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Wind Magic
May 6, 2026 at 10:08 PM
Initial wind magic page based on the skill-tree branch reveal and trailer storm-caller framing.
Wind magic is one of the named branches of Fatekeeper's skill tree. Its identity centers on movement disruption: knockbacks, projectile redirection, and ranged force pressure. Pre-launch trailers describe the spell-focused archetype as a storm-caller, suggesting wind spells are visible as ranged elemental damage at distance, paired with crowd-shaping behaviors.
Knockback gusts. Push enemies away or into hazards.
Projectile redirection. Alter the trajectory of incoming or outgoing projectiles.
Movement enhancement. Wind branches in many ARPGs offer mobility-leaning passives, though Paraglacial has not yet detailed which mobility nodes Fatekeeper includes.
Storm-caller hybrid. Trailer footage has shown the Druid wielding a staff while channeling ranged spells described as storm-caller play, which fits a wind plus electric or wind-plus-storm theme.
Spell alteration. Multi-projectile and ricochet nodes also affect wind spells, broadening crowd coverage.
Telekinesis. Wind plus telekinesis makes the Druid the master of pushing enemies around the room.
Skirmisher hybrid. Wind movement nodes pair well with daggers for fast, hit-and-run play.
Specific wind spell names, projectile shapes, damage types, and the boundary between wind and a hypothetical lightning or storm school are all unconfirmed. Wind is named in the skill-tree dev material as a branch but has not yet been the subject of a dedicated dev blog.