Air Evocation

Air Evocation
''Utilizing the natural forces that come with torrential winds, a caster can bring even the strongest armored men to their knees -- for a limited amount of time. While not as effective for direct, open combat as other sorceries, Air Evocation is at its best when seen as a utility rather than a weapon; whether this is through the summoning of intense wind to temporarily blind someone, or by slugging a sudden burst of wind directly into someone’s chest to stun them for an escape.''

While seldom-used by many mages, Air Evocation is an important aspect of the four primary elements as evocations; as mentioned, it is best used as a utility rather than a weapon due to its ability to disarm opponents at higher tiers, temporarily stun opponents, or adjust the local weather through the combined efforts of many evocationists at one time.

Tier 0
The caster has just begun to practice air evocation. They may be capable of causing a small draft around themselves, which could disturb robes or tapestries, but is otherwise ineffective. They’ll learn to study the motions and function of air as it interacts with different substances, such as solid surfaces or liquids.

Tier 1
After the student has begun to learn the basics of Aeromancy, they will be gradually introduced to slightly more difficult and useful spells; the first being a very brief, albeit relatively strong gust of wind to propel small objects a short distance. This spell will be very taxing on the caster, and is interesting due to its absurdly simplistic nature -- thus allowing it to be cast by such a low-tier mage. The student isn’t capable of deflecting projectiles at this point, but can distract a foe by sending hundreds of papers or small, lightweight objects cascading through the room.

Tier 2
With additional focus and practice, the caster will learn to refine their control over summoned winds. They are incapable of casting more than a few times per day, and their spells are still far too weak to do any meaningful physical damage to someone if directed at their body. However, they may now send targeted gusts of wind at range rather than within their direct reach.

Tier 3
Now, after having spent a significant amount of time practicing and studying the dynamics of airflow, an Aeromancer will finally learn to deal minor damage to opponents with the use of far stronger winds. Their spells will remain at roughly the same strength as before, though with added precision.

Tier 4
Having now dedicated an immense part of their time to practicing and improving their use of Air Evocation, an Aeromancer will now be capable of whipping summoned winds around them into strong gusts to slightly disorient attackers and throw them off-balance. This spell may only be channeled for a maximum of four emotes before the caster grows lethargic and can no longer cast.

Tier 5
Now a master of Air Evocation, the mage can cast far stronger spells with immense precision; they can effectively disarm an opponent with targeted gusts of torrential wind and begin surrounding themselves in a thick, foggy gale with a chance to deter arrows. They can choose to adjust the temperature of the air around themselves in a six-foot diameter to stem the danger of frostbite or heat-stroke. If they are faced with few other options, the Aeromancer is also capable of inflicting direct impacts against foes to stagger them, forcing the enemy to their knees as a result of sudden torrential winds.

Example Spells & Casting Emotes
3 to cast, 1 for a tell

4 to cast, 1 for a tell

5 to cast, 1 for a tell

Redlines

 * The same as all others, spells produced using Air Evocation will instantly dissipate if the caster loses focus. Surrounding winds will still be affected, but will move to a halt and return to normal before long.
 * Air Evocation cannot be used in attempts to ‘suffocate’ an individual by forcing wind from their chest; natural air cannot be manipulated. The same applies to spells where a caster would attempt to force intense winds directly into someone’s lungs; the spell would fail the moment the winds entered the individual in any fashion.
 * Air Evocationists cannot inspire sudden hurricanes, however it is theoretically possible to manipulate the natural weather with enough casters attempting to adjust the region at one time.