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- This article is about the background and origins of magic in Warhammer. For wizards in WAR, see Spellcaster. For magical spells in WAR, see Spells. For resistance to said spells, see Resistance.
The Winds of Magic, called the Aethyr in Eltharin, is the name given by magic users for the invisible currents of magical energy which flow across the world. The source of all the Winds of magic come from the elements of the world each wind of which can be used to create spells which are characteristic of the elemental nature of the magic being used. Human wizards and Gnome conjurers can only use a single color of magic without being corrupted, thus each of The Empire's Colleges of Magic are centered around the use of only one wind of magic. Elf and Slann magic users are more proficient and are able to use the full spectrum.
There are eight winds of magic, which also translate into eight magic resistance types:
|Runic Name||Color||College of Magic||Lore|
|Hysh||White||The Light Order||Light|
|Chamon||Yellow||The Gold Order||Metal|
|Ghyran||Green||The Jade Order||Life|
|Azyr||Blue||The Celestial Order||Heavens|
|Ulgu||Grey||The Grey Order||Shadow|
|Shyish||Purple||The Amethyst Order||Death|
|Aqshy||Red||The Bright Order||Fire|
|Ghur||Brown||The Amber Brotherhood||Beasts|
Beyond the eight winds of magic, there are two more magical elements:
|Runic name||Color||Common name|
See below for more detail on the Winds and their spheres of influence.
The Winds explained Edit
Hysh is the white wind of magic, and is associated with the Lore of Light. The wind of Hysh blows wherever there is light, so it is no surprise that the sun is the most important source of this magic. Hysh is at its most potent during the hours of daylight, and during the day it is absorbed into all solid things that are lit by the sun, from which it can be drawn at night by one skilled enough. It is only in the darkest places of the world, deep under the earth, where the Lore of Light has no power. Conversely, mountaintops therefore provide strong amounts of Hysh energy, being closest to the light of the sun.
Hysh is the magic of illumination, the abstract of high-mindedness and consciousness in its most general sense. It is intangible, diffused and all permeating, needing the total focus of will and an absolute determination of mind to make use of it. It is perhaps the most difficult of the colours to bend to one's will.
Spells: (from the miniatures game) Shem's Burning Gaze, Pha's Protection, The Speed of Light, Light of Battle, Net of Amyntok, Banishment and Birona's Timewarp.
Chamon is the yellow wind of magic, and is associated with the Lore of Metal. Chamon is the densest of the colours of magic, and is attracted to heavy metals such as gold and lead. Spells involving Chamon frequently make use of these two metals; gold as a magical conductor, lead as a magical insulator. Compared to other magics, Chamon is rooted in the physical world, and it is relatively easy to get to grips with its basic concepts, although it has deeper complexities which make it difficult to truly master.
Spells: Searing Doom, Plague of Rust, Enchanted Blades of Aiban, Glittering Robe, Gehenna's Golden Hounds, Transmutation of Lead and Final Transmutation.
Ghyran is the green wind of magic, used by Jade Wizards and also Druids to a lesser extent and is closely associated with the Lore of Life. Ghyran is closely tied to nature, water and the flow of the natural essence of life through the world. It is strongest near sources of water or in areas where life grows in abundance - around rivers and lakes, by springs, in forests and woods. Rainfall is known to unleash a torrent of Ghyran energy where it falls. The strength of Ghyran magic is generally affected by the seasons - it is most potent in spring and summer, and it declines during winter. Ghyran magic can be used in a wide range of spells - as well as giving vital energy and providing healing, it can be used to manipulate the natural environment and control water in all its forms.
Spells: Earth Blood, Awakening of the Wood, Flesh to Stone, Throne of Vines, Shield of Thorns, Regrowth and The Dwellers Below.
AzyrEditAzyr is the blue wind of magic, and is associated with the Lore of the Heavens. The wind of Azyr is light and insubstantial, and after passing into the world from the Stars it quickly dissipates into the upper portions of the heavens. It is creativity and the desire to emote.
It is inherently paradoxical. Azyr gives shape to abstract concepts, seeks to find meaning within the unknowable, and provides narrative for that which has none. The Lore of Heavens is commonly associated with dreams, theory and divination.
Spells: Iceshard Blizzard, Harmonic Convergence, Wind Blast, Curse of the Midnight Wind, Urannon's Thunder Bolt, Comet of Casandora and Chain Lightning.
Ulgu is the grey wind of magic, and is associated with the Lore of Shadows. Ulgu is a mysterious wind, which spreads disorientation and confusion amongst those it touches. It is spoken of as a thick grey fog, and it is drawn to still lowlands and waterways where natural mists gather at dawn. Ulgu invokes the sensation of being lost, or perplexed by something that you can't quite put your finger on. The Shifting Isles off the coast of Ulthuan are shrouded with the power of Ulgu, and provide an impenetrable maze to protect the isle from invaders.
Spells: Melkoth's Mystifying Miasma, Steed of Shadows, The Enfeebling Foe, The Withering, The Penumbral Pendulum, Pit of Shades and Okkam's Mindrazor.
Shyish is the purple wind of magic, and is associated with the Lore of Death. The power of Shyish comes from the ending of things, the slow decline of the soul, and the certainty and terrible awe of death that all sentient creatures must face at some point. Shyish tells us that even though physical form must inevitably come to an end, creation is permanent, and there exist forces larger than our mortal selves that deserve respect and even reverence. Shyish is drawn to places where death must be faced, or where things are brought to an end. It blows strongly around battlefields, lingers around gallows and courts of justice, and hangs in the mournful silence around fresh graves. It is said to be strongest around times of obvious transition, when one state ends and another begins. Dawn and dusk are the most obvious examples of this, but also spring and autumn, and the equinoxes that mark the beginning of the end for winter and summer.
Spells: Spirit Leech, Aspect of the Dreadknight, The Caress of Laniph, Soulblight, Doom and Darkness, The Fate of Bjuna and The Purple Sun of Xereus.
Aqshy is the red wind of magic, and is associated with the Lore of Fire. Aqshy blows down from the north as a hot and searing wind. Temporal heat acts as a conduit for Aqshy, and so spells involving Aqshy almost always involve fire. It collects around open flames, volcanoes and dry deserts scorched by the sun. It is also attracted to wherever there is excitement and argument, courage and vehemence, since Aqshy is the Aethyric coalescence of passion in its widest possible sense. Aqshy is wielded by the order of Bright Wizards who have their power-base in the Bright Wizard College in Altdorf.
Spells: Fireball, Caskading Fire-cloak, Flaming Sword of Rhuin, The Burning Head, Piercing Bolts of Burning, Fulminating Flame Cage, and Flame Storm.
Ghur is the Amber wind of magic, and is associated with the Lore of Beasts. Ghur is the coalescence of bestial spirit, the predator and the prey. It flows around the wild, untamed places, unchecked and free where the touch of civilization has not yet been felt. It is a savage wind, as unreasoning as it is devoid of malice. Amber wizards are often called 'shamans' and are rarely found in cities or other outposts of civilisation. The Amber Order is the only Order of wizards who do not have a building in Altdorf, but they are rumoured to occupy a series of caves in the Amber Hills to the west of the city. Only those foolhardy or most in need deliberately seek out the Amber Brotherhood.
Spells: Wyssan's Wildform, The Flock of Doom, Pann's Impenetrable Pelt, The Amber Spear, The Curse of Anraheir, The Savage Beast of Horros and Transformation of Kadon.
Dark and High MagicEdit
Dark magic, or Dhar, is the form of magic that draws power directly from the primal energies that flow into the world from the Realm of Chaos. Because spells cast using dark magic use multiple strands of the raw, unrefined Winds of Magic, they tend to have very powerful effects. In addition, because dark magic involves "crushing" and "mashing" the winds of magic into unstable combinations, forcefully bending them to the caster's will, these spells can be extremely destructive and tend to be associated with wildly unpredictable side-effects (mutations, insanity, etc). Spellcasters working with Dhar must possess supreme strength of mind and an almost megalomaniacal confidence in their ability to control the forces they seek to command.Unsurprisingly, Dark Elves are the most renowned for their use of dark magic, although specialised strands of Dhar are used by Necromancers and Vampires to control the Undead. Daemons (as well as various other, lesser Dark Spirits such as Dark Sprites) are strongly drawn to Dhar, and it is inevitably involved whenever spells are used to summon them.When dark magic slows and settles, it undergoes a process of 'aethyric stagnation' and forms dense, heavy concentrations of magic known as True Dhar, known to be the most potent magical energy in the world. Over extremely long periods of time, these concentrations of magic can solidify into the highly volatile, mutagenic substance known as Warpstone. Since Chaos feeds on strong emotions, places where great negative emotions such as fear, hatred and horror have been felt by large numbers of people also attract Dark Magic. Since Dark Magic provides the motivating power to animate the Undead, areas where Dark Magic is strongest (whether by "aethyric stagnation" or by strong emotions) attract or spawn Undead. These areas include the Desolation of Nagash, the cursed province of Sylvania in the Empire, the Bretonnian city of Mousillon, the swamps south of Skavenblight and the Mound of Krell in the Grey Mountains, but are far from restricted to these places.
Spells: Dark Magic actually has several different spell lists, some of them obsolete but not replaced, and it would take several paragraphs to list them all.
Qhaysh sometimes known as High Magic or Saphery is magic that combines seperate strands of the eight Winds of Magic and refines them further into a more advanced and pure form. By doing so, High Magic spellcasters are able to form spells of incredible power and complexity. The greatest High Magic spells ever cast have literally shifted continents and destroyed whole armies at a time. The elite High Elf Archmages are renowned for the use of this powerful form of magic, which they tend to associate closely with their gods. The Slann Mage-Priests of the Lizardmen first taught the Elves how to wield magic and are also capable of casting High Magic spells.
Humans are not capable of learning the practice of Qhaysh, as the human mind is incapable of comprehending the vast complexities of all eight Winds of Magic when they interact as a whole. They are restricted to learning only the comparative basics of each separate Lore of Magic.
Spells: Drain Magic, Shield of Saphery, Curse of Arrow Attraction, Courage of Aenarion, Fury of Khaine, Flames of the Phoenix, and Vaul's Unmaking.