Project V17/Powers/Shardless/Magic and Mystic Powers/Winds of Magic (Warhammer Fantasy)

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Revision as of 22:35, 27 February 2024 by Ltouroumov (talk | contribs) (Created page with "<!-- SYNC:sq3f --> <div class="object-wrapper"> <onlyinclude> <div class="object"> <h2>Winds of Magic (Warhammer Fantasy)</h2> <div class="image"><htmltag tagname="img" src="https://cyoa.ltouroumov.ch/images/v17/obj-sq3f.webp" /></div> <div class="scores"> <div class="score"> Cost: 15 SP </div> </div> <div class="requirements"> </div> <div class="text"> The Winds of Magic are the...")
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Winds of Magic (Warhammer Fantasy)

Cost: 15 SP

The Winds of Magic are the invisible currents of arcane power blown into the world from the realm of souls and thought, otherwise known as the Aethyr or the Realm of Chaos. The Winds of Magic allow a wizard to use their willpower and mind to cast spells. As part of this your mind is enhanced enough to handle weaving all the winds of magic together. You start off proficient in one wind at the level of a Magister, and have potential enough to become a Lord Magister within a reasonable amount of time.

Be warned that while this form of magic is incredibly powerful it is also equally dangerous for the unprepared mind, for Aethyric predators, Chaotic or otherwise exist where emotions and thoughts exist.

The eight Winds are as follows: Aqshy, the Lore of Fire, Azyr, the Lore of Heavens, Chamon, the Lore of Metal, Ghur, the Lore of Beasts, Ghyran, the Lore of Life, Hysh, the Lore of Light, Shyish, the Lore of Death, and Ulgu, the Lore of Shadow.