Azyr
Each of the eight winds of magic (Aqshy, Azyr, Chamon, Ghyran, Ghur, Hysh, Shyish, and Ulgu) have their own dedicated college of magic. As each college is focused on only one of the winds, spell choice is limited.
The Lore of Heavens (Celestial Wizards)
Azyr, the Lore of Heavens, also called the Fourth Lore and known in Grand Cathay as the Meteor Winds or the Elemental Wind of Stone, is the Blue Wind of Magic, and it is said to be a manifestation within the Aethyr of mortals' capability to be inspired and to seek 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 magical lore, also known as "astromancy," is practiced by Magisters of the Celestial Order, called "astromancers," to divine the future and pluck the strands of fate.[1a]
To those with witchsight, the ability to actually see the Winds of Magic, Azyr appears as a charged, crackling cascade, like lightning. It has few temporal boundaries and supposedly reaches into all the possible futures as readily as it floats across physical distances.
After passing into the mortal realm, Azyr is said to be drawn into the upper portions of the heavens, becoming a haze of eerie cloud, visible only to those who possess witchsight.
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.
It apparently can be sensed by the manner in which the permanent celestial bodies are distorted by the drifting cloud of Azyr's impermanent and temporally distorting blue light.
The magic of Azyr leads its practitioners to become dreamy and unearthly, with a calm, contemplative demeanour. These gentle effects may lead some to believe that the Blue Wind is an easy thing to master -- not so, for one glance into the eyes of a Celestial Wizard reveals the burning power of Azyr and the terrible foresight it brings.
It is this foreknowledge that is the true test of astromancy, for if you look into the future you must live with what you see.
Recommended Advantages: Languages, Mathematical Ability, Oracle, Patron (Celestial Order), Rank (Celestial Order).
Recommended Disadvantages: Absent Mindedness, Distinctive Features (Glowing blue eyes), Distaractable, Duty (Celestial Order), Lunacy, Short Attention Span.
Recommended Skills: Astronomy, Fortune-Telling, Thaumatology.
Allowed GURPS Colleges: Air, Knowledge, Meta-Spells, Movement, Protection & Warning, Sound, Weather.