Magic Path: Qhaysh - Eight Winds of Magic
Other Name(s): Qhaysh
Pre-requisites: Draconic Ultimate Magic, Spirit Magic (Basic)
Can evolve into: True Magic (Fusion w/ Heavenly Body Magic and 8th Sense)
Magic Type: Universal
Magic Series: Transcendent Magicks
<Description>
Qhaysh, also known as the Eight Winds of Magic, is an advanced form of Magic, and one of the six Transcendent Magicks. Like the other Transcendent Magicks, those that use it are capable of casting some of the most powerful spells known to mortal-kind, but at the same time are also mostly beyond the ability of human minds to cast. With this mind, the art of Qhaysh is rarely used by humans. It is almost exclusively used only by Elves and Lizardfolk.
The art of Qhaysh is the art of using all eight Winds of Magic in harmony and unison, or in other words, perfect mastery over Air, Fire (Aqshy), Earth (Azyr), Metal (Chamon), Wood (Ghur), Water (Ghyran), Light (Hysh), Spirit (Shyish) and Darkness (Ulgu) Magic. To put it more simply, High Magic is the union of Draconic Ultimate Magic and Spirit Magic.
With this in mind, it is much more powerful and versatile than any of the Greater Ancient Magicks. However, its existence still falls short of the power of the Fonts of Power. In fact, it is believed, and later proven, that High Magic acts as a component to achieving True Magic.
<Basic Stage (Levels 1-12)>
Life: One of the three initial abilities granted by the art of Qhaysh. It allows the mage to heal allies, decay matter, animate objects, and also perform necromancy and warding. Portions of Light, Dark, Earth, Wood and Spirit Magic fall under this discipline.
Evolution I (Soul Quench): An advanced application of Life. The mage manifests a burst of white light, banishing the spirits of those it touches.
Evolution II (Fortune is Fickle): A secondary advanced application of Life. The mage summons malign spirits made of magical energy, that drag and pull at their enemies, distracting and confusing their attempts to work with Magic.
Evolution III (Tempest): A tertiary advanced application of Life. The mage summons a massive eight-winded storm that breaks about their foes.
Telepathy: One of the three initial abilities granted by the art of Qhaysh. It allows the mage to conjure illusions and projections, on top of conducting occlumency and psionics. Portions of Elemental Magic and Spirit Magic fall under this discipline.
Evolution I (Fiery Convocation): An advanced application of Telepathy. The mage summons a burst of raging white flames that tear away at the flesh.
Evolution II (Flames of the Phoenix): An evolution to Fiery Convocation. The flames are now more wide-spread, completely enveloping the intended target. Additionally, the flames grow hotter with every passing second, until the target has been truly melted away to nothing.
Evolution III (Glamour of Teclis): A secondary advanced application of Telepathy. The mage curses their enemy with hallucinations of mist and shadows, making them believe they are trapped in a realm of fog. Additionally, their memories are drained away, making them unable to remember where they are and what they are supposed to be doing.
Energy: One of the three initial abilities granted by the art of Qhaysh. It allows the mage to manipulate the flow of energy around them, allowing them to incite raw destruction, cast protective fields, and transmute matter. Portions of Elemental Magic fall under this discipline.
Evolution I (Fury of Khaine): An advanced application of Energy. The mage calls upon the dread might of the Aeldari Gods to enhance the fury of their energy bolts, condensing it into a searing white blast that utterly eviscerates their enemies.
Evolution II (Shield of Saphery): A second advanced application of Energy. The mage manifests a shroud of glittering magical energy, protecting them from all harm. Arrows and bolts wash harmlessly on contact, while sword blows and spear thrusts become enfeebled, robbed of all strength.
Evolution III (Curse of Arrow Attraction): The inverse of Shield of Saphery. The mage infuses the air with shimmering magical energy that warps and twist, causing bolts and arrows that pass into this field to be blessed, and strike the foe with unerring precision.
<Specialisation Stage (Levels 13-20)>
Energy Specialisation - Arcane Unforging: A specialisation to Energy. The mage manifests a mimicry of arcane power, that unmakes spells and objects on contact.
Evolution I (Deadlock): An evolution to Arcane Unforging. The mage's arcane power is more debilitating and potent, now able to fully nullify the flow of a foe's sorcerous powers, if for a short time.
Evolution II (Drain Magic): A further evolution to Deadlock. The mage manipulates the flow of Magical Energy across their surroundings, reducing their opponent's ability to utilise it, making even the simplest magical task an arduous labour.
Evolution III (Vaul's Unmaking): A further evolution to Drain Magic. The True Mage's ability to nullify ambient Magical Energy becomes weaponised, even able to drain away at heat and innate enchantments. Under the spell, glowing swords glow dim, blood-warm chalices cool, and enchanted scrolls crumble to dust.
Life Specialisation - Coruscation of Finreir: Drawing upon the magical waystone conduits, the mage summons an Arcane Fulcrum from the bedrock, drastically boosting their ability to utilise Qhaysh.
Evolution I (Madrigal of Greening): A new technique stemming from the boost in power granted by the Coruscation of Finreir. The mage conjures massive meteor-like seeds across the battlefield, which sprout into mighty trees upon striking the ground.
Evolution II (Verdurous Harmony): A more efficient variant of Madrigal of Greening. The mage, with a simple word of command, creates a burst of forest and spring.
Evolution III (The Great Leveller): A last-ditch attack. The mage sacrifices themselves to conjure a final mighty spell, that will see the battlefield end up being irreversibly altered beyond recognition.
Telepathy Specialisation - Courage of Aenarion: A specialisation to Telepathy. The mage draws upon the Elemental Magicks, and channels its power to embolden their allies, allowing them to keep fighting on with courage.
Evolution I (Apotheosis): An evolution to Courage of Aenarion. The mage can further infuse one of their allies to fully strengthen and transform them.
Evolution II (Hand of Glory): A further evolution to Apotheosis. The mage can now grant all of their allies enhanced strength and might.
Evolution III (Walk Between Worlds): A further evolution to Hand of Glory. The mage can grant their allies the ability to tread through immortal pathways, briefly making them unstoppable in combat.
Attribute Source(s): Warhammer Fantasy, Realm of Adventure, The Dark is Rising, Constructed Worlds
Character Design Reference(s): Olga Marie Animusphere
