Magic is strong and plentiful in Aldorn, but it does not come without discipline, hard training and study, and risks. To the common folk, the term wizard is used as a generic term applied to anyone with the ability to cast spells. For those in the realm of magical lore and study, magic is broken down into the following disciplines of study:

Petty Magic
These are the spells taught to apprentices. Simple bits of craft to get their minds prepared for harder lessons. Many street magicians know a petty magic spell or two and entice crowds to throw them coins for their ability to make the end of a staff glow. Still more common in the Human kingdoms are street magicians who do not know any magic at all but are accomplished at slight of hand. Many of these folk are in fact members of the local thieves guild and accomplished pick-pockets.

Battle Magic
These are the spells common folk most often think of when they envision great wizards. These are the spells of war; fireballs, lightning bolts, and wind blasts. Almost all wizards are first schooled in this discipline as a matter of self defense. There are many who fear wizards and they seek to destroy what they fear. This is the most common discipline for Human wizards for it offers what seems to be the quickest path to power.

Summoning
Summoners, who are also refered to as Conjurers, use their magic to summon beings from other worlds and universes for consultation. Many of these beings are beautiful to behold, others are grotesque and twisted in thought and bearing. Summoning carries great risks for often the beings that are summoned are of great power and have no wish to aid the wizard. Many Summoners have been killed, torn to bits by the beings that they brought forth. Yet the immense knowledge that some of these beings hold and sometimes can be persuaded to impart lures many young apprentices to this discipline of magic.

Rule Notes: Summoners replace the Demonologists in the Warhammer rules. All spells remain the same except that they are made to apply to the generic term "beings" instead of "demons" which are unknown in Aldorn. The Game Master will randomly decide upon a summoning if the being summoned has a good, an evil or a neutral nature. Even beings of a good nature, however, may be least than pleased at having been summoned. The old risks of Demonology still apply at the Game Master's descretion.

Druidic
Druids are actually religious figures and are more akin to being clerics than mages. The Drudic discipline of magic deals with nature spells such as animal mastery, animate tree, and tap earthpower. The Drudic discipline is most common among the Wood Elves. A few Humans have been found worthy to be instructed in this path.

Elemental
Closely related to the Drudic discipline is elemental magic. This discipline deals with the four elements: Air, Water, Earth, and Fire. The most powerful of elementalist can summon forth the essence of any of the elementals, give it form and animation, and command it as a servent. The elemental discipline of magic is most favored by Sky Elves.

Seer
The ability to see the future is considered one of the most powerful disciplines of magic and one of the most elusive. All seers begin as wizards of other disciplines. A very few select wizards display a gift for prediction and these have the opportunity to become seers. The Dwarven Kingdom of Minvera and the Sky Elven Kingdom of Avalon both make use of seers to give them an advantage over potential enemies. The highest ranking seer in each kingdom is given the title of Seeliah. A few humans have also shown a knack for prediction, but King Brandon II has been reluctant to grant anyone the title of Seeliah because he fears that the human seers are not yet up to the level of their Sky Elven and Dwarven counterparts.

Enchantment
Enchanters are the creaters of magic items. They can enspell armor to grant it's wearer more protection or a dagger to always strike the mark when thrown. In Dwarven society enchanters are known as rune smiths.

Illusion
Illusion is the ability to project images and sounds that do not exist into the minds of others. Illusions can accomplish with little effort what would take great power to actually summon or create. The sudden appearence of a regiment of troops can turn the tide of battle. It matters little if these re-enforcements are real or not if the enemy flees the battlefield. Illusionists can be found among all the magic using races of Aldorn.

Necromantic
Of all the disciplines, this is the only one that carries a stigma of blasphamy. The raising of the dead goes against the core of almost all the major religions of Aldorn. Those elves or dwarves who practice it are outcasts from their society. Humans have found that necromancy, when used sparingly, can be useful in murder investigations. Being able to ask the dead who killed them makes such investigations much easier. This law enforcement practice has its critics, however. Many argue that the soul of the deceased has left the body and that necromancers are actually using the summoner discipline of magic to bring forth a being and animate the corpse. Such a being my well play tricks on the city militia by naming the local priest as the murderer. This is the only discipline at which Humans excel beyond all other races. One of the Human kingdoms is even rumored to be ruled by a necromancer.

 

 
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