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− | [[Image:WFRP-TheWindsOfMagic.JPG|400px|thumb|The Wheel of Magic, depicting the eight Winds of Magic; clockwise from top: [[Ghyran]], [[Azyr]], [[Ulgu]], [[Shyish]], [[Aqshy]], [[Ghur]], [[Hysh]], and [[Chamon]]]]
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− | Scholars of magic derive their learning from the Elves, who explained the source of all magical power is the Aethyr. This infinite dimension, said to be the spawning ground of daemons and spirits, exists beyond the physical world. The Elves taught that far to the north of the Empire, a great ragged wound was torn through the fabric of the world to the Aethyr, and it bleeds raw magic. These roiling energies — known as the Winds of Magic — blow throughout the world, gathering and eddying in great heavenly whorls, only to rain down and permeate the land and the creatures dwelling upon it. It is these powerful winds that wizards and witches use to fuel their spells.
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− | As magical power bursts into the mortal realm and sweeps down from the north, it splinters and separates, like light splitting through a prism. The Colleges of Magic state this creates eight discrete Winds referred to by colour, each with its own character and strengths. The Elves support this, teaching the same eight winds to their apprentices before moving on to more powerful magics.
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− | Only a small minority of Humans can perceive the Winds, and even fewer can bend them to their will. Most Elves are sensitive to them, and many possess the ability to see the Winds clearly — commonly known as Second Sight, or just the Sight — with many also able to learn how to cast magic. Dwarfs disdain magic, perhaps because they are partially immune to it, and no Dwarf wizards are known. Halflings are largely indifferent towards magic: except when it delivers impressive or entertaining spectacles.
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− | The Elves directed (as a condition of their tuition) that Human spellcasters should each only use a single Wind of Magic. They argued that while it is possible to cast spells by drawing from multiple winds, doing so is a risky proposition for the feeble, corruptible Human mind. This wisdom has been adopted by the Colleges, and each specialises in a single colour.
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− | Some witches outside the College system consider these restrictions ludicrous, an attempt by the Elves to keep the most powerful magics to themselves. Drawing on multiple winds is a quick route to power, but also to damnation. Many an unlicensed witch has proved unable to resist this temptation, a practice usually called Dark Magic, only to be brought low by Witch Hunters.
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− | Others believe magical energies are not so easily categorised. Many different types of ‘wizard’ and ‘witch’ can be found throughout the Old World, with some practicing magic that seems to lie outside colour magic, such as the cold-hearted Ice Witches of Kislev, or the shamans and sorcerers found amongst some of the other species besetting the Empire, such as the Greenskins.
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− | == The Imperial Colleges of Magic ==
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− | There are eight Imperial Colleges of Magic in Altdorf, one for each of the colors of magic. These Colleges are relatively new institutions within the Empire, having been set up two hundred years ago by the High Elf Teclis. In spite of this, they have managed to acquire patrons and political influence far in excess of their rivals.
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− | A Supreme Patriarch of the Imperial Colleges of Magic is elected every seven years by the High Wizards of the individual colleges from one of their number. There is also the small matter of a ritual duel, but this public display is merely a nicety designed to impress the populace; it's outcome is a foregone conclusion, based on the wishes of High Wizards and the Imperial authorities.
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− | == The Eight Lores ==
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− | There are eight Winds of Magic and, per Imperial doctrine, each has an associated Lore, a body of spells and knowledge its adepts use. Each of the eight lores have their own dedicated college of magic. As each college is focused on only one of the winds, spell choice is limited.
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− | * [[Aqshy]] - The Lore of Fire (Bright Wizards)
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− | * [[Azyr]] - The Lore of Heavens (Celestial Wizards)
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− | * [[Chamon]] - The Lore of Metal (Gold Wizards)
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− | * [[Ghur]] - The Lore of Beasts (Amber Wizards)
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− | * [[Ghyran]] - The Lore of Life (Jade Wizards)
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− | * [[Hysh]] - The Lore of Light (Light Wizards)
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− | * [[Shyish]] - The Lore of Death (Amethyst Wizards)
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− | * [[Ulgu]] - The Lore of Shadow (Grey Wizards)
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− | == Unlicensed, Illegal and Other Magic ==
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− | There are several other kinds of magic to be noted, each with their own notes.
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− | * [[Chaos Magic]] - the vilest of black magic ... but frequently the most deadly.
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− | * [[Hedge-Wizardry]] - informal magic cast by the ignorant ... or desperate.
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− | * [[High Magic]] - _Qhaysh_ to the Elves, this rarest of all magics utilises all of the Winds at the same time ... but cannot be learned by humans.
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− | * [[Necromancy]] - the magic of the dead and undead, sometimes incorrectly confused with the Lore of Death.
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− | * [[Wood Elf Magic]] - the nature-based magic of the Wood Elves, taught to them by the Treemen.
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− | [[Category:GURPSHammer | GURPSHammer]]
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