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 The Magic Section
Kael
7:44am, September 27, 2008
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Welcome to the Magic Section!

Here are listed the Rules for casters within the chat, the various schools of magic and of course, the ever growing list of spells you may or may not desire!


Using Magic in the Chat


Magic is one of the most potent elements within the Warhammer setting. With the powerful winds of magic backing a crafty wizard even the most dominate of warriors can find himself vexed. However this all comes with a heavy price. Many negatives come from careless use of the Winds of Magic and as such there is an in Chat mechanic designed to deal with magic.

When casting a spell in the chat you must roll in order to confirm whether or not the spell is cast. This does not mean your spell automatically hits a target or immediately effects your target, merely that you managed to cast the spell without damaging yourself.

On the roll of any doubles your spell FAILS and the inevitable winds of magic punish you for your abuse. If you do not roll any doubles the spell is cast just fine.

Please follow the following chart when casting spells.
Tier 1 Spell: Roll 2D10 (In chat command /dice 2d10)
Tier 2 Spell: Roll 3D10 (In chat command /dice 3d10)
Tier 3 Spell: Roll 4D10 (In chat command /dice 4d10)
Tier 4 Spell: Roll 5D10 (In chat command /dice 5d10)

EXCEPTIONS can be made for RP reasons should your character have had a great deal of time to prepare. They may cast up to a Tier 2 Spell without rolling so long as he or she is not under strain. i.e. Currently engaged in Combat.

Failure Effects
Tier 1 Spells - Pick one of the following
1. Your character loses control of their bowels and poos themselves.
2. Your character's pants decide to go on Holiday and fly from the caster's body.
3. Your character's hand decides to strike a pose for 10 minutes freezing into an awkward position.
4. Bugs decide your character's face is the new hot spot to hang out at for the next 10 minutes.
5. Your character vomits forth uncontrollably for thirty seconds.

Tier 2 Spells - Pick one of the following
1. Your character as a brief but terrifying vision into the Realm of Chaos which leaves them paralyzed with fear for 30 seconds.
2. Your character and everyone within 10 feet of them poo themselves.
3. Your character's sees visions of their own death resulting in a paralyzing fear that lasts for 30 seconds.
4. Magic burns across your character's mind leaving you incapable of casting spells above tier 1 for one day.
5. Your character's arms are unable to function for 10 minutes while they take a quick rest.

Tier 3 Spells - Pick one of the following
1. A Demonette of Slaanesh shows up and proceeds to attempt to engage your character in oral pleasure. Failing that they will simply attempt to kill your character. If oral pleasure is achieved your character finds he or she has been relieved of all reproductive organs.
2. Your closest living relative drops stone dead.
3. You catch ablaze in a magical fire which permanently scars your character.
4. A pink horror of Tzeentch appears and whispers something truly maddening into your characters ear. Whenever you roll to cast in the future add an additional +1D10 to your roll.
5. A green mushroom appears before you and tells you the meaning of life. Or at least what it thinks is. This profound revelation leaves your character unable to speak ever again as your character spends the rest of their existence in quiet contemplation.

Tier 4 Spells - Pick one of the following
1. Your character swells up like an expectant mother and expels a horrific demonic version of himself or herself into the world. This experience kills the character unless they receive immediate medical attention.
2. Your character's face decides to run away leaving them with no facial appearance save for a lump of flesh. Without any way to breath the character will succumb to suffocation unless someone cuts a new mouth or nose holes for them.
3. Your character's arms engage in a civil war tearing themselves from your character's torso before escaping into the night to find a new, kinder master. Your character will bleed to death unless they receive immediate medical care.
4. The winds of chaos decide your character has spent to much time alone and have gifted you with a second head which bursts forth from your characters neck. You are now a mutant.
5. Administrator's Choice. Without immediate medical care your character will die.. probably.

For ANY questions please feel free to ask a Staff Member.




Edited 6:15am, October 01, 2008 by Kael, author.
 The Colleges of Magic
Kael
7:29pm, September 27, 2008
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Magic, it is said, is to give shape to the stuff of raw Chaos by ones will and very flesh. One who draws upon the eight winds must understand that magic is a fickle mistress, who can be both kind and cruel. 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", know 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 essense of Chaos itself, whatever their methods, all spell casters risk their lives and even their souls when practicing magic.

Arcane Magic, the Colleges of Magic.

The Lore of Beasts
The Lore of Beasts is the most feral of sorceries. It is the magic of animals and primal savagery. It is based on manipulation of /Ghur/, the Brown Wind of Magic. Magisters of this lore are known as Amber Wizards and they cleave to the wild places that are the source of their strength. As they gain in power, Amber Wizards grow ever more aloof and restless within human society - their thickly sprouting hair, ragged nails and pointed teeth mirroring the wild nature of their souls.
Lore Skill: Charm Animal

The Lore of Death
The Lore of Death is the magic of mortality, endings, and the passage of time. It is based on manipulation of /Shyish/, the Purple Wind of Magic. Magisters of this lore are known as Amethyst Wizards and they are rightly feared. While often conflated with Necromancers, Amethyst Wizards are quiet distinct. The embrace the natual ending of all things, whereas Necromancers seek to conquer death with the darkest of magics. As they grow in power, Amethyst Wizards grow more silent, though not grim. The breath of the grave follows them, and even the fattest turns to lean; however they retain a wicked wit and respect for life.
Lore Skill: Intimidate

The Lore of Fire
The Lore of Fire, or Pyromancy as it is sometimes known, is the most aggressive school of magic. It is based on manipulation of /Aqshy/, the Red Wind of Magic. Magisters of this lore are known as Bright Wizards and are frequently found on the battlefield, since they command an array of impressively destructive spells. As they grow in power, Bright Wizards grow ever more quick tempered and hyperactive. Their hair and eyebrows turn to flaming red and flicker in an unseen breeze. They are often quick to take offence, and quick to feel the cold. Bright Wizards often take on facial tattoos as they progress in ability.
Lore Skill: Command

The Lore of the Heavens
The Lore of the Heavens is the magic of the sky and stars, of portents, fate and the movement of heavenly bodies. More commonly known as Astromacy, it is based on manipulation of /Azyr/, the Blue Wind of Magic. Magisters of the lore are known as Celestial Wizards and they are famed oracles, diviners, and masters of the skies and stars.As they grow in power, Celestial Wizards grow ever more unearthly as dreamlike. Their eyes turn to a glowing blue, and their hair tends towards white. Full of slow, graceful movements, Celestial Wizards seldom hurry anywhere.
Lore Skill: Academic Knowledge(Astronomy)

The Lore of Life
The Lore of Life is the magic of nature, the growing earth, and the seasons. It is based on manipulation of /Ghyran/, the Green Wind of Magic. Magisters of this lore are known as Jade Wizards and they are most at home in the countryside. They visit cities when they must, but prefer to be surrounded by the majesty and power of the wild. Powerful Jade Wizards go barefoot, that they might be in constant contact with the earth. As they progress in their Order they take on aspects of the seasons, growing tired in Winter, somber in Autumn, excited in Spring and vibrant in Summer. Their hair and fingernails grow very fast, and they seldom suffer from illness.Many Life spells require natural earth to function. This means the area specified must consist of dirt or even mud and can't be covered with wood, stone, flooring, cobbling, ect. Essentially, such spells can't be cast inside buildings unless they have dirt floors.
Lore Skill: Outdoor Survival

The Lore of Light
The Lore of Light is the magic of physical and mental illumination. Based on manipulation of /Hysh/, the White Wind of Magic, this lore is about truth, wisdom, radiant power, and life-giving energy. Magisters of this lore are known as Hierophants or Light Wizards and they are wise philosphers, potent healers, and fearless Daemon-banishers.As these Wizards grow in power, they tend towards dry intellectualism and wit, rather then humour. The colour leeches out of their skin and hair, growing lighter and semi-transparent in some cases, whilst the eyes tend towards milky whitemess or a golden luminescence. Most spent their spare time reading or in solemn contemplation.
Lore Skill: Heal

The Lore of Metal
The Lore of Metal is the magic of transmutation, logic, applied knowledge, empirical investigation and experimentation. More commonly known as alchemy, it is based on the manipulation of /Chamon/, the Yellow Wind of Magic. Magisters of this lore are known as Gold Wizards or Alchemists and they are amongst the most learned folk of the Empire. Alchemists make frequent use of ritual magic and their most legendary transmutations are spells of this type. As they grow in power, Gold Wizards become more conservative in their attitudes, preferring to deal with tangible, pragmatic, measurable things, rather then fancy new ideas. Mirroring this consolidation their bodies grow ever slower and stiffer, the joints seizing and the skin growing thick and calloused with a goldish hue. Many elder Wizards resort to contraptions to get their frozen bodies about.Lore Skill:
Academic Knowledge (Science)

The Lore of Shadow
The Lord of Shadow is the magic of concealment, illusion, confusion, and occasionally unseen death. It is based on manipulation of /Ulgu/, the Grey Wind of Magic. Magisters of this Lore are known as Grey Wizards and they are an enigmatic lot. They are so cloaked in deception that their true feelings and agendas are rarely known. Grey Wizards are sometimes known as illusionists or trickster Wizards. As Grey Wizards grow in power, they take on an enigmatic presence and wolfish look to them. With long wiry grey hair and a lean, light-footed stance they begin to seem almost roguish, but for their storm grey eyes. Even with these distinctive features, folk find it hard to describe a powerful Shadow Wizard, as their faces grow vague and indistinct. Some claim they subtly change to fit their surroundings, but this seems to far-fetched, even for High Magisters.
Lore Skill: Concealment


Edited 2:15am, September 28, 2008 by Kael, author.
 The Dark Lores
Kael
1:07am, September 28, 2008
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The Colleges of Magic are considered to be the only “legal” magical practices in the Old World, specifically the Empire. However that does not mean they are in and of themselves the only magical practices in the world. Standing against the Magical Colleges are the spells of the Dark Arts, strange magic that draws from the evil desires of those who use it.

Much like the Colleges of Magic, the Dark Arts are divided into various different schools of power, each with it’s own unique practices and philosophies. The following are the Forbidden Lores of the World however a brief warning to the curious. Those who practice the dark arts are hunted relentlessly by both the Colleges of Magic and the infamous Witch Hunters of Sigmar.

The Lore of the Great Beast
The Lore of the Great Beast is the magic of Chaos Undivided, Insanity and Destruction. Practitioners of said lore do not follow any particular God of Chaos but rather believe that they are simply manifestations of what is known in some circles as The Great Beast. Dark Wizards who practice this Lore are generally known simply as Warlocks or Chaos Sorcerers and frequently bare the marks of Mutation. As they grow more powerful their bodies slowly mutate into even more hideous forms. Those who use this Lore brashly find themselves lost in their own power as insanity warps them into horrifying monsters. However it is said this lore is the quickest means to gaining power and as such many tread down the Path of the Great Beast foolishly believe it will grant them the power they so crave.
Lore Skill: Academic Knowledge (Chaos)

The Lore of Nurgle
The Lore of Nurgle is the magic of Disease, Pestilence and Misery. Those who walk the path of Nurgle themselves are usually plagued by the same miseries they bring to the world in the name of their Unholy Father. Spells of this school frequently involve the spreading of plagues, physical derogation of enemies and any number of unwholesome physical ailments. Perhaps one of the least popular paths of Dark Lore given its foul nature, it often is picked up by those who seek to escape their suffering by finding some salvation in the Plague Lord’s practice. And for a time those who practice the Lore of Nurgle do find some comfort and resistance to their own festering putrescence however ultimately they often fall prey to their own malignant diseases. Monstrous, bloated and horribly diseased, most practitioners of this art find difficulty in moving in broad day light, preferring to work their terrible magics from behind closed doors.
Lore Skill: Healing

The Lore of Slaanesh
The Lore of Slaanesh is the magic of Temptation, Indulgence and Excess. Users of this Lore are frequently known to move in popular social circles and seem to draw about them a strong aura of desire. Amongst the younger wizards this pathway can be easily slipped into as human lusts and desires take hold. Even the lowliest toady can transform themselves into a popular figure head in the social world as they manipulate the minds of those around them to desire or like them. The use of this field of magic can be used to inspire unsuspecting people into debaucheries activities, change pain to pleasure or even stimulate the sense of another soul to the point of insanity. Indeed that path to Slaanesh is the one of pleasure and excess and those who start find it impossible to ever stop the art. Like an addicting drug they are pushed to ever greater and greater uses of the magic until they are consumed by their own desires or are destroyed by those who hunt such villains.
Lore Skill: Academic Knowledge (Art)

The Lore of Tzeentch
The Lore of Tzeentch is the magic of Change, Corruption and Magical Understanding. The most popular Dark Lore for aspiring wizards who wish to seek the ultimate Magical Knowledge, the God of Magic invests in each follower the potential of greatness. However this comes at an extreme risk as the Tzeentch is a fickle god who’s mood is ever changing. From one moment he might smile down upon a follower granting him unspeakable insight into the magical world. The next he might have that same follower turned into a horrific Chaos Spawn becoming little more then a drooling, jittering mass of revolting flesh. This lore revolves primarily around the creation and destruction of Order by magical means. Users can undo the magical properties of an item or mutate a mortal with a mere touch or summon forth a gush of chaos changing his surroundings as will. However those who tread down this path are damned by the fickle nature of their master and with great success comes a heavy price.. The loss of one’s own mind.
Lore Skill: Academic Knowledge (Chaos)

The Lore of Necromancy
The Lore of Necromancy is the magic of Death, Nightmares and Unnatural Life. Within the Empire it is Necromancy that represents the most dangerous and active threat as the dead mount up. Necromancers and Liches are hard to sniff out and are quite capable of hiding behind their undead minions making it difficult for them to be captured or killed. Those who are strong enough in will can raise who armies of undead to do their biding or bind powerful spirits to watch over them. Some undead are capable Necromancers as well, the likes of Liches and Vampires who use their own corrupted souls to power their undead minions. The Lore of Necromancy was created by the foul Nagash, a former mortal wizard who bent the Winds of Magic to his will with the help of Warp Stone, transforming himself into a God in the process. Those who practice Necromancy hope to achieve the same level of power as the originator though few are prepared for the sacrifices they must make.
Lore Skill: Academic Knowledge (Necromancy)

The Lore of the Warp
The Lore of the Warp is the magic of the Skaven, the insidious Rat-men of the Under-Empire. It relies heavily on channeling the raw stuff of chaos given shape in the form of green poisons and volatile green energy which destroys all that it touches. The Lore of the Warp is known only to the Grey Seers, the wizards of Skaven Society, and to a hand full of their rivals within Skaven Society, Clan Skyre. Because of this many have not seen the true power of the Warp brought down upon them though much like the Skaven’s war machines they can be devastating, if some what messy when used. Less refined then any other area of magic, the Lore of the Warp relies more upon unleashing torrents of terrible power upon the casters enemies or sowing horrible curses upon them. However these spells are not usually easily controlled and more frequently then not backfire, killing as many allies as enemies. However, as given to the Skaven Philosophy, better both of them die then me.
Lore Skill: Academic Knowledge (Skaven)

The Lore of the Druchii
The Lore of the Druchii is the magic of the Dark Elves, an insidious magic that relies on causing pain and misery to a target. This magic is known loosely as Dark Magic though it stands in contrast to many other of the Dark Lores by being both clean and brutally efficient with a singular purpose in mind, to cause as much suffering as possible as quickly as possible. It is not a lore that is known outside of Dark Elf society and so most human casters have no idea what they face when confronted with this extremely violent magical art form. The casters of such magics themselves draw upon their own hateful intensions to fuel their magic making them more then capable Battle Mages. While the other Dark Lores frequently rely on cunning and guile this lore is very up front and has few long term spells. Practitioners some times find themselves becoming obsessed with causing violence and as a result will some times harm their allies out of sheer want and desire to harm another living thing. Because of this fact they are frequently avoided even by other Dark Elves.
Lore Skill: Torture

Edited 2:00am, September 28, 2008 by Kael, author.
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