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Way of the Galesinger. Sing me a song of the winds. Let it deafen me. The sky was roaring, clouds dashing through the screaming blue, drowning out every sound in its path. On a day like this, every wind mage was out on the steppe doing whatever it is wind mages do. But at the top of this plateau raged a fierce battle.
Wind magic could be used to redirect other thing in a support role. For example: Wind+Fire could make the flames more intense (sor change direction). Smaller wind bursts could be used to propel objects at high speeds at a target. Wind could hypothetically be used to create a cloud of debris and make a dust cloud if used in the right environment.
Therefore, I suggest picking Druid, preparing wind-themed spells, and choosing Dreams, Land, or Stars as your subclass. I second druid, they're a good pick for an elemental-themed spellcaster. Could do a swarm keeper, almost every one of their effects can be flavored as wind.
Also, wind magic should have a status effect as well as knock back. I’m thinking it could cause suffocated, a debilitating status effect that lasts for 20 seconds and reduces stamina regen as well as slightly slows opponents. It would be too powerful if the status effect was on hit, so instead it could be if you knock an opponent back enough.
It's probably the zenith of "wind magic" that's depicted, and the most physical way to showcase air/wind based abilities. Given enough pressure and focus, air can cut through anything. Edit: air shears use air to power a cutter, as a quick amendment! Wind/air can do many things - we've seen it used in illusion spells/abilities, invisibility ...
An acoustic wave, as you know, is a mechanical wave traveling through a medium. The sound we deal with most often is carried through the medium of air, at a speed of around 343 m/s. Wind is the bulk motion of air in a given direction. When you combine these two ideas together, you get that sound is a wave moving through a moving medium.
Size is big go brr, intensity is different for each but usually goes to their unique attribute (examples include wind knock back, fire tick damage, and so on), power is damage, magic speed is the speed at which your attack detonates/moves, defense is hp, and agility is walk/run speed.
At (-220 °C or -365 °F) the carbon dioxide, nitrogen, & oxygen in the air become solids. Create Solid Air Structures - use magic to prevent the air molecules from moving / hold the air molecules in a rigid shape. Air that cant move or flow acts like a solid object. Create Tornado - destructive whirlwind.
It's all fun and games till you can't even use it due to dying instantly, and people can counter it. (This is no hate, just my opinion.) Don't use intensity, use knockback musgravites. And also have a different build for PVE and PVP instead of just that, it's completely unviable for combat.
Create Solid Air Structures (2) - use magic to prevent the air molecules from moving / hold the air molecules in a rigid shape. Air that cant move or flow acts like a solid object. Create Tornado - destructive whirlwind. Create Wind Current - (increase, decrease) speed of sailing ships / blow away (fog, gas, smoke) / fan flames.