"The Winds of Magic. Sorcery uses them - not everyone can learn sorcery, but most people have nonzero talent if they put in the effort, the blocker is ability to sense the Winds of Magic, and I can't. The Winds sort of... Mutate reality a bit. They are magic, one form of it at least, some say the most primal and basic form but certainly not the only magic in the world. So they can also cause... Wild magic, I suppose. They influence the world and are linked to, drawn to, certain emotions and phenomena. You can find yourself worked up in a place rich in Aqshy, and fires start more easily there."
"Dhar is very bad news. Dhar is how you get corrupted swamps and stuff. Formed when the other Winds mix together too tightly, like a rot. Used for necromancy, induces megalomania, paranoia, evil. Azyr, the Blue Wind, the Lore of the Heavens. Inspiration, learning, the sky, and lightning. Aqshy, the Red Wind, the Lore of Fire. Passion and temper and... Fire, heat. Chamon, the Yellow Wind, the Lore of Metal. Diligence, craftsmanship, curiosity, metals. Ghur, the Brown Wind, the Lore of Beasts. Primal urges and instincts, kill eat fuck - and animals and monsters. Ghyran, the Green Wind, the Lore of Life. Growth, life, plants, healing, satisfaction. Hysh, the White Wind, the Lore of Light. Purity and clarity of purpose, as well as light. Good against Dhar. Shyish, the Purple Wind, the Lore of Death. Death and thoughts of death, but also - rest, the mercy of oblivion. Ulgu, the Grey Wind, the Lore of Shadow - Confusion, boundaries, tricks, shadow."