Winds of Magic

Teclis taught the Colleges of Magic how to see and use the eight winds of magic.

Aqshy: the Red Wind

Aqshy fuses physical and emotional ideas of heat.

Aqshy is attracted to open flames, volcanoes and dry places and to passion, argument, excitement, and vehemence. It is weaker in wet places, including upon the ocean, or in places where mortals are bland and have no fire in their bellies. It is stronger in summer, during heat waves and droughts. It gathers around any place where passions are strong whether bordellos, dueling grounds or squares where agitators rant. It was said that it often swirled around the Averburg when mad Marius von Leitdorf was in one of his black rages.

Aqshy’s Lore of Fire holds many destructive spells though also others that inspire courage for Aqshy also holds dominion over emotions of brashness, courage, enthusiasm, dynamism, exuberance, vehemence, aggression, and excitement.

These traits shape the nature of a Bright Wizard or other use of Aqshy, as the Wind shapes the mind of its users to reflect its own passionate, impulsive nature. Bellicose dispositions, hot tempers, fiery passions and hyperactivity are all common traits.

Over time, physical changes appear as hair turns towards a shade of red. Glowing runes or sigils also begin to manifest, writhing along their arms and chest.

Azyr: the Blue Wind

Azyr rises and billows like clouds in the air.

Azyr is said to be a manifestation of the Aethyr’s reflection of inspiration and aspiration, and that which is out of reach. The magic of this Wind is based upon knowledge of the unknowable and the manipulation of the skies. This Lore of the Heavens (also known as Astromancy) is practiced by Magisters of the Celestial Order to divine the future and pluck the strands of fate.

Azyr supposedly reaches into all possible futures as readily as it floats across physical distances and transcends the mundane world. Azyr is said to be drawn into the upper portions of the heavens, where men’s eyes turn when they search their thoughts or ponder the future.

Azyr also gathers around items associated with far-seeing and foreseeing such as telescopes, lenses, maps, or things from the heavens such as star stones (meteorites) or lightning struck objects.

This association with the sky gives Celestial Wizards their power over Storms, flight, and mighty hurricanes. As the Blue Wind blows from the timeless realms of the Aethyr across the distant sky, it supposedly appears as a clouded window through which Azyr’s Magisters can predict certain events, aided by interpreting the manner in which celestial bodies lights interact with the sky. Celestial Wizards are equally feared and respected for the awesome powers to call lightning from the skies and summon meteorites to smite their enemies.

Despite this power, the magic of Azyr leads its practitioners to become dreamy and unearthly, with a calm, demeanour. But do not mistake this for mildness, for one glance into the eyes of a Celestial Wizard reveals the burning power of Azyr and the terrible foresight it brings.

Foreknowledge is the true test of Astromancers, for if you look into the future you must live with what you see and if you see one thing you would have come to pass live with all things seen as necessary to it or one thing dreaded all that must be sacrificed to prevent it.

The Comet of Power is the symbol of the Celestial Order.

Astromancers spend most of their time gazing into the night skies, plotting the movements of astral bodies. They are experts in divining the future and the most powerful of the order can even scry portents by peering into crystal balls.

The sixteen towers of the Celestial College are the tallest buildings in Altdorf. A shimmering dome of enchanted glass encloses the peak of each spire. The information gathered from these towers is fed into a vast, magical astrolabe at the heart of the college that spins on the head of a mystical silver needle. From this, the masters of the Celestial college read the myriad signs and portents in their bid to understand the Empire’s potential futures.

Chamon: the Gold Wind

The Gold Wind is dense and settles and seeps into the ground; it collects in ores and metals and around gold. It is found in mines, foundries and anyplace large quantities of metals are found be it a great treasury or vast armoury. It also attracted to devices of measurement such as clocks and scales.

Chamon manifests the desire to quantify, the desire and need to learn and instruct, and the wish to implement logic to practical ends – of which counting wealth is the most common. The Magic of Chamon is alchemy, the art and science of transmutation, creation and investigation. Known amongst the Wizards that study Chamon as the “Lore of Metal,” much of its spells are to do with change—rusting new metal to old, turning one metal into another, or enchanting it to become more effective.

Chamon is supposedly attracted to dense material and particularly metals. It is said the heavier and denser the element, the greater Chamon’s attraction is to it, which may account partly for the reason why gold and lead are so often used in magical experiments—one as a magical conductor and the other as a magical insulator.

Chamon is associated with order and logic, thus it also grants spells that protect and encourage such—from aiding the student in their experimentation to drawing insanity from the cluttered mind (useful, considering one so often leads to the other). The so-called Gold Wizards who use Chamon are affected by this logical bent, becoming rather dry and scientific in their ways, rigid and yet strong. Darker whispers indicate that those who weave Chamon can in fact cause their own transmutation, from flesh to gold.

A mind wielding chamon becomes more and more logical and wishes to impose that logic through experiment and lecture. When not lecturing others, a Gold Magister may appear distracted as they are obsessed with solving a problem.

Examples of the areas that fascinate them include making, refining, storing, and/or using runes, acids, alkalis, mundane and magical reagents, poisons, antidotes, medicines, magical elixirs and potions, combustibles, explosives, alloys, purifying agents, pigments, dyes, and even soaps or brewing. Gold Wizards are preoccupied with gold. They dedicate their life to it. They aspire to the secret of true transmutation of base metal into gold.

Ghur: the Amber Wind

Ghur has been called the Aethyr’s wild and bestial spirit. Ghur is used by the feral Amber Wizards who call themselves Shamans to shape spells of beastcraft and communion. In strange shamanic rites, these Magisters can call Ghur into their bodies, allowing it to shape them into wolves and ravens, clawed savages and gentle horse whisperers. It is known as a savage wind, the antithesis of civilisation and domestication, as primal and unreasoning as it is devoid of malice.

Ghur is attracted to animals and wild places in equal measure, retreating from the ordered existence of man and his cities. This is reflected in the feral ferocity and misanthropic ways of the Amber wizards—shunning civilization for the wilderness where Ghur blows free. They eschew the false bonds of social convention, are unkempt in appearance and cannot be bothered with etiquette or respect for social superiors (not recognizing the validity of the system with the exception of respect earned by deeds).

Ghur encourages instinctive actions but this does not mean being antisocial, as shamans recognize the strength of herd and pack. They often use animals to send messages and stay in contact with each other. Shamans have a reputation as grumpy, ill-tempered, uncaring, and unpredictable lot – though this is in truth how they appear to those who live in towns and cities, and expect respect for social convention. Those who wield Ghur come to focus on non-verbal communications and can be acute judges of intent in those they meet as they are less likely to value glib words.

Ghur is strong in wild, untamed places, far from civilisation, and the lairs and dens of wild animals. It may be found still in blood, bones and hides and furs of animals or their claws and teeth. Packs of wolves and herds of horses, particularly wild horses, are often wreathed in Ghur.

Ghyran: the Green Wind

Ghyran is often described by magical theorists in the Colleges as the Aethyr’s momentum towards growth and the need to nourish and be nourished. Ghyran is Aethyr’s echo and mirror of fertility and the nurturing aspects of mortal life. This brimming energy has granted the spells of Ghyran their title as “The Lore of Life.”

Those with witchsight claim to be able to see Ghyran flowing from forests and fields to form into pools and swirling eddies of green magic that gradually form into rivers, flowing across the land like water, though unbound by physical laws. The wind flows along all fresh, non-stagnant waters such as springs, streams, rivers and into lakes. It favours particularly luscious flora and gathers in fields and orchards, until harvest time when it disperses not to start gathering again till the next growth-start. It is strong at times of mating and birth. Ghyr is often weaker in cities and deserts, though it is found around wells and oases. It is unpredictable at sea and shifts from weak to strong (e.g., when a massive school of fish or pod of whales passes).

Spells craft from Ghyr concern healing, curatives, and the magic of plants.

Jade Magisters are known by common folk as Druids, these Magisters wax and wane with the seasons.

Ghyr wielders are hale and hearty sorts, full of energy physically and mentally, also being of surprisingly good humour compared to the dour reputation of Magisters generally. They enjoy being around plants, animals and experiencing life-giving rain. They are not materialistic in a normal sense, having little interest in conventional wealth, nor interest in dusty libraries. Unlike other Orders, they have as many or more women as men among their numbers and it is common for them to marry and raise families.

Hysh: the White Wind

The White Wind seems to fall from the sun, and is everywhere, momentarily, before fading into the earth. It is associated with wisdom and truth, illumination and enlightenment. The domain of Hysh is not knowledge and facts but instead wisdom and truths.

The Wind of Hysh is used by the Wizards of the Light Order, Hierophants and Luminaries, to create spells of dazzling brilliance, healing and Daemonic banishment.

It can bring life and healing, or destruction (though some darkly say that is because all things are corrupt at their core). The complex spells cast with Hysh are often released with a blinding white light, and many are cast with elaborate, complicated rituals to expunge any trace of corruption.

The wind is associated with light and uses that light can be put to, and all the abstracts that light represents. Hysh gathers about candles, lanterns and fireworks. It is attracted to those of reflective natures. Mirrors attract it as they are used, if they are used for true self-knowledge than to feed delusion or create illusions.

Hysh is also attracted to harmonious actions such as chanting and singing, as well as schools, libraries and places of rational counsel including Temples of Verena. Whether a diplomatic negotiation is surrounded by mostly Hysh, Ulgu or Aqshy, that tells a seer something about the sort of deliberation it favours (though most will be a mixture).

Wielders of Hysh see their hair whiten and eyes become pale till they are completely white with no pupil – they become albino-like eventually, and may even seem to glow. Favouring simple lives and white robes they are fastidious about cleanliness and often hum or whistle a tune. As they channel Hysh longer they become more focused on self-knowledge and wisdom, drier and less emotional. They strive to avoid being captured by emotion as emotions feed Chaos. They are determined to cleanse themselves of all that feeds the Ruinous Powers, moreso than any other school of magic. They seldom lose control or act surprised (even if they are), but this does not make them lack purpose – the destruction all that is dark and evil.

House Rules:

Roleplaying

If a wizard does not demonstrate the wind they channel – in a way clear to the rest of the table – this leads to misfortune dice on channeling as the wizard lacks the necessary empathy to their chosen wind. Conversely, demonstrating a strong affiliation may lead to fortune dice.

Variations in Wind Strength

Rules for Channeling the winds reflect the Old World continent’s region. Closer to the equator, the winds are weaker. They are classified as “poor” and then (in the immediate region of the equator) “very poor”.

Casting magic works normally, it is getting the power through Chanelling that is more difficult. However, miscasts are also less likely as the weaker winds are less unpredictable (count chaos stars as one fewer for miscast purposes).

Going south, Winds become poor in the region of Araby and Khemri (three misfortune to Channeling) and then very poor in the Equatorial Zone such as the Bay of Medes (two misfortune and failure), before again becoming poor continuing South (e.g., to the Dark Coast and New Coast), and then returning to normal in the furthest Southlands (Ivory Kingdoms and Elven outposts at southern tip of continent). Aqshy, Ghyran or Ghur users if circumstances are right – only if these conditions exist (respectively being in hot deserts or life-filled jungles respectively) instead face Poor (misfortune) and Very Poor (three misfortune). Normal modifiers for particular winds also apply.

Winds of Magic

After the Storm valvorik