Zephyrs

Zephyrs can create, shape and manipulate air, the common name given to the layer of atmospheric gases and various compounds (mostly oxygen and nitrogen) surrounding the planet Earth that is retained by Earth's gravity, and wind, movement of air relative to the surface of the planet. It is an important factor in determining and controlling climate and weather.

Studies have shown this power appearing largely among younger subjects, which may insinuate that it's a newer mutation.

Class 4
A Class 4 Zephyr cannot generate their own wind, but can manipulate the air around them. They're capable of making small gusts powerful enough to deflect some projectile weapons, like knives.

Class 3
A Class 3 Zephyr can generate their own wind with some effort. They've greater influence over the wind, capable of making strong winds that can deflect or even reflect other elemental powers at the same class. Their wind speeds reach up to 72 mph. They can create thin blades from the wind that can cut and slash at short-range distances.

Class 2
A Class 2 Zephyr can manipulate existing wind or generate their own with ease. They are able to make brutal winds that can reach speeds of 206 mph, the equivalent of an F3 tornado. They're capable of deflecting or reflecting other elements within the same class or lower. They can easily deflect weaponry and their winds can deal cutting damage with excellent precision over mid-range distances.

Class 1
A Class 1 Zephyr can generate wind speeds up to 260 mph. They've a great handle on the element and can manipulate it to their will, bending it to their desires or even using it to take flight. Their precision with it is near-perfect. Users can deplete an area of up to 5 meters of air, but not completely and not to a given individual. If they so decide to do it, it affects everyone in that area, including themselves.

Class 0
A Class 0 Zephyr is capable of summoning wind speeds rivaling an F5 tornado, which tops around 318 mph. Users can generate typhoons and, if near water, can rile up tsunamis. They're capable of cutting and slashing their opponents with exact precision, and, if they desire, can cut the air circulation from a given area up to 10 meters. Quite literally, they can take your breath away, but this takes a lot of energy and concentration.

Limitations

 * Low level Zephyrs cannot generate their own air, being limited to manipulating only from already existing sources.


 * Ineffective in a vacuum: atmosphere must be present.
 * Variations in air-pressure may complicate things for beginners.
 * Weak against Burners, as fire is fueled by the oxygen in the air, thus making the flames stronger.
 * Higher-level Sparks can use electrons to detonate the various compound molecules within the air, which can overwhelm the user. Implementors also use electrical charge to incapacitate Zephyrs.
 * As with other Abnormals, their powers are rendered useless in a White Box.