The Sky ClanLevel one:Wind:Wind has the power of creating minor blasts of air to knock enemies down, grab something from a distance, or to jump higher.
Breath:The Breath element allows the mage to make a target "inhale" or "exhale". Making a target inhale will temporarily boost their strength, speed, and will heal several cuts or bruises, while making someone exhale will weaken them and make them vulnerable to attacks.
Rain:Rain gives the mage minor healing abilities as well as the manipulation of water. They can heal small cuts and bruises and quicken the healing of mild wounds by touching the wound. Additionally, they can manipulate small amounts of water to blind and surprise enemies, as well as making them slip on puddles, etc.
Cloud:The element Cloud allows the mage to create mist and hide themselves in fog. When hidden, the mage is harder to hit and to see. He can make a cloud large enough to cover up to two or three allies that are close. This element can also be used to make a condensed mist around an enemy, making it harder for them to see. However, this requires more energy and can only be used on one person at a time.
Thunder: Thunder allows the user to create small explosions of energy from their palms. This is not long range. It can be used to knock an enemy back or to smash open a door. The blast is moderately powerful and creates a large boom of thunder upon use. It can be used several times (seven or eight maximum) before the mage needs to rest.
Lightning:Lightning lets the mage throw bolts of electricity from their hands, shocking and damaging an opponent from a long range. These bolts are not terribly powerful, but they can start small fires and add up. Like thunder, it can only be used several times (seven or eight maximum) before the mage needs to rest.
Level two:Wind + Breath= Tornado:The Tornado element lets the mage create powerful, condensed balls of wind that they can throw at enemies or use as shields. They can cause reasonable damage and protect a good part of the body. They can also be used to break down doors or smash through wooden walls. This takes up a good amount of energy, and can only be used four or five times before the mage must rest.
Rain + Cloud= Hurricane:Mages with the element Hurricane can create swirling mists of air and water that will give their team an advantage in battle. This spell makes their whole party harder to hit, slows down enemies, and can blind weaker enemies with water and fog. As it takes up significant energy to maintain, it can only be used for about twenty minutes before the user must rest.
Thunder + Lightning= Storm:The storm spell creates a condensed ball of electricity and then explodes it outwards, sending a volley of small daggers of electricity at opponents. This spell isn't good at smashing doors or bricks, but it is very good at inflicting pain on a group of opponents. Like Tornado, this can only be used four or five times before the caster's energy becomes depleted.
Level three:Tornado + Hurricane= Tsunami: Tsunami is a powerful element. It allows the mage to call up a massive pillar of water and send it crashing down on their enemies, doing massive damage and filling an area with ankle or knee deep water, depending on the situation. It can smash down a two story, wooden wall, or make a hole in a stone wall. Due to the amount of energy that it requires, it can only be used three times before depleting the caster's energy.
Hurricane + Storm= Tempest:Tempest creates a dome of purple electricity with a radius of 3-4 meters around the caster, heavily damaging everything inside. This is very good at damaging enemy parties and destroying objects. However, this also hurts allies of the caster, so beware! The dome can only be contained for up to thirty seconds before it depletes the user's energy.
Level four:
Tempest + Tsunami= Sky:Besides from giving the mage mastery of all other Sky elements, as well as extra stamina to use those spells, the Sky element allows the mage to call upon giant, rippling pillars of force from the heavens, creating a shockwave with a radius of about 6 meters where it falls. This can turn reasonably large houses into rubble, and severely damage, if not kill, all who fall in the blast. It can only be used once before the mage rests.
Sky Clan warrior classes:
Longbow man: The longbow man, surprisingly enough, uses a longbow. They fire powerful bolts from a long range, attempting to kill the enemy before they get too close. This works well with the wind and tornado elements, as they can give bonuses to the range and power of the longbow.
Fencer: The fencer uses thin, quick rapiers to slash and parry. They use a smooth, flowing, and surprisingly fast fighting style to open as many wounds on their opponent and to not get hurt themselves. They do not use a large amount of strength, and rather than trying to hit their opponents' vital organs, they simply make so many cuts that their enemies die of blood loss.
Monk: The monk uses hand to hand combat to defeat their opponents. Many of their attacks are based on smashing their open palm into their enemies' weak points. This allows them to knock the breath out of an opponent's lungs or disrupt their heartbeat so they will be weakened during the battle.