Basic Magic Abilities
Increase Body Temperature
The ability to increase the temperature within the body, making the skin warm or even hot to touch.
How to learn: Usually Wyngrew are taught to practice this during intense workouts, or strenuous activity to pump the heart hard in order to naturally increase body temperature. Then they are taught to concentrate on that feeling and create more heat. This ability is exhausting to learn, but well worth it!
Usage: Some young Wyngrew use this ability to fake a fever to avoid going to school sometimes! (Too bad most teachers are aware of this trick) Making your body warm to the touch can help warm up a buddy that is feeling a bit cold! (snuggles!) This can also help the individual stay warmer in the winter, needing less warm clothing. Raising one’s body temp is key to more advanced abilities, such as sustaining flames on the body and heat immunity. (Or less advanced abilities, like frying an egg on your head)
Limitations: This ability cannot burn so hot as to melt through the ground by one’s feet. Beginner Wyngro also cannot sustain increased body heat for extended amounts of time. Usually no more than an hour. Too much use of this ability has been known to literally cause fatigue to the point of fainting, or overheating. (Be sure to drink plenty of water when learning this!)
The ability to melt simple materials with increased body temperature
How to learn: Increased Body Temperature ability is a must for this one to work. Once the Wyngro in question can willingly increase their body temperature fairly easily, they work on funneling all that heat into one spot on their body. (Usually a hand) And practice being able to transfer that heat onto an object that is easily subjected to melt. (Like wax or ice)
Usage: Melting things can be useful for crafts! Classes often have students create custom candles, sculpt ice, or even work with glass. This can also be later useful for melting a latch to get into a door, or even a means of defense.
Limitations: Materials that not easy to melt, such as stone and brick, or even dense wood are not something beginners can usually melt at all. Papers and fabrics, etc. do not melt, and will burn up if a hot touch is applied. It’s not a good idea to start with anything that will “catch” fire, as many Wyngro will still get burned from the touch of flames.
The ability to influence fire that is present. Growing it, suppressing it, making it flow and curve.
How to learn: Young Wyngro usually begin to control fire by studying flames closely and learning how to build, create, and safety extinguish a fire. If not properly learned through this method, flames easily go out of the Wyngro's control and can be dangerous, especially if the Wyngro is emotional. Start very small, trying to control candlelight and moving a flame from different sources.
Usage: Can be used for cooking, camping, or just showing off while juggling little flames. Wyngrew may combine this ability with conjure fire to shoot small fireballs from their palms, or create fire and manipulate it on the fly. Manipulating fire is one of the core basics of any fire magic, and must be learned slowly and patiently to keep themselves and others around them safe.
Limitations: Large flames are harder to control, especially when raging. Anything larger than a bonfire would be too difficult to control for a beginner Wyngro. Distance also has it's limits. A beginner Wyngro usually cannot control any fire that is further than a few feet from them.
The ability to create flames from nothing! Usually concentrating on a certain spot nearby to conjure a flame.
How to learn: Usually working from fire manipulation, Wyngrew will extinguish a flame that was made naturally, and then quickly try to bring it back. (Seemingly out of nowhere) Imagine where a small flame would reside. (Usually this is easiest to imagine in the palm of one’s hand) It’s not about making the flame appear, but imagining it is already there, and how it dances around. With enough focus one can create flames appear floating within their reach, almost as if they are balancing it in the air.
Usage: Conjuring flames, let’s face it, looks pretty badass! Use this to make light out of nowhere in a dark place! (A torch, really) Create fire and combine fire manipulation to continue to control it. Juggle flames, begin to throw fireballs, and so on! The possibilities are endless!
Limitations: Controlling fire that has been conjured is harder to control the longer it remains in the air. Keeping a single conjured flame lit without flicking out for an hour is impressive.
As well as duration, a beginner Wyngro has a limit on how big of a flame they can create. Usually small candle-sized flames to start, and as big as a foot long flame may be achieved, but any larger is difficult to control for a beginner Wyngro, and can more easily become dangerous if not extinguished.
Dowse (Locate water)
The ability to sense existing water anywhere!
How to learn: Wyngrew usually learn this by hiking in a wooded area and using only smell and hearing to lead them to water. Sensing water takes a lot of patience and time, and can sometimes discourage ambitious Wyngrew. There are certain Wyngrew that never seem to pick this up-- it seems to depend a lot on the nature of the individual.
Usage: This is an extremely useful survival tactic. Obviously can be used when venturing outdoors and quenching thirst, but also has uses in pinpointing moisture in object as well.
Limitations: Large lakes and streams are easiest to detect. Obviously the farther away water is, the harder it is to detect. Masters of this ability can detect the closest water anywhere in the world, but a beginner will probably need to be within at least a mile of a large water source.
Beginners can sense small amounts of water as well, but usually need to at least be within the room to detect say, a cup of water or something.
Sensing water particles in the air and forming them together
How to learn: This is also another ability that can be difficult for the impatient. Wyngro are usually placed in a sauna, or otherwise use to their advantage a particularly humid day outside (Fire Magic uses can also be used to help artificially create thick clouds of steam) and concentrate on the water in the air, and using their hands to push them together.
Physically, this does nothing, but the imagination can help Wyngrew use this magic correctly and soon will see a droplet or two appear out of thin air. After that, it’s just a matter of pushing more drops together.
Usage: This is one of the key bases of water magic, simply to make water appear within the air. It can be used to dry a room up as a sort of dehumidifier. Pulling water out of the air for consumption, or to use for other abilities.
Limitations: This ability focuses on pulling water from the air that already exists, and so is difficult to use in dryer areas. Beginner Wyngro also have a hard time completely relieving a huge area completely of water, and holding said water for any longer than a few minutes is challenging.
The ability to control the water from your own mouth.
This can be done by holding water in your mouth for use, using your own saliva, or even regurgitating recently drunk water. The later example is no longer practiced in society for obvious reasons, as it comes with health concerns. This was more of an older technique used to surprise enemies with unexpected stashes of water. It is not something any teacher will tolerate learning. (It’s also pretty gross)
How to learn: Many gros have the easiest time learning this water ability first, as manipulating water in your mouth is somewhat soothing and easy to feel out. Many teachers will default to this for students that are having trouble learning other water abilities. Eventually wyngrew will be able to slosh the water in their mouth without using mouth muscles at all.
Usage: Once they get the hang of moving it freely inside their mouth, they’ll begin what some call “water spitting”. This is basically spitting actual water and manipulating it to travel much farther than normal. From there, they’ll learn to manipulate it as it flies through the air, like making little water homing missiles at friends and such. Usually in the form of small pellets of water, practiced water magicians can learn to spit water so fast that it will break the skin and/or leave bruising.
Sub-types of Water Breath: Such sub-types include: blowing bubbles, shooting thin streams, creating all sorts of shapes and forms from their mouth, and manipulating it as it comes into contact with the air.
Limitations: Most gros cannot easily damage other gros with this ability, aside from potentially suffocating them. Skilled users of this ability can sometimes pierce the skin if concentrated enough.
Bending existing bodies of water to move and shift at the user’s will.
How to learn: After learning condense water, manipulating bigger bodies of water is a pretty simple step up. Although this one does again take a lot of patience and focus. Teachers usually have Wyngro students stand waist deep in a stream to practice changing the current. Once the flow of natural moving water can be controlled, it just takes practice being able to pull it into the air and push it along.
Usage: Possibilities are nearly endless! Manipulating water can be used to splash or put out fires, defend against foes by pushing them back with walls of water. Long ropes of water can be formed to create whips, and so on.
Limitations: The limit oh how long one can maintain a specific water form usually can’t usually last more than 20 minutes or so. Beginners usually cannot lift more water that weighs more than themselves as a general rule. The speed in which this ability moves is also limited. Whipping water to the point of causing damage, for example, is very difficult because of the speed needed to create a whiplash. The more practice they have the faster they will get.
The ability to focus the senses and hear clearly over longer distances!
How to learn: Much wind magic requires concentration and clearing the mind, and this beginner skill is no exception! This basic ability introduces Wyngro to awareness of sound waves in the air around them, and how to sense them effectively.
Wyngrew learning how to heighten their hearing often practice in a quiet room, with a single source of noise like a ticking clock or someone else talking quietly. As they get better at clearing their mind, they can focus on sounds at increasing distances.
Usage: This ability serves as a useful introduction to the quiet meditativeness required of much wind magic. It can also be used to communicate over longer distances than normal, useful if you’re trying to find a friend that’s lost in the woods! More awareness of one’s surroundings is helpful when trying to figure out if there’s a fun time over the hill, or trouble coming!
Limitations: Hearing anything beyond a hundred yards is hard for beginners, even in ideal conditions! The further away they try to focus, the more likely your Wyngro is to give themselves a headache. Picking out individual voices in a crowd is also difficult, and only gets more difficult as the number of distractions increases. Singling out a single source of sound and not getting overwhelmed by all the OTHER noises around is not easy for beginners!
Manipulating the wind to get a boost while running/jumping!
How to learn: Time to get physical! Wyngro learning this ability must first be able to move on their own. Once they pick up some speed or take a leap, they can use the air under or behind them to give them an extra boost. Run faster, jump higher! (THROW IT ON THE GROUND) Learning to push themselves in the right direction can take some practice...until then, prepare for some stumbling and tumbling.
Usage: This would allow a tired Wyngro the assistance they need to cover that last bit of distance, or jump a little higher to reach an extra-tasty fruit, or a tree branch just out of reach. It can also inspire competitive Wyngrew to have fun racing each other and pushing their speed to the limit! It could also allow a swift escape from a dangerous situation.
Limitations: No double-jumping! This ability only gives a Wyngro an extra push, and how much of a push they can get obviously depends on how skilled they are. Even the most skilled Wyngro can’t run faster than the speed of sound, and beginners will be using this to help their natural physical abilities.
Creating unnatural wind formations from one’s own body.
How to learn: After learning to use wind to boost their own abilities, the next step is for Wyngrew to use those wind gusts on something other than themselves. Teachers can wait for windy days and have beginner students practice moving the already existing gusts around them, before moving on to calling small breezes on still days.
Usage: The ability to make your own breeze on a hot day is pretty nice! With practice, a Wyngro could put out small fires and move things slightly with a concentrated gust. They could also help along a small sailboat or windmill on a day with no breeze. Pushing an
enemy back with a gust of wind can stop them from getting to you, and they might not be able to see too well with the wind in their eyes!
Limitations: These are small, short gusts, and not a sustained breeze. Most beginners can’t keep it going for more than a few minutes or so. Once you lose your concentration, the gust will stop. The winds a Wyngro can summon get stronger with time and practice, but gale-force winds are something only a true expert could manage. This ability is also harder to use (not to mention potentially more destructive!) indoors, as there is less freedom to move air around!
Change frequency of sound waves, muffle or mute voices, throw your voice further than you normally could!
How to learn: Wyngrew at this stage should have experience with sensing sound waves...now they can learn to manipulate them! This ability takes a lot of concentration and practice at first, making experimental noises and trying to cancel out ambient noises, but as a Wyngro gets more used to reading the sounds in the air, they can manipulate them with greater ease.
Usage: A Wyngro with enough practice will have their own built-in megaphone, able to make themselves heard over other loud
noises. They can also throw their voice like a ventriloquist...great for playing tricks on friends or distracting an enemy! On the flip side, they can muffle existing sounds to quiet things down. Advanced wind magic users can change the frequency of sounds in the air to break glasses, or shake things apart!
Limitations: Beginners can’t exactly blow out someone’s eardrums. The distance they can throw their voice is limited to locations nearby the user, and never out of visual distance even for experts. It is also considered especially rude to ‘mute’ another Wyngro once they’re grown up, so be careful who you practice on!
Become more keen on feeling subtle vibrations and knowing what they mean.
How to learn: Learning this skill usually works best when the subject is blindfolded and wearing earmuffs. Muffling out those two main senses can make it easier to focus on the vibrations in the earth. This ability takes a lot of concentration and a lot of sitting on the ground and feeling movement. A fun game many teachers use is duck duck goose with all students blindfolded, trying to pinpoint where footsteps are in the circle around them.
Usage: Obviously the benefits of this ability shine in predicting movements and detecting the world around them. Hear someone coming into the room before they get to the door! Detect a strange animal wandering nearby. Advanced users can time the vibrations so well they can predict an attack before it happens due to the way the foe's feet are positioned, or detect heartbeats in a room.
Limitations: Beginners cannot yet detect heartbeats or dodge attacks quite like what was previously explained. There also seems to be a delay in information received when first learning. Vibrations are detected, but it takes the brain a few seconds to process exactly what the source is, so narrowing down specifics is difficult.
Rapidly increase the growth of seeds and buds, growing plants faster.
How to learn: Usually observing plants and how they grow is a great start. The user of this ability learns faster if having previously observed botany of some sort. Knowing how a seed looks and which way it grows helps push it along. Young Wyngro have an easier time speeding up a growth process when they are touching or holding a seed.
Usage: Rapid plant growth in general is amazing for growing crops or starting a restaurant business if you want to use all your own produce! Many shop owners and marketers specialize in this ability. Some wandering Wyngrew carry seeds with them often to create a quick meal from edible plants to decrease storage space in their pockets!
Limitations: Seeds are easiest to sprout. Growing anything tree-sized is pretty impossible for beginners. Herbs, flowers, small shrubs are manageable to grow rapidly. Beginners often seem to have a hard time making an already sprouted plant continue to grow. (As opposed to one they started as a seed) A beginner can also usually get a plant from seed to full growth within a 5 minute window. This is a good time to achieve for any aspiring Earth magician.
Bending finer elements of earth, such as small rocks or the surface of the ground.
How to learn: Levitating ground elements takes a lot of willpower! Concentration merged with sheer determination is the way to go about moving minerals! Beginners usually learn by dumping a handful of sand or dry dirt on a flat surface and staring at it until it bends to their will. Sand is easiest to start with. Rocks take more work because of their denseness.
Usage: Blind an opponent by flinging sand in their eyes, fling multiple rocks as a means of defense, or use the ability to help with construction projects!
Users cannot pull earth elements out of nowhere, and are usually only capable of these feats when outdoors. Advanced users can pull large chunks from the ground and move boulders!
Limitations: small rocks only, as well as softer materials such as sand. Gravel is possible, but difficult. Stone is impossible for beginners, as well as wood. The more complex and dense the material it is, the more difficult it is to move! Remember that newbies have a limitation of how far they can move materials, and how fast they can move them.
Heal with Plants
Learning how to rapidly increase the benefits of medicinal herbs and healer plants to cure light wounds.
How to learn: Much like rapid plant growth, healing with plants can be achieved through manipulating the growth and abilities of plants! Students usually have an injured subject to work on, or are pricked by a sharp object and tested to heal themselves. Special plants must be picked, as not all have healing properties. Many heal in different ways as well.
The stems and leaves of the Sarrarik wildflower, for instance, is easy to come by and does a great job at closing scraps and works double time as an anti-biotic, so this is a great starter to use!
Usage: Cure light wounds, such as scrapes, cuts, bruises and burns! (remember that different plants heal different problems!) Rubbing the juice from one plant on a bloody wound will naturally help close it, so you are essentially speeding up the process. Many Wyngrew prefer this method over “Light Healing”, calling it more “natural”.
Limitations: Small wounds only. This ability cannot make a plant do something it wouldn’t normally be able to help with over time, such as regrow limbs or remove existing scars. Healing with plants is great for non-life threatening injuries that take a lot of time to recover from, but impacts from daggers or bites, for example, are best left to professional Light healers.