Flowing towards either order or chaos, capable of slicing through flesh or eroding mountains within mere moments, Ventus Elemental is the ability to manipulate the flow of wind by using the already minute movements of existing winds and taking manual control of them. Mages practicing in Ventus elemental are given the titles of Aeromancers.
Of the 4 Parent Elements, Ventus elemental is the most unique due to its versatility. Ventus elemental, like Terra elemental, sits on the Neutral Line and can be associated with either order or chaos.
Ventus elemental is broken down into 3 core, fundamental theories: Atmospheric Composition Theory, Pressure & Compression Theory, and Aerodynamic Theory.
Atmospheric Composition Theory is the study of the gases found in the atmosphere. Similar to Terra Elemental, this theory is, for the most part, studying and written research. However, knowing the compositions of gases within the atmosphere not only allows the mage to control gases, but also, at higher ranks of expertise, control multiple gases and winds at once.
Pressure & Compression Theory is the study and practices of manually increasing and decreasing air pressure as well as compressing air/winds. This theory is what allows the mage to control the movements as well as manipulate the fluidity of winds. This theory is what allows a mage to become an Aeromancer.
Aerodynamic Theory is the study of how winds are affected by other gases, specifically winds in motion that pass through the "controlled" wind. Not to be confused with traditional aerodynamics which deals with solids and air, Aerodynamic Theory within Ventus Elemental deals with air to air interactions and little to none with solids.
Unfortunately for mages learning Ventus elemental, most of the practicalities are tested in the form of written exams.
The first practicality is a written exam on the understandings of atmospheric compositions. To pass the test, a mage must score a minimum grade of 80 out of 100 (this number is raised to 90 in Infernus).
The second practicality is Manual Control of Wind which tests the mage's understanding of Pressure & Compression Theory. The mage is successfully able to control wind in a ball in their hands. Due to wind being unobservant by the eyes, smoke from a candle is added to make the ball of controlled wind visible.
The third practicality is another written exam that tests the mage's understanding of Aerodynamic Theory. To pass this test, a mage must score a minimum of 90 out of 100 (in Infernus this number is raised to 95). This test is grueling and has the highest failure rate of any practicalities from the 4 Parent Elements.
The fourth and final practicality is a cumulative written exam followed by the performing of Sustained Air Stream: the most basic of Ventus spells, which is a small stream of manually controlled wind. Once the mage passes the final exam and performs Sustained Air Stream, they are given the title of Aeromancer.
Ventus Elemental is can be used both offensively and defensively. The high speeds and extreme compression of winds can be used to harm as well as used to deflect against many projectile based attacks.
Because most Ventus spells are mid-ranged, Aeromancers tend to stay behind Pyromancers and Hydromancers, launching their spells from behind them, but also remaining ahead of a Geomancer. In most cases, the Aeromancer takes an offensive role first, then defensive if a Geomancer is not present or has their hands full.
By the time an Aeromancer sees combat, spell casting should be autonomous. Aeromancers tend to move around more than Geomancers, but less than Hydromancers or Pyromancers, as the Aeromancer is the "2nd eyes" on the field (after the Geomancer).
Contrary to popular belief, Ventus spells are not silent like most Aqua spells are. Once a certain speed of wind is achieved, the wind begins to whistle due to the friction of the traveling winds (either friction from a solid or from the air itself). Ventus elemental is, however, without outside substances, naked to the visible eye and is difficult to react to for those with untrained ears. Even then, it can be incredibly difficult to dodge an incoming Ventus spell compared to other spells from the other 3 parent elements. Because of this, Aeromancers have a combat advantage over other Elementalists.
Ventus elemental requires quite a bit of mana to cast a single spell, ranking 2nd of the 4 parent elements in terms of average mana needed to cast a spell. Although winds cannot be "created," they must be constantly manipulated, save for spells that are classified under the Fire and Forget spells. As such, Aeromancer must think considerably about each one of their spells as each can consume a good deal of their mana pool.
There are only 2 casting methods to Ventus elemental: Stream, and Fire and Forget.
The most common of casting methods are the Stream Types Spells, which are divided into sub-castings: Sustained Stream and Non-Sustained Stream. These spells are extremely versatile as the Aeromancer can easily manipulate the "shape" of wind, which makes up for the lack of casting methods for Ventus elemental.
Sustained Stream Method:
These spells require constant manipulation of winds to keep the spell active. A prime example of this are the Funneling Spells, or better known as the Twister spells. These spells require constant manipulation of air pressure as well as the winds themselves to both form a twister and keep it active.
Non-Sustained Stream Method:
These spells are classified as stream type spells, but do not require constant manipulation of winds to keep them active (more than 2 seconds of manipulation). One such example of these spells are the Gale spells; quick streams of intense wind that are conjured up for a short time. Of the two stream sub-classes, these spells require the least amount of mana and are more common in an Aeromancer's arsenal.
Fire and Forget spells are generally used as ranged, offensive attacks, but can also be used defensively. These spells are casted via the Aeromancer creating highly compressed "pockets" of air, then launching them in a given direction. The true strength of these spells are the speed at which they travel. In some cases, aeromancers have managed to calculate an Air Bullet that hits a surface above the speed of sound, further enhancing the power of their spell.
High Velocity Wind Bullet(s) (HVWB):
Highly compressed pockets of sharp air that are created in the Aeromancer's hand that are shot at high velocities. At high enough velocities, these can pierce straight through flesh, and at above sonic speed, can create a sonic boom upon impact. Highly skilled Aeromancers can create multiple HVWB's, up to one per finger.
A quick, sudden burst of high velocity wind that covers an area of affect. Because the winds are not sustained, it is difficult to achieve a slicing wind. These winds are observed between 40 mph to 73 mph.
High velocity winds that can cover an area of effect. These winds are sustained and can achieve slicing winds at much higher speeds and compression. These winds are observed between 40 mph to 100 mph.
Focus Sustained Jet Stream
High velocity, highly compressed winds that are projected. These winds are observed above 200 mph and can easily cut flesh and other organic matter, as well as erode rock at quick rates.
A high level spell in which the Aeromancer creates winds 74 mph and above over a large area. The speeds of winds have been observed up to 180 mph in area covering a small city. This spell on its own is incredibly destructive. To maximize both destructiveness and lethality, Hurricane can be cast alongside powerful Aqua and Lightning spells, or even combined, if the Aeromancer has the skill.
A high velocity funnel of wind that can be cast downwards (above a person), to entrap them.
Vortex of Wind:
A large vortex of wind at high enough speeds to suck in heavy objects. This vortex can also be cast defensively as the high winds can deflect most incoming projectiles. Can also be used offensively to lacerate opponents.
A massive vortex of wind that is cast with the Aeromancer inside the "eye" of the winds. The tornado can stay stationary or, with extreme skill, take motion. Tornados are among the most destructive spell in an Aeromancer's arsenal, able to destroy entire areas within seconds upon casting. Typically, a tornado spell is measured between wind speeds of 50 mph to 320 mph. To date, the most intense tornado spell ever cast reached wind speeds of 526 mph with a width of 3,128 ft. This spell in particular managed to level the entire town of Shali'niir within two minutes. Tornado can also be cast alongside various other Elemental spells to create an even more devastating spell.
High Pressured Projection:
An aeromancer can projectile small objects at high speeds. This spell works very well alongside Terra Elemental.
A defensive spell that is cast on the Aeromancer or nearby allies. The high velocity winds can deflect most projectiles as well cut anyone getting near the winds from the outside.
A sinister and incredibly difficult spell in which the Aeromancer removes most air from a small sphere of space. The vacuum can be cast from a distance, meaning, if the Aeromancer wanted to, they could entrap an opponent's head in a near perfect vacuum, depriving them of air which leads to asphyxiation. Because of the length it takes to kill with this spell, it is usually served as a form of execution or torture.
Strength's Weaknesses, and Overcoming of Weaknesses
Of all 4 of the Parent Elements, Ventus is the most neutral when it comes to strengths and weaknesses.
Ventus can beat Ignis in the fact that quick gusts or gales can extinguish flames. Ventus can also lose to Ignis by fanning flames of higher degrees than the caster's own winds, which will intensify the flames and backfire against the Aeromancer.
Ventus beats Aqua by the slow and rather dense projectile of its spells unable to penetrate through high winds. Aqua can beat Ventus by overwhelming the high winds with large enough quantities of water of that slow down the high winds which can then allow Stream spells to penetrate.
Ventus beats Terra with its high speeds winds, especially Jet Streams that erode rock at quick rates. In many cases, a skilled enough Aeromancer can can erode through a Terra Wall within a matter of seconds. Defensive Ventus spells can also deflect against most Terra projectiles and structures attempting to breach the high winds. However, skilled enough Geomancers know that the secret to beating Ventus elemental is brute force and the very ground that the Aeromancer walks upon. Skilled Geomancers can create massive structures that easily negate high winds. They can simply create a formation beneath the Aeromancer, causing them to lose focus.
Ventus elemental and Terra elemental both sit on the Neutral Line and in theory and practicality can be combined. However, the element that is produced is not a true Secondary Element. Instead the element is considered a by-element, the only one created under these circumstances.
Ventus and Ignis combined create Electricus/Lightning elemental.
Ventus and Aqua combined create Glacies/Ice elemental.
Ventus and Aqua combined create Lignum/Wood elemental.
Supplementary abilities, or byproduct elements, shortened to by-elements, are elements that are not deemed as host nor child elements (elements that belong to a lineage of any of the 4 Parent elements). Thus, by-elements are not listed on the Pillar. Ventus elemental only has one by-element; when performed together with Terra elemental, creating Dust elemental.
Secondary Elements and the Law of Neutrality
Ventus elemental can represent both order and disorder and teaches ideas based on both. Terra elemental sits right on the Neutral Line, which means that in theory and practicality, can combine with all elements on the Elemental Pillar.
The theories and practicalities of Ventus elemental are core to a number of secondary elements such as Acidus and Procella elementals.