Chamon

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Icon of Chamon and the Golden Order of wizards who wield it.

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 Metal (Golen Wizards)

Chamon, the Lore of Metal, also called the Second Lore and known in Grand Cathay as the Iron Winds or the Elemental Wind of Metal, is the Yellow Wind of Magic, and it is a manifestation within the Aethyr of the abstract and reality of logic, the mortal desire to quantify, the mortal desire and need to learn and instruct, and the wish to implement learning to practical or tangible ends as embodied.

The magic of Chamon is called alchemy, the art and science of transmutation, creation and investigation. Most of its spells have to do with change -- rusting new metal to old, turning one metal into another, or enchanting it to become more effective.

To those with witchsight, Chamon appears to be a dense and heavy wind. It is supposedly attracted to dense materials, particularly metals.

It is said the heavier and denser the element, the greater Chamon's attraction to it, which may account partly for the reason why gold and lead are so often used in magical experiments -- one as a magical conductor and the other as a magical insulator.

Chamon is also the wind of logic and experimentation, thus it also grants spells that protect and encourage such -- from aiding the student in their experimentation to drawing insanity from the cluttered mind -- a useful benefit, considering one so often leads to the other.

The so-called Gold Wizards who use Chamon are affected by this logical bent, becoming rather dry and scientific in their ways, rigid and yet strong. Darker whispers indicate that those who weave Chamon can in fact cause their own transmutation, from flesh to gold.

Recommended Advantages: Languages, Patron (Gold Order), Rank (Gold Order), Reputation.

Recommended Disadvantages: Duty (Gold Order), Distinctive Features (Calloused gold skin), Ham Fisted, Hidebound, Lame.

Recommended Skills: Alchemy, Anthropology, Archeology, Biology, Geology, Meteorology, Metallurgy, Thaumatology.

Allowed GURPS Colleges: Communication & Empathy, Enchantment, Knowledge, Making and Breaking, Meta-Spells, Protection & Warning, Sound.

Back to The Aethyr