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Testing the Waters

by Greg Phillips






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The colours of magick

As stated above, there are ten forms of magick (or 'Colours'), and these are detailed below:

The prime forms

Dark Magick (or Chaos Magick) is the raw Warp energy that flows from the Chaos Gates. It is shapeless, and yet shapes the world through its undirected energies. Exposure to Dark Magick will, sooner or later, mutate anything and anyone (although some races are more resistant to this than others) and therefore it is by far the most dangerous of the Arts. Dark Magick is extremely rare anywhere except for the Chaos Wastes, as it is soon shaped into one of the eight Elemental and Metaphysical forms (below). The little Dark Magick that exists in the Old World is usually found in the presence of powerful chaotic objects or creatures, especially in the presence of Warpstone (a rare materialisation of Dark Magick, prized by the Skaven).

Despite the serious risks associated with the use of Dark Magick, some wizards nevertheless seek to practice it, for it is the most powerful of the magicks. The reason for this lies in its formlessness, for Dark Magick may be used to create a wide variety of magickal effects that other magicks cannot (such as transmutation). Fortunately, Dark Magick is one of the most difficult to harness and master safely, and the lack of Dark Magick in the Old World means that practitioners must use complex rituals, spells and thaumaturgic forms to draw it directly from the Warp (unlike the Skaven, who use Warpstone).

Note that the term Dark Magick is perhaps a misnomer since it tends to imply malevolence where there is none. It is a common error to see Chaos as evil. It is not evil, only alien, and change can be for the better as well as for the worse, as may be seen in its effect upon Mankind. It is true however, that most of those that utilise this Dark Magick are themselves evil, for it serves as a quick path to power. These wizards are known as Daemonologists, Dark Wizards, and Chaos Sorcerers.

Light Magick (or High Magick) is formed by the reintegration of all the Colours. As such, each of the Colours balances the other and therefore the risk of mutation or negative side effects are nil. The resulting magick is just as potent and malleable as Dark Magick, but without the risk. Unfortunately, the practice of Light Magick is extraordinarily difficult due to the fact that all 'Colours' must be mastered and present. Not only that, the process of reintegration is extremely demanding upon the wizard - so much so that only extremely talented and learned High Elf mages have the ability to master it. Other wizards may utilise Light Magick (in the form of Battle Magick) but it is very limited compared to the magicks of the Elves. In fact, Human wizards who attempt to use any of the more advanced Light Magicks are forced to use groups of acolyte wizards to focus the relevant magicks for them. As stated above, these are part of the Most Noble Brotherhood of Light.

As already stated, Light Magick is similar in application to Dark Magick. That is to say, it is pure energy without the form of the Colours. This means that it can be used to create a range of more abstract effects. The most common uses of Light Magick are in the creation of auras, some zone spells (such as Zone of Magickal Resistance, Zone of Sanctuary and Zone of Reprisal), some offensive spells (such as Light Bolt and Banishment), and in most counter-mageries. It should be noted that all Light Magick spells in the Battle Magick repertoire require complex reagents/catalysts and/or the use of thaumaturgic forms (especially in zone type spells).

The elemental forms

Air Magick is a light magick, which swirls above the earth according to prevailing winds and weather patterns. Thus it gathers during gales or in the high places of the world, and is sparsest underground. Air Magick is, like its constituent element, fleeting and quick. This is a trait frequently seen in its practitioners, who are usually quick of thought but are also thought of as dilettantish. This is because many such wizards are driven to wandering for much of their time. Indeed, the appearance of such a wizard is frequently taken as a sign of an oncoming storm. Whilst this is not always the case, it is true to say that practitioners of this Art do develop a deep understanding of the weather which allows them oft times to predict storms, etc. When they are not wandering, some practitioners live in the mountains of the Old World, and the rest usually maintain high towers.

Through Air Magick, wizards may exercise a certain amount of control over the weather and the air. For example, they can call up winds to buffet their enemies or cause them to be borne into the air. Or they can command storms, draw in fog banks and even bring on hurricanes. Converse to those studying Earth Magick, Air wizards will over time lose weight little by little (without loss of body mass). Like the element they practice, they may also become faster on their feet. However, they will become increasingly driven to wander, eventually forfeiting a permanent abode altogether. Such wizards are commonly labelled as meddlers and usually end up being as lonely as Earth wizards. Finally, Air wizards also find themselves able to sleep less each night until they require but little sleep. Peace and rest are in the end both denied to them.

Earth Magick lies in the rocks and deep places of the earth. Its nature is the opposite of that of Air Magick, for it is dense and heavy, and moves but little - if at all. Yet it is strong - if slow to act - and over time it may cause earthquakes or raise mountains. These traits it imparts upon those that utilise it, and Earth wizards therefore tend to be reclusive and passive. They are very slow to anger and usually care little of the world beyond their doorstep. Very rarely will an Earth wizard travel, and rarer still will they move from their chosen home. Those wishing to find an Earth wizard would be advised to look far from civilisation and close to (if not under) the earth from which they draw their power.

The practice of this Art (unsurprisingly) grants control over the earth, with which a wizard might split the ground asunder, raise a wall of stone or start an earthquake. However, those dedicated to the pursuit of this Art will not only change psychologically over time (as above), they will also change physically (albeit at a slower rate). Possible side effects include increasing weight, strength of bone and general toughness through increasing density (as their body becomes alike to stone). At the same time, Earth wizards may also find that they become increasingly languid -sometimes sleeping for days. More on this may be found under Elementalism.

Fire Magick is rare in comparison to the other elemental magicks. It is born of heat and consequently it exists within every spark or flame, from a cooking fire to a forest fire. However, it only exists with any sort of permanency on the baking plains of Araby or the Badlands, or in volcanoes. The principle property of Fire Magick is obviously heat, but it is also unpredictable, passionate and angry, for it consumes ceaselessly. As a result, Fire wizards are notoriously quick to anger (although they would say that they do not suffer fools) and their wrath is rightly feared by all. Unfortunately, they also inevitably develop a form of pyromania that increases over time. Due to the lack of deserts or volcanoes, Fire wizards in the Old World usually dwell in or around cities or towns like normal wizards although they will tend to furnish their abodes with many braziers and hearths.

Fire Magick is generally thought of as being the most destructive type of magick, and this is probably true, especially since a Fire wizard's repertoire will tend to consist of an unhealthy number of battle-orientated spells. For it is the nature of fire to destroy, and Fire Magick is no different. This has led to many unfortunate incidents involving Fire wizards in the past. Spells include the conjuring of fireballs, heating objects, and creating firestorms. In addition to gaining a bad temper and an unpredictability of emotions, Fire wizards also gain an uncanny mastery of fire over time. Indeed, they are eventually able to walk through flames and even withstand a dragon's breath. True masters of the Art are able to draw sustenance and energy from fire, and have been known to catch another wizard's fireballs and cast them back with twice the strength. It is a well-known fact that Fire wizards should not be fought with fire. The flip side of the coin is that such wizards become less and less resistant to cold, and in fact come to rely upon open fires all year round. They also find it harder to concentrate and dedication becomes an act of true willpower. Finally, there are stories of objects spontaneously combusting in the presence of Fire wizards.

Water Magick is found in the streams, rivers, seas and oceans of the world. As such, it is cool and rhythmical - for it moves in patterns according to the moon. Whilst it lacks unpredictability of fire, it may at times be every bit as destructive. And, like the oceans and seas, it is the wont of this form of magick to be calm at times and furious at others. Water wizards will also be to develop these traits over time, along with a growing love of the sea. Their wrath tends to be reserved for those that encroach upon the sea or harm its inhabitants. In this, they become alike to Manann, the God of the Seas. Naturally, such wizards will usually dwell close to, or upon the rivers, seas and oceans.

Water Magick spells grant a wizard mastery over the oceans, rivers, sea, and indeed all water and some liquids. These allow the wizard to (among other things) part rivers, animate waves to attack his enemies, and even cause the seas to rise up. The price of such knowledge consists of some of the following side effects: firstly, the wizard develops a growing thirst, and must consume a sizeable amount of liquid each day or else become dehydrated. Secondly, he becomes more intolerant of hot and arid climates. Thirdly, he gains the ability to survive without oxygen underwater for long periods (eventually he may stay underwater indefinitely). Fourthly, he is able to shape and control water by touch. Fifthly, and finally, his link to the sea grows until eventually his emotions are influenced by the state of the sea. Eventually, as he grows in power, his emotions in turn have an effect upon the seas and rivers. This is largely unconscious, and such a wizard must learn to control his emotions lest disaster strike those close to him.

The metaphysical forms

Life Magick (or White Magick) may be found in anything from plants, to animals and people. It is the vivifying and rejuvenating energy of spring, birth and growth. It is health and vitality. Within the Old World, life is all around, even in the cities, though it is strongest in the forests. This is not true of everywhere in the world. For instance, the deserts of Araby and the wasteland that is the Badlands are bereft of life, and the snows and tundra of Kislev are little more hospitable. Those wizards that practice Life Magick therefore tend to reside in the woods and forests, with nature all around. Unsurprisingly, Elves are very talented with this form of magick due to their natural empathy with the living world.

Life Magicks deal with areas such as the body and healing, and also with plants. Spells include the animating of plants, the strengthening of the body and the curing of injuries, poisons and diseases. Side effects to the use of Life Magick are minimal. Its practitioners develop over time a type of 'health sense'. In essence, this allows then to sense sickness or disease in those close to them. They can with more experience sense unnatural creatures or mutants. Hand in hand with this comes a deeper understanding of the natural world - empathy you might say. In addition, its practitioners tend to enjoy longer lives and sustained vigour. However, a wizard cannot escape death through Life Magicks, only delay it. For it is one of the principles of life that it must end. For this reason, those seeking to thwart death will study the so-called Black Magicks (see below). Ironically, this is one of the least studied magicks. This is because Life Magick is a selfless pursuit, and many wizards study magick only as an occupation or a route to power. The majority of practitioners will therefore be Druids (who strive to live in harmony with the natural world) and those wizards dedicated to Shallya, the Goddess of Healing and Mercy.

Death Magick (or Black Magick) is the end of the cycle that begins with life. It is death, decay, and degradation, and all living things eventually feel its touch. For Death Magick lies within every living thing - just as Life Magick does - and its concentration is reflective of the health of the plant or animal in question. Thus, Death Magick may be found in the sick or ill to a greater degree than it would in the healthy and youthful. For this reason, it is said that when there is a catastrophe such as plague or famine, Death Magick is at its strongest. Such places may attract certain practitioners of this Art. But, it is important to note that death does not just relate to the passing of what might be called the soul, but also to the decay of the material form. Consequently, Death Magick is also strong in graveyards and such places. Many have said that Death Magick is cold - a chillness of the soul it might be said - and quiet, almost sombre. What is commonly left unsaid is that it is also peaceful.

 

Those who choose to specialise in this form of magick are known as Necromancers, and they seek to escape death. Life eternal is their goal but the price that they pay is high. For like all others that specialise in one sphere of magick, Necromancers inevitably become obsessed with (some would say enamoured of) their sphere - death and dead things (see morbidity). They also find themselves becoming detached, hollow and emotionless as time passes. Ironically, if they succeed in escaping death, they lose the things that made them alive. Necromancers may also undergo physical changes as well. These include an increasingly deathly (or cadaverous) appearance, and a smell of the grave. In addition Necromancers, being foci for death energies, begin to exude a coldness which is perceptible to some animals, which usually flee or become hostile. On the other hand, Necromancers become more resistant to illness, injury, and the passage of time. The final outcome of this is lichedom (see below under Necromancy). Of all the Magicks (even Dark), Necromancy is regarded as the most repulsive.

Animal Magick (or Animalism) is formed from the psyches of wild animals, and from the baser instincts of sentient creatures. It is wild and unrestrained, for all urges, hungers, desires, and fears are part of Animal Magick. Through Animalism, a wizard projects such hungers desires upon himself or others. Using this Art a wizard may, for example, cause panic or hatred in his enemies, pacify wild animals, or throw himself into a berserk frenzy. Unfortunately, whilst Spirit Magick is largely harmless, the practice of Animalism is not. This is because in order to use Animal Magicks, a wizard must bring out and focus his own base emotions, and prolonged use of Animalism accentuates these parts of the wizard's psyche. Consequently, the more powerful such an individual becomes the wilder they become. Eventually these wizards are little more than animals, and may take to living in caves or with packs of wild animals. Those who practice this Art are to be found in the wilds, usually as far from civilisation as possible.

Few examples of such individuals exist although it is believed that some few Druids have taken to the worship of Taal alone, and that their use of druidic magicks without balance has led them to such extremes.

Spirit Magick (or Psychical Magick) is the magick of the mind and as such it is found within all sentient beings though the degree depends upon the psychic awareness of the being or race in question. Of all the races, the Elves are the most psychically aware (i.e. aware of their spirit self in the Warp) whilst the Dwarfs are the least, and Humans fall in between the two. As it is the magick of the mind, it is the easiest of the spheres to learn and as a result, many of a wizard's first spells will be drawn from this sphere. In addition, Psychical spells form the core of the Petty and Battle Magick repertoires and the entirety of Illusion spells (along with Animalism - see below the Magickal Arts). Like Animalism, Spirit Magick spells never require any reagents.

In essence, Spirit Magick is the projection of thoughts, feelings, sights, or sounds onto the minds of others, or the reaching out with one's own mind. Through his psyche, a wizard can 'see' into the Warp, put his enemies to sleep, create illusions and control the minds of others. Unlike the other forms of 'Colour' magick, there are no real negative side effects to the use of Spirit Magick as it is a natural feature of the sentient mind. Instead, prolonged use of Spirit Magick strengthens a wizards psyche and his self-control. The only possible effect is the repression of basic instincts (used in Animalism).

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