| Lores Of Magic |
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The Lores of Magic in Games Workshop's Warhammer Fantasy setting are the 'styles' of magic. Each 'style' has a different theme of spells. The Realm of Chaos is the root of all magic in the Warhammer world. All races use the winds of magic that blow from the chaos-infected Northern Wastes to power their spells. HISTORY When the Gate the Old Ones used to travel to the Warhammer world collapsed, raw chaos flooded the warhammer world. The mighty Slann fought (and still do) to contain the raw power of chaos. The High Elves, the second creation of the Old Ones after the Lizardmen , created a vortex on Ulthuan that together with magical stones present on both the island of Ulthuan and Albion contain the chaos and prevents it from completely overrunning the world. The first magic users (besides the enigmatic Old Ones) were the Slann, and after them the High Elves. The High Elves taught the realm of men how to practice the eight lores of magic after the Great War of Chaos, when the practiced their own form of magic, that was corrupted by the Necromancer Nagash who instructed the Vampire Counts in the way of his black arts. There are no Dwarf wizards as dwarfs have a natural disdain for "uncontrolled magic", but the Runesmiths of the dwarfs harness magic into magic items through the use of runes. The Chaos Dwarfs , dwarfs corrupted by Chaos, do employ sorcerers. THE 8 LORES These eight lores are considered the basic lores of magic in Warhammer. Depending on which faction a wizard comes from he might be able to use one or more of these lores. Fire - The wind of Aqshy The form of magic that draws its power from Aqshy is known as the Lore of Fire. The Lore of Fire is the most overtly offensive of the Eight Lores. Its spells range from concentrated fiery blasts, to swords conjured of pure flame, to massive, all-consuming infernos. More than any other Lore, Fire is truly a weapon in the hand of its practitioner. Because of this, the users of the Lore of Fire make up many of the foremost battle mages within the Empire's armies. Humans are not suited for channeling magic as well as the Elves are, and due to this, no Human can use magic, even the relatively 'safe' magic of the Eight Lores, for any time and come out of it... unmarked. Long term use of magic causes Humans to change in certain physical and mental ways. In a sense, these are a very predictable form of the mutation that comes whenever you meddle with the stuff of Chaos. In the case of the Pyromancers (also known as Bright Wizards) of Aqshy, there are numerous physical changes that may come over them. The one first noticed by most people would be the Bright Wizard's hair, which takes on a fiery color of blond or red, and sometimes when the Wizard channels magic his hair will move like a flickering flame. There are also the strange markings that appear on the Pyromancer's arms and face; many mistake these as tatoos, but they did not come from a needle. Other marks include glowing eyes, feverish skin, extreme discomfort in cold or rain, or a faint scent of brimstone constantly surrounding him. The Lore of Fire is exclusively destructive magic including the powerful Conflagration of Doom and Wall of Fire spells. Metal - The wind of Chamon Gold Wizards, or Alchemists, draw their power from the Lore of Metal. The magic of Chamon is the magic of transmutation, of changing an object from one thing to another. Legends abound of the Gold Wizards turning lead into gold, and these stories are both true and false. Alchemists are capable of changing the base elements of an item from one to another, but the matter resists these changes, and will eventually change back to its original element. On the other hand, a Gold Wizard would be able to permanently change, say, a human into a pig, because both humans and pigs are made of the same elements, simply arranged differently. In battle, the Alchemist channels Chamon to changing things in his favor: flinging bolts of metal at his opponent, giving his ally's sword an unnaturally sharp edge, turning an enemy's armor to rust, or even petrifying an enemy as a stone statue. The Lore of Metal also is strongly focused on pure destruction, especially against heavily armoured targets. It also includes the Law of Gold spell that can disrupt or destroy magic items. Shadow - The wind of Ulgu Grey Wizards, or Shadowmancers, use the Wind Ulgu to power the Lore of Shadows. Ulgu is the Wind of deception, of the unseen and unknown, and the hidden. The Lore of Shadows gives the abilities of invisibility, illusion, and unseen death. With these powers, the Shadowmancers make up the greatest spy network in the Empire. So secret that not even the Emperor himself knows the full scope of their actions, Grey Wizards infiltrate those shadowy organizations that conspire to bring the Empire down from the inside. With their abilities as arcane spies and assassins, the Shadowmancers bring down these traitor organizations without anyone suspecting their presence. The Lore of Shadow places less emphasis on destruction and more on tactical aspects such as free movement and causing fear. It also contains the powerful Pit of Shades spell. Beasts - The wind of Ghur Amber Wizards, or Shamen, practice the Lore of Beasts. Ghur is the magic of wild places, of things that will not be contained by the walls of men. The Lore of Beasts gives Amber Wizards a bond with the creatures that make their home in these places. Their magic allows them to commune with the spirits of animals, summoning flocks of crows to attack their enemies, calling the beasts of the wild to their side, and even allows the wizard to take the form of these animals to fight or travel. Shamen patrol the wild forests of the Empire, and keep the Beastmen and other dark things that dwell there at manageable levels, protecting their home from corruption. The Lore of Beasts focuses on some aspects of both destructive magic and tactics. It has a spell to prevent enemy beasts (including cavalry) from moving and the useful The Wolf Hunts spell. Heavens - The wind of Azyr Celestial Wizards, or Astromancers, use Azyr with the Lore of Heavens. The powers given by Azyr are twofold; firstly, it gives the Wizard power over weather and the sky. In battle, the Astromancer calls down powerful bolts of lightning and gusts of wind to strike his enemies, and the most powerful Astromancers are capable of reaching beyond the atmosphere to bring down comets and meteors. Their second, and more powerful, ability is to use Azyr to see into the future. Astromancers are seers and astrologists without peer, who can look at how Azyr obstructs their view of the night sky, and from the stars they can and cannot see, are able to understand what the future brings. This is both their most powerful gift and their greatest curse, for having seen the future, the Astromancer must learn to live with what he has seen. The Lore of Heaven combines highly destructive magic like the Comet of Casandora and Uranon's Thunderbolt with the protective Celestial Shield and the useful Second Sign of Amul. Light - The wind of Hysh The White Wizards, or Hierophants, use the spells of the Lore of Light. This magic is the manipulation of light and all things that light represents: enlightenment, purity, and holiness. White Wizards are capable of concentrating light into a focused beam of destruction; they are also able to heal the sick or injured, and cast powerful protective spells. But the most powerful of the Hierophant's abilities is his power to combat Chaos. White Wizards are powerful exorcists of Daemonic entities. By shining the light of Hysh upon them, Hierophants are able to save the daemonically possessed and send physically-manifested Daemons screaming back into the hell that spawned them. Those Daemons that are too powefull to banish, the White Order will still endeavor to capture and then seal in an ancient vault located underneath the White College. The Lore of Light contains a mix of protective and destructive spells. Its spells, such as Cleansing Flare, are especially dangerous to Undead and Daemons. Life - The wind of Ghyran Jade Wizards, or Druids, channel the magic of the Lore of Life. Like the Hierophants of the White Order, Druids are also powerful healers, being able to heal not only people, but even the very land itself. Their greatest power, however, is their dominion over plant life and water. When a Jade Wizard goes to battle, the land itself comes to his aid: Thorny vines burst from the ground to strike his enemies, geysers of boiling water gush forth at their feet, the very air around them will change, bringing forth the blistering heat of summer or the frigid temperatures of winter. The Lore of Life incorporates several aspects of nature in its spells. Many of these also make use of the terrain features on the gaming surface. Its has both protective and destructive spells. Death - The wind of Shyish Amethyst Wizards, or the Brethren of Shyish, study the Lore of Death. Contrary to what many people believe, Amethyst Wizards are not Necromancers and have no spells that raise the Undead, nor would they want them. The Order of Shyish embrace the certainty of death and all other endings, while Necromancers strive to prevent their own ends at all costs. The magic of Shyish is the magic of time and the soul, of driving away or destroying the Undead, of causing a person or item to wither and age a decade in seconds, of draining a person of his vitality to empower the casting wizard, of communing with the recently dead, and of ripping a person's soul from his body to leave behind a decaying corpse. Spells from the Lore of Death are, as one might expect, mostly destructive; the remaining spells deal with psychology. The spell Drain Life is very dangerous, as it hits every enemy unit within a certain range. OTHER LORES WAAAGH! WAAAGH! is form of magic used by greenskins. They draw their power from gods of greenskins, Gork and Mork. WAAAGH! is divided to two categories: 'Little' which is used by goblin and night goblin shamans, and 'big' which is used by orc shamans. Lores of Chaos Chaos sorcerers study magic in its absolute rawest form, drawing it directly from the realm of chaos. As chaos corrupts, its magic also corrupts and chaos magic albeit powerful is also dangerous to use. The sorcerers of Nurgle use the magic to hit their enemies with terrible diseases that cannot be cured, while the sorcerers of Slaanesh use the magic to dominate the minds of their foes. The most powerful of the chaos sorcerers are the sorcerers of Tzeentch, who channel the raw colours of magic against their foes. Ingame chaos magic is represented by three lores, each with its own distinctive set of spells. The Lore of Tzeentch has the powerful "Violet Fire" spell which can instantly kill any one character within 6 inches. It should be noted that Khorne has no magic-users, as he himself sees the use of magic as a sign of weakness. High Magic High Magic, also known as True Magic or the Mystic Arts of Saphery, is the lore of the High Elves. High Elves study magic as pure mystical energy, unlike the wizards of the Empire. Ingame the lore has many spells to be used against enemy wizards. High Elf mages together with the Slann of the Lizardmen know the Drain Magic spell which can be used to limit the effectiviness of enemy spellcasters. Dark Magic Dark Magic, also known as the Dark Arts, is the lore of the Dark Elves . Dark Magic, is form of magic that is hybrid between High Magic and Chaos Magic. The Witch King Malekith decides which dark elves are allowed to study Dark Magic and which are not, and as the use of magic is restricted to the convent of the sorceresses there are only female dark elf magic users (besides the Witch King himself). In game it is primarily an offensive lore with many of the spells coming in the form of "magic missiles" and a majority of the spells directly causing wounds on enemy units/models {Link without Title} . Lore of Athel Loren The Lore of Athel Loren is the lore of the Wood Elves . The lore draws upon the magic of the forest of Athel Loren and can only be used by wood elf mages. In game the lore can be used in many ways, even to move the terrain of the battlefield. Necromancy Necromancy, also known as the Dark Arts, is a lore created by the Necromancer Nagash and used to destroy the ancient kingdom of Khemri and create the Undead. Necromancy is similar to the Lore of Death, as it is a corrupted form of that lore. Ingame it is used by the Vampire Counts with the primary spell being the Invocation of Nehek that can be used both to restore wounds and models in an existing unit and to create new units of Zombies and Skeletons. Ice magic Ice Magic draws upon the power of Kislev itself and its icy climate. Ice Magic is practiced by Ice Mages and the Khan-Queens of Kislev, who can transmute the winds of magic into ice storms. Ingame Ice Magic is a balanced lore with both offensive and defensive spells. Gut magic The shamanic rituals of Ogre butchers. REFERENCES
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