. It is both slow and Aether intensive.
- They may shift the state of half of the amount usable by Hydromancy per cast.
- Abyssal Pulse:
- As a novice, the mage can only utilize this skill to detect creatures submerged in, or touching, bodies of water.
- The radius is about 10ft centralized around the caster.
- Tideweaver's Embrace:
- At novice, this skill is limited; effectively, the Aquari can increase the percentage of their bodies that is water by a negligible amount. While niche, this can be used to create a thin film of water over the skin to make the mage more resistant to fire, for example.
- Hydromancy:
Apprentice
The apprentice Aquari has grown a modicum more comfortable with their spellweaving but is still fairly weak.
- Hydromancy:
- An apprentice may manipulate up to 24 fl.oz., or 3 cups, at a time.
- The apprentice may slow down or disrupt movement by temporarily locking up limbs and making it overall more difficult for a target to move their bodies.
- Limited to one target at a time.
- Aquamorphosis:
- As an apprentice, the Aether cost of the spell is now standard but the casting time is still fairly slow.
- They may shift the state of half of the amount usable by Hydromancy per cast.
- Abyssal Pulse:
- As an apprentice, the mage can only utilize this skill to detect creatures submerged in, or touching, bodies of water.
- The radius is about 15ft centralized around the caster.
- Tideweaver's Embrace:
- The apprentice may slowly start to convert small parts of themselves (the size of hands or feet) entirely to water at a time.
- Hydromancy:
Journeyman
The journeyman Aquari is a proficient spellcaster and steadily on their way to being deadly as an unexpected riptide.
- Hydromancy:
- A journeyman may manipulate up to 80 fl.oz., or 10 cups, at a time.
- They may, at this stage, manipulate physically weak targets as if they are puppets, though stronger targets will have more natural resilience against the effect.
- Limited to one target at a time.
- Aquamorphosis:
- For a journeyman, converting water from one state to another need only take a few moments.
- They may shift the state of half of the amount usable by Hydromancy per cast.
- Abyssal Pulse:
- As a journeyman, the mage can only utilize this skill to detect creatures submerged in, or touching, bodies of water.
- The radius is about 20ft centralized around the caster.
- Tideweaver's Embrace:
- A journeyman may convert up to entire limbs to liquid, though the process is still fairly slow.
- Hydromancy:
Expert
Now potent sorcerers in their own right, the expert Aquari manipulates their magic with the flowing ease or deadly force of the oceans themselves.
- Hydromancy:
- An expert may manipulate up to 24 cups, or 1.5 gallons, at a time.
- An expert can wrench control of the bodies of even strong targets with little effort.
- Limited to one target at a time.
- Aquamorphosis:
- Converting water from one state to another need only take a few moments.
- They may shift the state of ⅔ of the amount usable by Hydromancy per cast.
- Abyssal Pulse:
- As an expert, the mage may utilize this skill to detect creatures submerged in, or touching, bodies of water.
- They gain the ability to send the aether pulse through the air around them, though it only works in particularly humid environments.
- The radius is about 25ft centralized around the caster.
- Tideweaver's Embrace:
- The expert may swiftly shift up to half of their body to water at once.
- Hydromancy:
Master
Wielding the Arcana with brilliance, the master Aquari is a force of nature unto themselves.
- Hydromancy:
- A master may manipulate up to 240 cups, or 15 gallons, at a time.
- The master may manipulate with the same potency as an expert, but their influence extends to a handful of people at once.
- Aquamorphosis:
- The master can convert water from one state to the next in the blink of an eye.
- They may shift the state equal to the amount usable by Hydromancy per cast.
- Abyssal Pulse:
- As a master, the mage may utilize this skill to detect creatures submerged in, or touching, bodies of water.
- They may also send the aether pulse through the air around them, though it only works in particularly humid environments.
- The radius is about 35ft centralized around the caster.
- Tideweaver's Embrace:
- The master can quickly convert their entire bodies to water and back should they so wish.
- Hydromancy:
Apotheosi
Now an Ascendant, the Nereite is a sorcerer of legendary potency. More than having simply embraced the tides, they have become one with the waters of the world.
- Hydromancy:
- A master may manipulate up to 2400 cups, or 150 gallons, at a time.
- The Nereite may manipulate with the same potency as a master, but their influence extends to an entire crowd of people at once.
- Aquamorphosis:
- The Nereite can convert water from one state to the next in the blink of an eye.
- They may shift the state equal to the amount usable by Hydromancy per cast.
- Abyssal Pulse:
- Now a Nereite, the mage may utilize this skill to detect creatures submerged in, or touching, bodies of water.
- They may also send the aether pulse through the air around them; the only time it will fail to travel is if the atmosphere is arid, such as in a desert.
- The radius is about 60ft centralized around the caster.
- Tideweaver's Embrace:
- The Nereite can quickly convert their entire bodies to water and back as well as rapidly expand in scale, pulling water from sources around them such that they themselves can embody up to 150 gallons. They are, effectively, a tidal wave unto themselves.
- Hydromancy:
Artifacts
To craft with Zephyr, one must find and work alongside a Zephyri or acquire the Arcana themselves. Galdr, having stemmed from Aether itself, does not provide materials from the Galsterei, but rather, the Galsterei infuses the crafts with their Aether and thus their intent. Otherwise, Sundered Artifacts may be crafted from the Galsterei directly.
Some examples of crafts an Zephyri might assist with include:
- Air purification devices
- Humidifiers and dehumidifiers
- Fans and diffusers
- Constructs similar to lightning rods that may dampen a Zephyri’s ability to manipulate the air in an area. May also be made smaller, though less potent, into wearable charms.
- Constructs which directly oppose the above, capable of maintaining constant winds, scaled to the tier of a Zephyri’s mastery and fueled by Alkahest. Useful for powering wind-propelled machinery.
”I once saw a group of Zephyri dancers perform; the control they had over both the wind and their bodies as they glided through the air was impeccable. I cannot imagine trying to move like that and concentrate on spellwork at the same time!” - A Terrari Sculptor