Gust; Book of Wind

Gust is not a book, but the knowledge gained from listening to the wind. The first key to wind magic is communicating with the wind, and then the secrets may be revealed. The first wind speakers gave this knowledge to mortal peoples. Book of Wind spells allow incredible movement and powerful control.

Tier 1

 * Gliding Leap (1PP)
 * The caster leaps into the air with a gust of wind, and soars, before landing with grace.
 * Frequency: At-Will
 * Action Type: Action
 * Requirements: Wind Spell Style/Stance
 * Target: Self
 * Attack: Int/Wis/Cha Check
 * Hit: Your character flies up to 2 times their speed. Must end movement on the ground.
 * Updraft (1PP)
 * The caster creates a vertical shaft of air currents that can be used to navigate vertical surfaces, or to scout an area.
 * Frequency: At-Will
 * Action Type: Action
 * Requirements: Wind Spell Style/Stance
 * Range: 5
 * Target:One Hex
 * Attack: Int/Wis/Cha Check
 * Hit: Create an elevator of air that can carry the caster or their allies up to 50ft in vertical height or safely lower them. Lasts 1 turn.
 * Sonic Wave (2PP)
 * The caster unleashes a cresent blast of wind, effectively dealing with multiple foes.
 * Frequency: At-Will
 * Action Type: Action
 * Requirements: Wind Spell Style/Stance
 * Range: Self
 * Target: Cone 3
 * Attack: Int/Wis/Cha VS Grit
 * Hit: Spell Damage. Attribute knockback.

Tier 2

 * Gale Force Dash (2PP)
 * The user flashes out of view, before reappearing somewhere else. The only sign of their movement is the sonic boom left in their wake.
 * Frequency: Chapter
 * Action Type: Move
 * Requirements: Wind Spell Style/Stance
 * Target: Self
 * Attack: Int/Wis/Cha Check
 * Hit: Move up to 5 times your speed.
 * Tornado (3PP)
 * The caster creates a violent cyclone, and uses it's currents to sling friend or foe across the battlefield.
 * Frequency: Chapter
 * Action Type: Action
 * Requirements: Wind Spell Style/Stance
 * Range: 10
 * Target: Burst 2
 * Attack: Int/Wis/Cha Check
 * Hit: Create a tornado. Any character (friend or foe) that enters the effect hexes is shifted 5 spaces away. Enemies launched by the tornado also take your spell damage.
 * Hurricane Gale (3PP)
 * The caster creates a powerful wind tunnel. The surging gale is strong enough to break bones, and sends foes tumbling back.
 * Frequency: Chapter
 * Action Type: Action
 * Requirements: Wind Spell Style/Stance
 * Range: 20
 * Target: Line 20
 * Attack: Int/Wis/Cha VS Grit
 * Hit: Spell Damage + Attribute, 5 Knockback
 * Miss: Half Damage