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Posted: Jul 29 2016, 08:54 PM
Magic in the Warhammer universe is a powerful, dangerous, unstable force. All magic carries an inherent risk of going wrong or backfiring horribly. Wizards can mitigate this risk by sticking to one of the eight Winds of Magic, though this is no guarantee. Other, more reckless sorcerers blend them or embrace Dark, Chaos, or other kinds of magic. The power for this magic comes not from the caster themselves, but from the Winds of Magic, natural magical energies flowing throughout the world. Overusing this power can temporarily drain the winds in an area, leaving it sapped of magic for a few days.
While all magic is different, there is one thing all magic-users have in common; the ability to dispel. They can counter another magic-user's spell, matching their skill and knowledge against the caster. Usually the more experienced wizard will win out, but sometimes a novice gets lucky. Wizards can also pool their strength to counter a spell, two or more working together to overwhelm a stronger, more experienced caster. Dwarven Runesmiths can dispel as well, even better than most wizards, despite being unable to cast spells without the aid of an Anvil of Doom.
Below is a basic overview of the many different lores of magic, along with some sample spells. Characters can have unique spells, either that they developed or that an obscure spell they learned, but these will be subject to approval. When choosing and creating spells for your characters, keep in mind their level of training, experience, and the type of magic they use. The spells are listed from weakest to strongest. Each form of magic has an ultimate spell, which disturbs the winds of magic. Anyone sensitive to magic will be able to feel it from miles away.
Posted: Jul 30 2016, 01:39 AM
The Eight Winds of Magic
These are by and large the safest, most reliable forms of magic. Each one has a formal college established in its name by The Empire, though other factions use them as well.
Amber Magic, the Lore of Beasts
Also known as the Wind of Ghur, Amber Magic is one of the more nature-oriented schools of magic. Its practitioners prefer to live in the wilderness, close to the animals that their power links them to. They are often closely linked to the natural world, whether they are Imperial Amber Wizards, Wood Elves, or Beastman Bray-Shamans. This magic gives control over animals, as well as tapping into the bestial nature and animal power in all living things. Because of this, these spells are most powerful when cast on animals or beastmen. Amber Wizards often carry a staff topped with a claw or an animal skull.
Amethyst Magic, the Lore of Death
The Wind of Shyish is often confused with necromancy, much to the annoyance of its legitimate practitioners. While it is a part of necromantic magic, Amethyst purists would never use their power to raise the dead. This magic is a terrifying force, able to strike past all physical defenses and tear the life from its victims. The Wind of Shyish feeds on those it strikes down. Every time someone falls before its power, the Winds of Magic in that region grow stronger. Amethyst wizards often carry a staff shaped like a scythe.
The Bright Wind, The Lore of Fire
The most common lore of magic among Imperial battlemages, simply for how useful it is in combat. The Wind of Aqshy is also the most volatile of the Eight Winds, often building up in its users and erupting out of them. Regular use will turn the hair a neon orange, and long-term use will cause the hair to stand up and constantly let off sparks. This wind is nearly always destructive, and students in the Bright College are kept confined to warded, fireproof rooms until they learn to control it. As the power builds up in its users the spells become easier to cast, growing stronger if used in rapid succession. This buildup can also cause the user to burst into flames, so be careful. Bright Wizards often carry a staff shaped like a brazier, with flames constantly burning in it.
Celestial Magic, the Lore of the Heavens
The Wind of Azyr has a few uses. It is associated with luck, clairvoyance, the stars, and weather, particularly lightning. It is one of the more well-regarded forms of magic, and its practicioners often tend towards observatories, or places where the stars can be seen easily at night. Due to its association with the sky, the blue wind is stronger when cast on anything in the air. Touching the ground weakens it slightly. Celestial Wizards often carry staffs with a crystal ball on the end, or a model of the world and its moons.
The Jade Wind, the Lore of Life
Like Amber Wizards, Jade Wizards often prefer life in the wilderness, away from the bustle of the city. They are strongest when directly connected to natural ground, and are weakened slightly by things like paving stones or shoes. Their magic commands the earth, the plants, and the life energy flowing through all things. This link with all life tends to lash out at random, healing friends of the caster whenever Ghyran powers are used. Jade Wizards often carry a gnarled wooden staff, sometimes with leaves still growing from it.
Light Magic, the Lore of Light
The Wind of Hysh is the most widely admired wind of magic. It uses the power of light in all its forms, both to heal and to harm. Due to its association with the sun, Light Magic is far stronger against demons and undead, burning them with purifying light. Light Wizards often carry staffs topped with golden serpents, usually cobras, and nearly always dress in dazzling white.
The Gold Wind, the Lore of Metal
Gold wizards are an eerie sight, the expressionless human faces of their gold masks giving them an uncanny valley appearance. The Wind of Chamon is sometimes called alchemy, controlling not just gold but all metal. Because of this, armor not only offers no protection from the Gold Wind, it makes it stronger. Any spell that passes through metal armor will grow in strength, becoming more powerful from stronger armor. Gold Wizards have no standardized staff. Some carry serpents, or globes, or comets, the only constant is that their staff is gilded.
The Grey Wind, The Lore of Shadow
One of the least trusted forms of magic, second only to the Wind of Death. The Wind of Ulgu creates illusions, lets its users travel through shadows, and can even give shadows physical form.Facing a Grey Wizard is essentially playing a shell game, as their magic conceals them, making them appear to switch places with others nearby. For more powerful Grey Wizards, this is not just an appearance, the Wind of Ulgu physically changes their place with someone else. They often wear grey or black robes and carry staffs decorated with skull designs, to add to their dark, mysterious image.
Posted: Jul 30 2016, 07:52 PM
Powerful and dangerous. Chaos is the magic of three of the four demon gods of the Ruinous Powers. The fourth, Khorne, rejects all magic as cowardly. Each of the three magic-using gods has their own lore, with some spells that can only be learned by demons or demon princes who are solely loyal to that god. These powers build up Warp energy in the body, often causing mutations and madness. They lead closer to demonhood or to degenerating into a mindless monster. There are some spells that can be used by servants of Chaos Undivided, though none as strong as the specialized magic. Chaos Magic also includes the Lore of the Wild, a corrupted, tainted form of Amber Magic used only by Beastman Bray-Shamans. Sorcerers of all lores can summon demons of their God, and Undivided sorcerers can attempt, with greater difficulty, to summon any, but summoning a Greater Demon or a Demon Prince will require sacrifice. Servants of Khorne can also summon demons, the only magic they are permitted to use.
WARNING: Chaos magic often deals with disgusting or horrific abilities. It is not for the faint of heart.
The Lore of Chaos Undivided
The weakest of the Lores of Chaos, but still formidable in its own right. This type of magic deals with Chaos in the abstract, using the raw forces of The Warp to do its work. Undivided sorcerers can attempt to summon any demon, but without the connection to a specific god the demons will be harder to control.
The Lore of Nurgle
Nurgle is the Chaos god of plague and disease. His spells deal in rot, sickness, and filth. Nurgle and his followers are an odd bunch, not seeing themselves as doing harm. They see their plagues as gifts, giving people the opportunity to bear new and interesting kinds of life within their bodies. They have a jovial, familial attitude, sharing their plagues gleefully.
Mortal Nurgle Spells
Demonic Nurgle Spells
The Lore of Tzeentch
Tzeentch is generally regarded as the God of Magic, so this is his specialty. His magic revolves around tainted flame, horrible mutation. Their sorcery often tears at the fabric of reality itself, reveling in the confusion it causes. Tzeentch's servants tend to be selfish, manipulative, and incredibly arrogant, using their power with reckless abandon.
Mortal Tzeentch Spells
Demonic Lore of Tzeentch
The Lore of Slaanesh
Slaanesh is the Prince of Excess, god of lust, desire, hedonism, and sadomasochism. These spells often play on desire, or make a twisted mockery of joy and revelry. Slaanesh's followers are twisted hedonists, often obsessed with beauty, or what they consider to be beauty.
Mortal Slaanesh Spells
Demonic Lore of Slaanesh
Lore of the Wild
A twisted, corrupt form of the Lore of Beasts, this is the signature magic of the Beastmen. Their Bray-Shamans use it to devastating effect, and like its untainted cousin it is more powerful when used on them, or on other animals. No one from any other race has ever learned this magic, it takes the special mix of affinity with the wild and Chaos ancestry that only Beastmen possess.
The Lore of Hashut
A secret form of magic, jealously guarded by the Chaos Dwarves. Unlike their excessively orderly cousins, Chaos Dwarves have learned to harness the winds of magic, in their own twisted way. This magic is linked to the Wind of Fire, becoming more powerful the more flammable its target is. This lore draws its power from the lesser Chaos god Hashut, Lord of Tyranny.
Posted: Jul 30 2016, 10:56 PM
Elves are more attuned with magic, better able to control it than humans. Each of the three types of elves has their own magic, all of them blending the winds of magic seamlessly in ways that no human could ever hope to mimic. Wood Elves can learn any of these forms, but are most comfortable with their own lore.
Saphery, High Magic
The only Elven magic another race can use. Lizardmen, being more attuned with magic, can also use Saphery magic, the pure distillation of all eight winds. Saphery shields those who use it, and others near them, offering some protection that grows stronger with each spell cast. This protection has its limits, but can be quite useful.
Dhar, Dark Magic
The signature sorcery of the Dark Elves, and one of the only forms of evil magic that does not have disfiguring side effects. In fact, many dark elf sorcerers and sorceresses use it to extend their life and youth, even beyond the long lifespans of elves. Most dark elf magic-users are women, as the Witch King has banned men from using magic on pain of death. Some practice in secret, but they're rare and are never as powerful or well-trained as their female counterparts. Dhar magic has an especially malicious energy, and when used to cause harm it will sometimes erupt in a burst of potentially lethal energy, making it devastating as magical artillery.
Signature of the Wood Elves, this is the magic of the forests. This is the magic of Life purified and refined beyond the power of any human wizard, only possible for an elf so attuned with the forest that they are essentially a part of it.This lore calls upon the power of nature itself, sometimes spontaneously making plants or winds defend the caster's friends.
Athel Loren Spells
Posted: Jul 31 2016, 12:31 AM
One of the forbidden types of magic, and for good reason. Necromancy harms both the user and the land itself. Mortal necromancers are aged by their magic, given a ghostly pallor and their skin withered by their own magic. Their hair often falls out, and they can become stooped and sickly. Only the undead can use necromancy with no ill effects to themselves, besides occasional baldness. For the land, necromancy seeps into the winds of magic, tainting the surrounding area. Plants die, or at least appear dead. The sky is covered by constant clouds, shading the tainted lands. Any land thoroughly corrupted by necromancy is sure to become a haven for vampires, ghosts, and other monsters from beyond the grave.
The Lore of Vampires
Despite the name, this magic is not practiced exclusively by vampires. It is most often associated with the Vampire Counts of the Old World, and is often used by mortal necromancers in their service. As it is based on Nagash's magic, there are even some Tomb King Liches who use this kind of magic. This lore focuses largely on summoning and empowering undead minions. It spreads its power to any other undead nearby, healing their wounds as it is used.
Vampiric Necromantic Spells
The Lore of Undeath
Long thought lost, these are the spells of Nagash, the first necromancer. In recent years, copies and adaptations of his writing have cropped up all over the world, falling into the hands of countless other magic-users. In order to use these spells, one does not need to have experience with the lores of Death or Vampires, any sort of magical experience will do. As the necromancer casts these spells, dark power builds up withiin them that they can pour into the summoning spells, calling upon more or stronger undead. While this lore has no single ultimate spell, all of its abilities cause disturbances in the winds of magic. None enough to be felt more than a mile away, but enough to disturb nearby wizards.
Nagash Necromantic Spells
Tomb King Incantations
Unlike most spells, these do not rely on the Winds of Magic. Instead, they are chants uttered by Tomb King Liche Priests, a perverse mockery of divine power. These incantations have no true ultimate spell, and they differ from other necromancy in that their corruption does not darken the sky. Tomb Kings have no need to hide from the scorching desert sun.
Posted: Jul 31 2016, 03:29 PM
Many gods have a hand in the world, and most of them offer their followers power of some sort. This is by no means a comprehensive list, other lesser gods have their own lores, but these are the most commonly seen. From a certain point of view Chaos magic could also be considered divine, but as all magic comes from The Warp, Chaos lores are closer to normal magic.
Common Human Miracles
There are a few divine spells that are used by human clerics across the Old World, regardless of which gods they worship. These are small, simple powers, common to benevolent gods.
The Lore of Sigmar
The Empire has several gods, but Sigmar is the most powerful and widely worshiped. Warrior Priests and Nuns serve the founder of the Empire, spreading his word and defending their fellow humans. There are other priests for other gods, though due to their rarity their lores are not detailed here. Unlike most magic these powers do not draw on the Winds of Magic, and cannot be mimicked by the Glean Magic spell. These are gifts from Sigmar himself. As Sigmar is a god of order and humanity, the beneficial powers of this lore are strongest when used on humans, and the harmful ones are strongest when used against demons or the undead.
Lore of Manann
Manann is a complicated god, like the seas he overseas. When in a good mood he is kind, benevolent, and will do great things to help his followers. When his temper turns sour, he will punish his clerics with harmless but painful electric shocks. He is fickle, but his followers swear by his power.
Lore of Morr
Morr, the God of Death and Dreams, is more loved than feared. He is an impartial figure, simply wishing to help the living pass on from this world. As such, he carries a special hatred for the undead and all who work with them. Amethyst Wizards often work closely with the Cult of Morr, trying to cleanse the Empire of the undead scourge. His priests are also skilled interpreters of dreams, offering guidance to those who come to them. Morr will sometimes even visit the priests in dreams, giving them tasks or advice.
Lore of Myrmidia
Myrmidia is the goddess of War, most popular in Tilea and Estalia. She has some followers in the Empire, mostly among the soldiery, but her worship is widespread in other lands.
Lore of Ranald
Ranald is the patron god of tricksters and thieves, as well as the god of good fortune. He is a fickle god, and his priests are careful not to invoke him too frequently lest he grow bored of them.
Lore of Shallya
The goddess of healing and childbirth, and sworn enemy of Nurgle, the Chaos god of disease and decay. Her followers travel the Old World, acting as midwives and healers wherever they go. They seek to relieve suffering any way they can.
Lore of Taal and Rhya
A married pair of gods, always worshiped together. Taal is the god of nature, beasts, and hunters. Rhya is the goddess of fertility and earth. They are often worshiped by the common folk, particularly hunters and farmers.
Taal and Rhya Miracles
The Lore of Ulric
Ulric is Taal's brother, a warrior-god worshiped since before Sigmar was even born. Most of his followers are soldiers of the northern Empire, and his most powerful and devoted followers are Middenheim's Knights of the White Wolf.
The Lore of Verena
Verena is the goddess of law, justice, and education. Her followers are few, but priests often find themselves in the courts of law, or working as detectives and investigators. Their holy power makes them excellent at ferreting out the truth, and serving Verena's justice.
The Lore of Dazh
Dazh is a god of fire and sunlight, primarily worshiped in Kislev. He is seen as a god of the hearth in the Empire, a minor god that no one pays much mind to. In the frozen land of Kislev, he is one of their most important deities.
Lore of Tor
An ancient god of storms and thunder, worshiped in Kislev since long before its current ruling people arrived. Tor's followers, especially his priests, tend to be slow to speak and quick to anger.
Lore of Ursun
God of Bears, and the patron god of Kislev. He is a god of strength, but one that does not share Ulric's disdain for the weak. Instead, he seeks to protect his people.
There are many runes not listed here, although these are the only active ones. Most runes are engraved into weapons or armor, infusing them with magical power. Dwarven Runesmiths can bind the winds of magic, engraving as many as three runes into an object. Any more will make it unstable. These runes can do all sorts of things, and they make for the most reliable magical items in the world. The three runes used for battle are carved into an Anvil of Doom, brought to battle in the direst emergencies. The power to use these runes is already infused into the Anvil, so they may be used without calling upon the Winds of Magic. As they are properties of an object, Glean Magic cannot be used to mimic these powers. There is no ultimate Rune, either. Each is suited for its own purpose.
The Three Runes
Lore of da Little Waaagh
The magic used by goblin shamans. This sort of magic is focused around stealth and cunning, following the clever but cowardly nature of goblins. These spells, like all Greenskin holy magic, are based off their two gods Gork and Mork. One is brutally kunnin, the other is kunninly brutal. There have been great religious wars fought over which is which.
Little Waaagh Spells
Lore of da Big Waaagh
The magic of Orc shamans. Again devoted to Gork and Mork, though this one focuses more on the kunninly brutal aspects. There is no subtlety in this, it's all about brute force and crushing the enemy. Orcs are about as subtle as a charging bull anyway, so this suits them.
Big Waaagh Spells
Lore of the Great Maw
Ogres are odd creatures, venerating gluttony above all else. The ultimate example of gluttony is the Great Maw, they mysterious mouth that they say swallowed their ancestral homeland. The ogres worship the Maw, and their Butchers lead that worship, channeling the power of the Maw into terrifying magic. The power of the Maw is fickle. In most cases, using this lore will strengthen the Butcher, healing him and empowering his magic. Every now and then, though, the Maw will take a bite out of the one who called it, injuring him as he casts.
Great Maw Spells
Lore of Khaine
Khaine, Lord of Murder, patron god of the Dark Elves. There are also a few isolated human cults that worship him, but his strongest and most numerous followers are in Naggaroth. This cult worships violence for violence's sake, and should not be trusted easily.
Posted: Jan 20 2017, 06:22 PM
There are many kinds of magic in the world of Warhammer, and not all fall into easy categories. These are for those that are harder to define.
Skaven seers and mages make use of more than one kind of spells. The Lore of Ruin deals with entropy or outright destruction, the Lore of Plague deals with disease and vermin, and then there is the Dreaded Thirteenth Spell, known only to the most powerful of their casters. These spells are done in devotion to the Horned Rat, a lesser Chaos god worshiped by the Skaven.
Spells of Ruin
The Dreaded Thirteenth Spell
Among Kislev's indigenous Ungol tribes, there are a few women who learn to commune with and command the land's spirits without ever developing the sense for magic that most magic-users have. Sometimes these are respected wise women, other times they are women who suffered a terrible loss. This sort of magic is unusual, growing stronger the older the user appears to be. The Spirits of Kislev respect age, and are less likely to listen to a youthful caster. Accompanying this, many of the mutations and physical manifestations that come with Hagdom age the body while unnaturally extending the Hag's life. The spells are also independent of the Winds of Magic, relying purely on spirits. Some of these spells require a willing subject to eat or drink something repulsive, part of a cleansing ritual.
The Lore of Ice
A mysterious form of magic, practiced only by the Ice Witches of Kislev. These women are the guardians of Kislev and its Leylines, protecting the source of the Ice Magic. Their power follows the seasons, growing in the winter and weakening in the summer. Their leader, and strongest practitioner, is none other than Tzarina Katarin herself, the ruler of Kislev.
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