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==Magic in Warhammer== ===Warhammer 40k's Schools of Magic=== There's really only one school of magic in the [[Warhammer 40K]] setting: [[Heresy|HERESY!!1!!!one!!]] Oh wait, there are actually five psychic schools in 40k - they all originated from Dark Heresy books, but became known to wargamers through the 6th edition 40k rulebook. Fluff wise they were founded by the [[Thousand Sons]] and [[Magnus the Red]]. Also, pretty much everything the Imperium knows about psychic powers and sorcery is taken from remnants of the Tizca libraries on Prospero. [[Lorgar|(And this isn't the first time the Imperium hypocritically using a traitor primarch's invention as their own)]] *'''Biomancy''' - Manipulation of flesh - your own, your ally's, or your enemy's. This includes healing and buffs (some self buffs can turn psykers into death machines that eat up dedicated combat HQs), as well as abilities that cause people to vomit to death or literally explode. For some reason biomancers can also shoot lightning, which is explained by using their nervous system to generate unholy levels of high voltage. *'''Pyromancy''' - Killing things with fire. Fireballs, flamethrowers, fiery swords or [[melta]] beams are their specialty. *'''Telekinesis''' - Moving things with the mind. Known to create tough kine-shields and barriers to protect allies, as well as smashing things with other things ([[Awesome|think human sized lifta-droppa]]) or for extra lulz using more subtle things with less powerful but highly accurate telekinesis - like jamming guns or pulling out the pin from a grenade on the enemy's belt. *'''Divination''' - Foreseeing the future and messing with probability. Can be a real pain in the ass, guiding a few strong units with knowledge of the ways of the future. Known to be the most nerdy of all psykers, divinators almost always possess more knowledge than other psykers about how their powers work, and about how the Warp works in general. *'''Telepathy''' - Reading and manipulating minds. Illusions and mind control are their powers, as wall as causing fear and panic or making heads explode. === <strike>Magic</strike> The Warp in [[Dark Heresy]] === Unlike in most D&D, where [[Noblebright|everything's colourful and cheery]], trying to use ethereal powers in the 40,000 universe could get your "beautiful snowflake" soul [[Grimdark|stolen by nasty daemons]] who will then [[FATAL|rape the shit out of your body and then defecate on your eyeballs]]. On the plus side, Psykers (as magic users are called) know very few powers (two at the start) in the game but can cast them whenever they want as long as they don't fail the casting roll. Failing the casting roll can cause hilarious effects, if you're the kind of person that laughs at safety videos for farm equipment. ===[[Warhammer Magic|Magic in Warhammer Fantasy aka The Shit]]=== In Warhammer Fantasy, magic plays a huge part in both the fluff and on the table top. Magic is used to keep [[Tomb Kings|whole]] [[Vampire Counts|armies]] [[Daemon|standing]] up, to write shit on rocks fired by Dwarven artillery pieces, and everything in between. The eight Winds of Magic which emanate from the Realm of [[Chaos]] are harnessed by most wizards around the Warhammer world, but some wizards like the Chaos Sorcerers of the Northern Wastes use magic in its rawest form. The eight Winds (one for each point on the star of Chaos) each have their own Lore practiced by their Imperial College of Magic, but most races also use their own form of magic along with or instead of some or all of these Lores. The eight Lores and their respective Winds are as follows: *'''Fire''': Like Pyromancy in 40k, this Lore revolves around burning things. Naturally, this lore has lots of magic missiles and direct damage spells, with the odd hex or augment thrown in for variety. The signature spell (like a 40k Primaris Power), Fireball, is very useful, reasonably powerful, and easy to cast. Most armies have access to the Lore of Fire, which is generated by the Wind Aqshy. Imperial wizards that use this Lore are known as Bright Wizards. *'''Heavens''': The Lore of Heavens is used to scry the stars for future portents. This sounds unusual, but it can be a very useful lore to use. Its spells include unleashing lightning on poor souls, divining the future, and even [[Awesome|sending a motherfucking COMET falling onto the enemy]]. This Lore is created by the Wind Azyr and is practiced by the Celestial Wizards. *'''Light''': Light works excellently against Daemons, Undead, or armies with high I/WS, but falls to bits against anything else (OG and Dwarf players just laugh a lot). Other than Banishment and Shem's Burning Gaze, most of the spells boost your army's WS or I stats to rape-tastic levels. The Wind Hysh makes this happen, and it is studied by the Light Order of wizards. *'''Life''': This is basically Biomancy (along with the Lore of Beasts), and boy, can it work miracles. Not many armies can take this, only the ones that can stand its supreme amazingness. It makes your men abnormally tough, eats your opponent with the ground and can even BRING YOUR MEN BACK FROM THE MOTHERFUCKING DEAD! Is it awesome? Yes, Mr. Skittles Guy, it is awesome! The Jade Wizards that use it tap into it from the Ghyran Wind. *'''Death''': Kills shit. Amethyst Wizards wield the wind of Shyish to pretty much end anything. They're almost like time mages than necromancers, using Shyish to fast-foward the life of an enemy until they turn to dust. They have a strict policy against undead and necromancy. They're mostly used to combat the undead. Ironically everyone accuses them of being necromancers because they look spoopy. *'''Shadow''': An illusionist school by another name, while focusing on the darker aspects. Grey Wizards (not Gandalf) use the Wind of Ulgu to make people forget you were even there, mess with minds, turn invisible, open pits into hell where if you fail to get out the way you just die with no chance of escape, you know, clandestine stuff. Mostly employed as spies and assassins. *'''Metal''':Gold is a great conductor of magic and the Alchemists of the Gold order use their powers taken from the Chamon Wind to turn people into solid gold, attack people with metal death dogs and enhance or weaken weapons and armor. They're also reputed to be the wealthiest of wizards due to turning lead into gold, but they deny this. *'''Beasts''': The Lore of Beasts makes up the other half of Biomancy, with the scarifying of the user and their allies to improve their bodies. This lore is used by <strike>Radagast</strike> the Amber Brotherhood and involves mutating more limbs to [[RIP AND TEAR]], attacking people with crows and turning yourself into a fucking DRAGON! Trust me, this lore IS THE SHIT.
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