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).
