Wind Elementals
Wind is one of the base elements. Zephyr Lash, one of the founders of Amorua and the second youngest out of all of us is a quick witted and fast learner of his element. I will discuss the role that he played in finding Amoura in another book. Wind elementals have wind based attacks and abilities. Legend says that the first wind elemental was given the power to control wind when they jumped off a cliff in order to try and save an injured sylph. To not have both the sylph and the human die the sylph granted the human the ability to control the wind in order to save both their life and the humans.
Common Traits
• Light on their feet- Wind elementals are very light on their feet, to the point where most often than not you cannot even here one coming up behind you. They naturally seem lighter because of this trait, but there is nothing special about them, like the hollow bones of a bird and the what not.
• Calm minds- Wind elementals have this natural ability to quickly calm their minds in any situation. Having a wind elemental fly off the handle, but not be able to compose themselves quickly there during or after the matter is simply unheard of. I have never witnessed a wind elemental that has been in an uproar for hours on end.
• Amazing hearing- Amazing hearing is something that we all wish that we had from time to time, but it is simply something that the rest of us do not possess. Wind elementals are the lucky ones and are able to easily hear what someone whispers. Though, this might not be the best of traits on some occasions.
• Wind Whisper- Wind elementals have this interesting trait that they seem to be able to send messages to someone by the wind. Zephyr has told me that the wind has a voice itself and so does everything in life. Perhaps I should meditate more and see if I can hear what the rocks have to say.
Basic Abilities
• Air Control- Beginning of the wind elementals abilities. It is the ability that allows the wind element to create, shape, and manipulate air.
• Air Projection and Repel- Protection and repel is the ability to manipulate air and either project the wind into attacks or use the air in order to repel an oncoming attack. This is the wind version of fires ability fire blocking and redirection.
• Double Jump- Double jump allows the wind elementals to after their initial jump create a small “stepping stone” of air below their foot or feet and jump once more.
• Wind Surfing- Wind surfing is the ability to create a ball of air, wither it be large or small, and allow the wind elemental to simply glide across the ground as they balance on the ball of air.
Advanced Abilities
• Air Walk- Starting off the advanced abilities is air walk. Air walk is the ability where the wind elemental creates either “stepping stones” or a “pathway” of air that only they can sense and walk along them.
• Air Aura- Air aura is when the wind elemental is able to condense the wind around them so much that it actually is visible. Somehow they are able to make it glow a color. It varies from elemental to elemental.
• Crushing- Once the wind elemental has mastered air aura they are able to take that ability and expand it out around them. This ability works beast against an opponent if the elemental is either above them in an open field of combat or in a closed off room. It is almost as if the wind elemental is using gravity against his or her opponent to pin them down. This is a dangerous ability and is looked down on if used during a tournament.
• Vacuum Funnel- Finally, the rare ability to the wind elementals. I have only seen Zephyr use this ability. When this ability is used the elementals vision glazes over and the wind heavily picks up and their aura seeps into the winds and with simple gestures the wind elemental creates the funnel around themselves and their opponent. The more they walk towards their opponent the tighter the funnel becomes. Once the Wind elemental is able to touch their opponent the funnel will pin point itself to wherever the wind elemental was able to touch his opponent and begin to suffocate that area on the opponent. The Wind elemental can continue to create funnels and slowly kill their opponent through suffocation. If there is moisture in the air a water elemental would be able to go against this, also a magnetic, earth, or ice elemental could go against this, but I do not advise you do so. This ability is forbidden to be used in tournaments.