As wind creatures use their abilities, they will find that their heart rate will begin to quicken. They will also experience cramps, shortness of breath and, if used for too long, can fall unconcious from lack of breath. If these powers continue to be used too much, the user can have a heart attack from how quick their heart rate rises to.

Air Magic
Offensive Defensive
1 - Gust (0 mana)
The user gains the ability to be able to cause gusts of wind to push from the bottom of their feet.
This can be used to hover a couple inches off ground as they walk or even keep themselves
from sustaining damage from fall no more then 10 feet high off the ground.
2 - Blast (25 mana)
The user gains the ability to push a blast of wind
from their mouth. The gust itself is only strong
though to cause it to be hard to see if aimed at
their face or can stagger small creatures.
2 - Dash (25 mana)
The user gains the ability to quicken their speed
and agility as they walk or run. Their movement
speed would be twice as much as their original
speed,
3 - Sandstorm (50 mana)
The caster gains the ability to cause any sand,
dirt and ash that lie around to create a small, 4
foot wide storm. The particles themselves can
cause irritation on the eyes, ears and nose of a
creature.
3 - Breezewall (50 mana)
The caster gains the ability to condense down
the air in front of them into a wall of sorts up to
5 feet high and 4 feet wide. The wall itself can
slow projectiles and characters that walk through
it. The wall lasts for 1 post.
4 - Tornado (100 mana)
The user calls a 1 foot wide tornado to drop
from the sky, able to rip up small plants and
able to knock over small creatures. The tornado
moves where the user wishes for 1 post. The
air itself can cause small lacerations and
irritation all over the body.
4 - Maelstrom (100 mana)
The user creates a cyclone of air that whirls
around a single target up to 5 feet high. The
winds themselves are fierce enough to knock
small creature off their feet and cause it to be
hard to see. They lasts 1 post
5 - Atmokinesis (150 mana)
The user gains the ability to create or destroy winds and air in a 1 foot radius from a spot that the
user can see. The ability lasts 2 full post before the air turns normal once again.
6 - Gale (200 mana)
Strong winds push from the user's mouth with
force strong enough to knock down creatures
and even cause them to fly backwards up to 3
feet. If knocked back hard enough, it is likely
to gain a small concussion, sprained ankles
or torn muscles.
6 - Spring Jump (200 mana)
The caster gains the ability to be able to push
themselves off of the ground in a large jump that
moves them straight up about 5 feet in the air
before slamming down up to 5 feet away from
their original spot. The fall doesn't hurt the user.
7 - Draft (250 mana)
The user gains the ability to cause strong gusts
of air to either push down or up on a character
with enough force to make it hard to move and
remain balanced. It can also cause small
creatures to fly off of the ground or become
pinned if caught in the center. The winds last
up to 3 posts. The air can cause lacerations
and gashes on the area of the body that the air
slammed into,
7 - Shockwave (250 mana)
The user coats their whole body in pressurized
air that the user can use it to shove back anyone
that comes within touching distance
8 - Air Slash (300 mana)
The user swipes towards the opponent, causing
a sharp blade of air to fly towards another
creature within 15 feet of the user. The air itself
can slice through skin and muscles on fleeting
impact and even dismemberment on close
contact.
8 - Rebound (300 mana)
The user gains the ability to wrap their whole
body in a spinning armor of air that whips around
their skin quickly. Any projectile magical attacks
bounces off of the armor and is aimed back at
the character that threw the attack. The coat
lasts up to 2 posts or until they get hit with a
physical attack, whichever comes first.
9 - Air Strike (350 mana)
The user gains the ability to cause small strikes
of needle size winds to fly down onto a creature
from all sides. The needles are about 3 in long
and can cause deep lacerations and even loss
of senses if they hit the eyes, hears or nose.
Any air particles that stick into the body of the
opponent remain there like needles up to 2 full
posts.
9 - Dome (350 mana)
The user gains the ability to create a dome of air
around themselves or another creature that
stops all projectile elemental attacks and slows
physical attacks for 2 posts.
10 - Suffocate (400 mana)
The user gains the ability to breath in all of the air in a 10 foot radius in front of them which leaves
the opponents in that range without air to breath in. The longer the characters are in the area, the
harder it is for them to remain awake and keep themselves from passing out completely. The user
can hold this for as long as they can hold their breath, up to 3 posts with practice. However, if the
user holds this for too long, they can become unconscious themselves. Once they let out their
breath, the air in that area becomes breathable again.