Winds of Magic
The winds of magic is one of the three magical source of Undinia, and the primary type used for casting spells. These flow through the world, with ebbs and swirls forcing magic users to pay attention to not just the flow of the wind but it's strength or they invite disaster. The source of these winds have been tracked to the Dragon-Teeth mountains, but no expedition has found the exact location. A skilled mage can decern the different winds.
Oversurges
The name given to a situation where an area becomes dangerously over saturated with the winds, making spell casting dangerous and often leading to an unexpected, and often disastrous consequence. While a few are known, it is possible for others to have happened without being recorded.Known Oversurges
- While not confirmed it is suspected that the First Lich caused an overflow when creating his Phylactery in the forgotten era.
- Tralden's ritual in 0 Rebel ripped open a tear due to the power poured into it.
- Wralin at the battle of Shadowbrook forced an oversurge in 61 Rebel, leading the winds to take his life waters to stabilise.
- While the specifics aren't known a massive oversurge kicked off the Crisis of the Fey age, destroying every non legendary spell focus.
- In 122 Fey Lokz loses control of his magic opening a tear to the Conflux.
- In 133 Fey reports of an oversurge in the Rivellian sea causing local spell focuses to explode, though it didn't destroy enchanted ones.
Anomalies
While for the most part the flow of the winds is seemingly random when it's not being manipulated their are a few exceptions where it either acts either more erratic or constant.Planer tears
The most researched anomaly, the winds swirls violently in a vortex making magic use unpredictable and possible dangerous. This also increases the chance of a magical oversurge if a magical battle takes place within. Fey practitioners tend to avoid these areas due to the increased risk.Dragon-Teeth gale
So named due to the location of the anomaly, the Dragon-Teeth gale is the strong winds that rush down the mountainsides. These are unsual due to not only the fact that the winds only ever travel one direction, away from the mountain peaks, but also the consistent strength and warmth of the winds. No recorded magical oversurge has happened within the area. This has resulted in magic being not only stronger but easier to cast rituals or enchantments.Mire of Lost souls
The Mire of lost souls is another location where the winds act strangely, with them all heading towards Voiddoll. Though not as strong as other locations this constant movement leads to a little bit more stable casting, though Voiddoll itself is said to be a maelstrom of magical winds and so prone to magical mishaps. It is the only location Grunkle's angels handed casting the closing ritual off to another due to this.Frostmourn
The winds in Frostmourn act normally for the most parts, though most spellcasters feel a small bit constantly heading towards the forsaken north. More skilled practitioners notice it is specifically the necromantic wind.
Type
Metaphysical, Arcane
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