Windsbreath Spell in The Realms | World Anvil
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Windsbreath

Effect

This spell is primarily used by shipmakers to make a ship sail faster. As mentioned before, the human realms are located near water and two landmasses are actually islands. Because of this there is a lot of trade using water, and as such faster trading ships, like ships enchanted with winds breath, are preferred to regular ships making the creation, selling, and fixing/recasting of magical 'Windy' ships to be a steadfast business.

Side/Secondary Effects

One common effect is the hardening of the ship's wood. The wood becomes next to impossible to break with pure strength (though cannonballs and such won't have that hard a time breaking through). The reason for this is debated and no one is any closer to finding an actual answer. Another side effect usually only happens on longer trips. Sailors dream of an world where there was no footing for them to stand or sea for them to swim. In these dreams, the sailors are usually visited by one of three beings.   One, nicknamed Storm, is described as dark. Dark in anything in they did. Dark words, dark look. He often speaks of leaving the rest of the world to join some other place that would be just for them. He promises an eternal life with him and others just like the sailors. During this dream, in real life, storms are often sighted to be on the horizon. When, and if, the sailors wake up, they describe their body as heavy -wrong. Usually, these feelings subside after a day or two.   The second, Calor, speaks of the same thing but sailors experience more sensual dreams when it comes to Calor. Blushing cheeks, sweet words and affectionate petting are all common in Calor dreams. Though they too talk of leaving the world, they usually promise more fondness. Promises range from being owned forever by him to owning him forever. When sailors awake, their bodies are often sticky from sweat (or otherwise). The rest of day various bouts of lust may come at random. Calor usually visits roughly every 12 days of sail, spurning the term 'Calor's Ship' to mean any ship that will be at sea for more than 12 days.   The last one, the third one, Chara, is the only one to seem to present femininely though what gender or even sex Chara is, like the other two, is unknown. Chara is more relaxed compared to their siblings (if they even are related) though it is clear that she has the same goal as the other two. Most dreams with Chara take the form of a stroll underneath the surface of the sea and at various times during the stroll, Chara will offer the sailors a silver necklace. The necklace is sharp as a knife and colder than ice, when sailors try to hold it, the usually feelings are pain and want. The want to tie this necklace around their own neck and become part of something more than them. If the sailor refuses, Chara ends their walk and the dream leaving the sailor to drown or wake up.

Manifestation

We'll raise a Windy one
A fine and dandy, Windy one!   Hallowed ground beneath your feet
Soft as air could be (Oh!)   We'll raise a Windy one
A fine and dandy Windy one!   Tryta stomp or tryta jump
You'll break your sailing feet (Ow!)   We'll raise a Windy one
A fine and dandy Windy one!   Faster than flying fish
Harder than Buloke (Oh!)   We'll raise a Windy one
A fine and dandy Windy one!
~ An Excerpt from Raise a Windy One (Shanty)
Windsbreath makes the ship lighter so that every puff of wind can be utilized. Frequent Winds ships riders often describe the feeling of the ship as airy, with seemingly hallow boards. In reality, the ship's boards are actually harder than normal. It's a side effect of the magic and the reasoning as to why this happens isn't certain either.

Discovery

The spell is said to have been one of the things the Humans just knew. One of those things like breathing and keeping your heart beating that Humans were aware could be done and just needed the supplies and correct instructions. In reality, the spell was first created shortly after end of The Great Exploration Age, when a covin accidently enchanted a children's boat toy made of wood but he was horrible at keeping the secret to himself, allowing just about anyone who was anyone to learn the spell. From there, different regions built upon the spell, twisting and adjusting it as needed until it became something that they liked. The spell used today is probably very different from what Archa Ne used in his spell.
Material Components
To Perform a Standard WindsBreath Enchantment for Apprentices:
- Wood (of Any Kind, but of a fruit tree will be preferred)
- A Standard-size vial of Magic (Your Mage should have one on hand)
- A bowl of water, roughly a little more than the size of Queen's Flower.
~ Simple Spells for Learning Apprentices, by Mage Morningwood
The materials used in a Windsbreath spell, also known as Windsborn, are fairly simple to find and easy to come by. Wood, because of it's high magical maximum, can store a lot of magic and is used in very different ways in many different spells, such as in Human death rituals. Because of this, trees are easily accessible and found everywhere. Most people have a tree of their own, either own by the town in more rural areas or owned by the individual in more urban areas.   A standard-size vial of magic would be a bit more pricey, though they can be bought from Magical Mortuaries. The standard-size is about the size of a 500mL Coca-Cola drink. Made from the magic collected from a dead human and transferred to a plant of some sort before having the plant drained, usually by killing the plant with a magical maximum overdose.   Most community are settled around water so getting water is no real problem and should hold no monetary costs. Queen's Flower, the official royal flower for those in the Kingdom of the Twin Lakes, has a bowl-shaped base that allows it to float on water. This bowl shaped base is 3 feet in diameter and 3 inches tall which holds ~21.21 in3 of water.
Related Discipline
Merchants, Shipmakers, and Mages
Related Element
Wind and Water
Effect Duration
The typical spell lasts 20 days but with a few alterations the spell can be made to last for shorter and longer amounts.
Effect Casting Time
To cast the spell will require 2 days at minimum.
Range
Anything that the water touches.
Level
As mentioned before, this is a simple spell that most apprentices should have no trouble casting.

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