Difference between revisions of "Chaos Sorcery"
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'''Special Rules:''' Chaos Magick is inherently corrupting. MORE TO BE ADDED LATER | '''Special Rules:''' Chaos Magick is inherently corrupting. MORE TO BE ADDED LATER | ||
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Latest revision as of 02:33, 19 January 2024
Chaos Sorcery is the name given to the magical practice of those wizards who through the arcane knowledge granted by Chaos are able to unleash magical abilities drawing upon multiple Winds of Magic at once, which greatly increases the potency of the unleashed spells but also increases the chance of Chaos corruption and mutation.
From a certain point of view, the term "Chaos Sorcery" is simply false. It deceives, creating a false distinction between the magical energies and arts which the sorcerers of the North use and that which is wielded by the Magisters of the Orders of Magic of the Empire. Chaos Sorcery is magic, plain and simple.
Like the "Colour Magic" used by the Magisters, it is drawn from the Winds of Magic that blow from the Realm of Chaos. Instead of being constrained to a single Wind, those who wield Chaos Sorcery tap multiple Winds, bending and twisting them to suit their purposes, or they call upon the festering pools of Dhar, Dark Magic, that stain the land, that corrupt and mutate everything around them.
Without Chaos, there would be no magic of any kind. All magical energy, all the Winds of Magic, emanates from the northern pole, where it is said the Gate to Heaven fell and tore a hole in the fabric of reality. From this damaged region, raw Chaos spills into the world, changing and tainting all that it touches.
The energy itself can be harnessed, controlled. A spellcaster can use their will to refract the energy into its component parts, separating it like strands of multicoloured yarn. In an effort to reduce the risks of working with magic, Imperial Magisters (master wizards) devote themselves to the study of a single Wind, learning from long practice how to impose structure on this energy and produce miraculous but highly formalised and formulaic effects known as "spells." But the processes of the Magisters are intentionally limited. Working with the Winds of Magic in the raw has terrible consequences, with often unpredictable results. Most Magisters know something of Elven magic, whisper of the power to be had in the Tower of Hoeth where Elven mages practice High Magic, the safe blending of some or all the Winds, but such power is beyond the skills of nearly any Human to master.
The restrictions imposed by the Elven High Mage, Teclis, chafes many talented Magisters, driving them to study the forbidden arts, to reach beyond the safe limits of the magic that can be wielded by the more limited minds of Men. The techniques they use are reckless and carry grave consequences, corrupting the mind and flesh with each spell they cast. This forbidden form of sorcery leads them to Dhar or "Dark Magic."
Required Disadvantages: Secret (Chaos Cultist, Possible Death)
Recommended Advantages: Languages; Patron (Chaos cult).
Recommended Disadvantages: Appearance; Bad Reputation (Chaos cultist); Distinctive Appearance (Cadaverous); Dread (Sunlight, crying of infants, etc); Duty (Chaos cult); Enemy (Witch-Hunters); Frightens Animals; Secret or Obvious Mutation; Social Stigma (Heretic).
Recommended Skills: Thaumatology, Theology (Chaos).
Allowed GURPS Colleges: Chaos magic draws on all the winds of magic, and therefore Chaos magic corresponds directly with normal GURPS magic.
Special Rules: Chaos Magick is inherently corrupting. MORE TO BE ADDED LATER