Warhammer Fantasy Roleplay

Chapter VII: Magic

T he n aTure of m agIC As Magisters see it, to use magic is to give shape to the stuff of raw Chaos. A Wizard uses his will and his very flesh to form a conduit between this world and the immaterial realm (known as the Aethyr and the Realm of Chaos), drawing power from the “winds” of magic. Through training, will power and inborn talent a Magister may summon fire, create illusions or transmute lead into gold. At the same time, he may bring disaster, or attract the attention of unseen eyes. Many whisper that Daemons ride the Winds of Magic, ever keen to spot those who tarry in their domain. Whatever the truth of this may be, it is commonly accepted that magic is a fickle mistress, with faces both cruel and kind. T he w Inds of m agIC Just as the emblem of Chaos has eight arrows, so does magic have eight winds. They blow across the world, carrying the energy of the Chaos with them. While raw magic is unified within the Realm of Chaos, when it comes into this world it refracts into eight “colours”, known collectively as the Winds of Magic. Spellcasters gain their power by tapping into these Winds of Magic. Some do so by joining an Order dedicated to study of one colour of magic. Others do so by prayer, luck or instinct. Since they are playing with the essence of Chaos itself, whatever their methods, all spell casters risk their lives and even their souls when they practice magic. Table 7-1: The Winds of Magic provides details on the eight winds. It includes the colour of each wind, its common name, runic name, and the name of the arcane order that studies that wind. More information on each wind can be found in the descriptions of the Arcane Lores beginning on page 149. T ypes of m agIC There are two main types of magic: arcane and divine. Arcane spellcasters, typically known as Wizards, use magical formulae and personal will power to command and control the Winds of Magic. m agIC “Magic’s strength has waned since ancient times. While we are fortunate that armies of Daemons no longer roam the earth, we must also realize that the mightiest magics are now lost to us. Only in artefacts like the Hammer of Sigmar do traces of the old power remain.” — Maximilian, Hierophant of the Light Order

C hapTer VII

W hile magic in the Warhammer World is pervasive, spellcasters are uncommon. The arcane mysteries are known only to a few, and there are many false beliefs, mistaken ideas and strange superstitions about magic. The common folk can tell you all manner of things about magic, whether they’re true or not, is another matter… • “Magic is dangerous an’ evil!” • “Fire Wizards can cure colds by rubbin’ the forehead of the fella with t’ sickness.” • “All Wizards are mad! An’ if they don’t look mad, they’re probably very dangerous indeed.” • “Halflings and Dwarfs are magic-proof you know. Well there ’as to be an upside ter lookin’ like that.” • “Elves use ‘high magic’ wot is different to human magic. Typical bloody Elves…” • “Magic is linked with Chaos, and probably gives you warts.” • “Only some humans are able to cast magic, an’ no fella knows why.” • “Witches an’ warlocks were persecuted and killed for a long time. And quite right too! Damn spell casters can be dangerous, you know.” “During the Great War Against Chaos, Magnus the Pious allowed the Colleges of Magic to be formed—fightin’ fire with fire, y’see?” • “They do say that Wizards are shaped by the magic they cast—an’ that’s why AmberWizards have great big hairy tails.” “Wizards that don’t belong to a college are likely to explode, cause fires or be in league with the Dark Gods!” “The bestest way ter deal wi’ a rogue Wizard is to call in Witch Hunters—failing that, nail ’em to a tree and burn the beggar!” Wizards of course, have a completely different view of their art. • • • • • “Eight colleges of Magic there be—in Altdorf, I reckon.” “Those fancy-pants Wizards call themselves Magisters.”

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