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Wind magic (Japanese: 風 wind) is a weapon category and class of magic in the Fire Emblem series, first appearing in Genealogy of the Holy War as one of its five magic types. It is one of the three nature-based magics which comprise the school of anima magic.
The main distinction of wind magic is how the stats of the average wind tome are primarily oriented toward being lightweight and accurate, while possessing lesser power than other schools of magic. In this respect, it can be viewed as a magical counterpart to swords, which tend to be oriented similarly; light magic also gets this treatment in many games. In all appearances following Genealogy, wind magic also possesses an advantage like that of bows where all wind spells are highly effective against flying units such as Pegasus Knights or Wyvern Riders. In accordance with the Trinity of Magic, wind magic has an advantage over thunder and light magic, but is at a disadvantage against fire and dark magic.
Wind tomes can be found in some form in every Fire Emblem game, but wind magic as a distinct, separate weapon category only appears in four games: Genealogy of the Holy War, Thracia 776, Path of Radiance, and Radiant Dawn. In all other games, wind magic is rolled into broader magic categories: Black Magic in Gaiden, Echoes: Shadows of Valentia, and Three Houses, anima magic in the Game Boy Advance games, and generic tomes in the Archanea games, Awakening, and Fates.
Wind magic in the Fire Emblem series
|Blizzard||Extended range in Genealogy, Thracia 776, Path of Radiance and Radiant Dawn.|
Classified as a tome or black magic in other games.
|Forseti||+10 Skl, +20 Spd in Genealogy; major Forseti blood only.|
+20 Skl, +20 Spd in Thracia 776; Ced only.
+5 Spd in Awakening.
|Rexcalibur||+3 luck when equipped in Path of Radiance and Radiant Dawn.|
Unavailable without modification in Path of Radiance.
|Wind||Classified as a tome or black magic in other games.|
|Wind Tail||Cannot inflict critical hits. Spirits only.|
|A means that the weapon is available in that game, while a indicates the contrary.|
Classes capable of using wind magic
There are 24 different classes which have been able to wield wind magic as a distinct weapon type at any point in the series.
|Class||Wields wind magic in:||Notes|
|Archsage||Not if promoted from a Dark Sage|
|A means that the class wields wind magic in that game, while a indicates the contrary.|
- Unique or powerful wind spells often use the suffix "-calibur" as part of their names, in reference to the iconic wind spell Excalibur from Fire Emblem: Shadow Dragon & the Blade of Light. Ironically, Excalibur itself has never actually been formally classified as wind magic since it has yet to appear in a game featuring the wind magic weapon category, although it is present in Awakening's wind hierarchy within the tome category.
- The following tomes appear in games which do not feature the distinct wind category, but visually appear as wind magic: Excalibur, Cutting Gale, Fimbulvetr, Aircalibur, Merric's Tome, Wilderwind, Celica's Gale and Disrobing Gale.
Etymology and other languages
|Names, etymology and in other regions|
|Language||Name||Definition, etymology and notes|