
Kitter Keep
Air
Novice
Wind Gusts
Summon the power of the wind!
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Learning: Kitters wanting to learn this ability will often stand in an open, windy area, like a moor or mountain. They feel the air rushing over them, and whenever they want to use the ability, simply remember that feeling.
Usage: This ability is often used for entertainment. Some Kitters might hold competitions to see who can make an object, like a pebble, go the farthest with a wind gust. It can also be used by seafaring explorers; its wielders can send puffs of air to fill their sails.
Limitations: The gusts are short and brief, and only more skilled Kitters can create gusts lasting over five seconds. Most Kitters’ gusts only last as long as their conjurer's energy supply can allow, and as a result often leaves less-trained Kitters exhausted.
Enhance Senses
Attune your senses to the breeze!
Learning: The air is something that touches almost all surfaces, so learning the basics of enhanced senses is usually easy for kitters to grasp. Typically a teacher will get their students to sit on a large rock or elevated object, to meditate and focus on the air directly around them; n
Since imagination is a key aspect of magic usage, Kitters learning this ability will imagine their senses racing with the wind and covering everything they see.
Usage: This skill is helpful for Kitters liiking for a lost friend or pet - they can extend their senses to listen or look for their companion. It's also very useful for eavesdropping.
Limitations: Does not work underwater due to the lack of air, also limits the reaching of senses through bodies of water, such as activity under the surface of water or behind a waterfall. It is also very difficult to learn sight or taste enhancement, but hearing and smell are definitely the easiest, as the wind most easily carries those sensations.
Air Propulsion
Stay away from cliffs when using this ability.
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Learning: Air propulsion is a common basic ability of air-affinity kitters, often learned after ‘wind gusts’ become easy as air propulsion is a more concentrated form of such magic usage. Kitters who wish to learn air propulsion first must recognize the basics of the movement of air, to understand the softness, the grace and the underlying raw power that can be reached from within it. Moving along with the memories of how air flows can help beginners concentrate. As the gentle movements are visualized suddenly imagine that you are the wind, fierce and powerful, pushing forwards in sudden fashion. Those new to this magic often trip at first, as too much focus is put into the power of the air without recalling its grace.
Usage: Wind propulsion is often used as a tactic in games for both meeps and kitters alike; to speed ahead of a friend or burst across that finish line. In moments where there is risk, quick defense or getaways are also uses of air propulsion.
Limitations: This magic can be greatly exhausting especially for those that are not as familiar with this specific ability, allowing huge gaps for mistakes. As well it is even more common for kitters to trip or slam into objects if they are not completely concentrated.
Swift Sprint
Gotta go fast!
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Learning: When a kitter learns this ability, they start by simply running back and forth on the same stretch of land while imagining themself as weightless. Often times the imagery of a feather in the wind being pushed back and forth is useful for beginners, or even bringing a feather to their place of running and pushing it with wind gusts. Unlike air propulsion, swift sprinting must be learned with intention of air being a part of you, pushing your limbs from within rather than pushing you. Becoming one with the air spiritually to sprint is usually easy for air affinity’s as the connection is already formed through the sacred magical bonds between kitter and the air.
Usage: This ability is a useful way to escape danger, chase a quarry, or simply race your friends. It is most often used to rush from place to place due to its ease of use and convenience. Meeps have often used swift sprint to be able to jump over large ledges, and sometimes even hop from building to building though it is frowned upon.
Limitations: This skill only provides a short burst of energy. If prolonged use is attempted, the user will become exhausted of magical and physical energy - compare it to running uphill for four hours. Though when used for only a few minutes at a time is simple, and much preferable to use of air propulsion.

Student

Manipulate Sound
Requirements: Must know Enhanced Hearing to learn.
Learning: The vibrations of sound traveling through the air can be altered if a skilled kitter works their magic into it. Sending magical vibrations by twitching their whiskers, an air kitter can lower and raise the volume of sounds, can bounce soundwaves back or away, let it carry for longer distances. A very skilled kitter can do more complex manipulations such as changing the order sounds are made.
Usage: This can be used to send messages over a long distance or over the sound of a crowded, create a private area where only those in can hear what is being said. Or scrambling someone else's words to change what they said or to make it impossible to understand. It can also be used for hunting prey, increasing the sound of your preys movements making them easier to track, or silencing your own so they can't hear you coming.
Limitations: A kitter can not change the sounds themselves, nothing new can added. It can be chopped and jumbled into a new order - however this can normally sound very odd and is easily discovered by a kitter who is familiar with this ability.
Levitate
Requirements: Must know Rising Wind before learning
Learning: Learning to fight gravity and running towards the heavens opens the doorway to defying it completely. A kitter creates a constant strong gust of wind out of their body, pushing against the ground and lifting them up several feet. Constant use is tiring but many kitters say it's easier and more sustainable than hovering using wings.
Usage: Reach that pesky object on the top shelf, clean the gutters, float over hazardous objects and most importantly, have fun!
Limitations: A kitter can only levitate up too three times its height above ground. The strong wind created by Levitating will push things under the kitter away, small animals and meeps have been known to get hurt by being crushed by the wind as if the kitter had jumped on them with its full weight.
Concussive Blast
Requirements: Must know Wind Gust before learning
Learning: A strong sudden wind blast that hits with enough force to rock a kitters insides - they feel nauseous, can't see or hear properly and have trouble standing up right for a few good minute or two. A kitter must use what they learned from creating wind gusts and compress it into a small powerful stream of air. It helps if the Kitter uses their body to push the air together while creating a gust of wind while learning to visualize what they are doing.
Usage: Self defense, attack, or a distraction. This ability doesn't have that many uses but what is can do its very good at. It's been sued by thieves to easily grab what they are after or by the victims to defend themself. I can be used to stun prey while hunting. Or to rock a foe long enough to get a few good hits in or to run away. It can also be used to push objects but nothing too impressive.
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Limitations: This ability can be very hard to successfully pull off when first learning. It's easily blocked with a limb or an object, as it needs to strike a kitter's center mass.
Rising Wind
Requirements: Must know swift sprint and air propulsion before learning
Learning: Wielding the winds around themselves a kitter can use them to support them and make it harder to fall, they can defy gravity and run up vertical surfaces. A kitter must take what they learnt from swift sprint and air propulsion and combine them to use this ability. They must use the wind to support their body by pushing against it while enhancing their bodies to move like the wind.
Usage: Mostly used as a substitute to climbing. Allowing a kitter to run up trees and walk with ease; allows for fast travel or escape.
Limitations: A kitter must move fast or fall, if a kitter has enough momentum they can slow down for a moment or even stand still, but if they don't start moving again, they will fall.
Acolyte

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Mage
