Gale

Description
Knock down target foe for 3 seconds. This spell causes exhaustion. (50% failure chance with Air Magic 4 or less.)

Usage Notes

 * If Air Magic is 4 or less when casting, then there is a 50% chance of this spell failing.
 * This skill has amazing utility in many different scenarios:
 * Offensively: It can be used to put down an enemy long enough to finish them off, this is useful against heal spamming monks (the 3 seconds put down is long enough to cast one punishing Lightning Orb). It can also interrupt the healing of warriors (Healing Signet) and rangers (Troll Unguent).
 * Defensively: It can be used to interrupt the long casting spells of fellow elementalists. It is not quick enough to interrupt the usual spells, but the most dangerous ones are usually the longest casting ones. These Gale can interrupt easily. It can also be used as an escape mechanism. If an ally is being pummeled by a warrior, you can "gale" the attacker and allow the ally to run away or give monks time to cast healing/protection on that ally.
 * The most glaring disadvantage of this skill is that, with all it's utility, it is easy for the player to amount 50 exhaustion in the heat of battle if not careful.

Acquisition
Skill Quests: Skill Trainers: Signet of Capture:
 * Helping the Dwarves (Yak's Bend)
 * The Last Hog (North Kryta Province)
 * Sorim (Quarrel Falls)
 * Master Scout Kiera (Henge of Denravi)
 * Dakk (Ember Light Camp)
 * ... more to be added ...