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THE MAGIC SUPPLEMENT FOR WARHAMMER FANTASY ROLEPLAY By Ken and Jo Walton Edited by Martin Oliver Cover art by Ralph Horsley Cover design by Peter Giflord (www:universalhead.com) Additional text Carol Johnson; Alfred Nunez; Martin Oliver; Anthony Ragan; lain Smedley, lan Sturrock; james Wallis Interior artists ‘Tony Ackland; Radoslaw Gruszewicz; John Keane; Karl Kopinski; Rik Martin; Russ Nicholson; Tomasz Oracz; and Adrian Smith Grapbic elements Ralph Horsley; Tomasz Kowalik; Russ Nicholson Layout and production Carol Johnson; James Wallis Our sincere, grateful, utter thanks 10: Kevin Bronakoski; Graeme Davis; Mare Gascoigne; Ed Gross; Richard orio Il; Stephen Hudson; Alfred Nunez Anthony Ragan; lain Smedley; Ignacy Treewiczek; all at Games Workshop: and the faithful who waited so long Published by Hogshead Publishing Lid 18.20 Bromell’s Road, London SW4 OBG, United Kingdom ‘wfrp@hogshead.demon.co.uk hup:/wwwhogshead.demon.co.uk Softcover: Hardcover: H0G20: HOG20 ISBN: 1 899749 13.6 1 ISBN: 1 899749 33.0 Produced under licence from Games Workshop Ltd. ©2001 Games Workshop Ltd. All rights reserved. Games Work- shop, Warhammer and White Dwarf are registered trade- marks and other names herein are trademarks of Games Workshop Limited. all are used with permission. 4 : re BAI & LISHING Ken Walton is a writer from Lancastémy England, whose frstpuiblished article appeared in White Dusar/ Some Passed Belore GURPS Celtic Myth appeared fol- “oved by eontributiops to RPG magazines and supple- “nents, mostly co-written With Jo. He spends his sum. in Germany, which fel like home after many years ofpliving WERE tough with fewer Skaven. He is plan "ing 0 “retire” to the country and become a coment ‘ard. His preatest ambition is o own a copy of the fs. ble Reams of Sorcery All artwork in all Warhammer Fantasy Roleplay products and all images contained therein have been produced ei ther in-house or as work for hire. The exclusive copyright {in the arework and the images it depicts is the property of Games Workshop Limited. ©1986-2001. ll rights reserved [No part of this book may be reproduced in any form or by any means without prior permission from the publishers. All characters, places and events are fictitious: any resem- blance to any persons living or dead is coincidental Designed in the UK; printed in the USA First edition: September 2001 987654321 (YNNTI Jo Walton lives in Swansea, Wiles, withii@P8On Sasha: ‘She has Aidegrée in Ancient Historysfrom the Univer sity of Lancaster. Her previous publications inchide” 'URPS Celtic Myth (1995, with Ken Walton) and other Toleplaying bits and pieces fe WERP, GURPS, 14st Uni. ‘corn and variousmagazines. Her figs novel, he King's Peace, came out from Tor in.Octobee-2000, and the sequel The King's Name will follow in Novern€# 2001. collection ofher poetry, Muses and Lurkers was puib- lished Bling Press in April 2001, CONTENTS L ‘AS CHAPTER LA HISTORY OF MAGIC Alisiory of Magic The Coming of Chaos ‘The Rise of Magic The Emergence of Wizardry Legacy ofthe High Elves (CHAPTER 2: THE NATURE OF MAGIC ‘Celestial Mage 13; Grey Magic 13; Bright Magi 13; Gold Magic 13; Jade Magic 13; Light Magic 14; Amber Magic 14 ‘Amettyst Magic 14 ‘Hf Magic 16, Disa Runes 17; Halfling Magic 17; Gnome ‘Maple 17; Sauen Magi 17; Greonskin Magic 17; Magics of (Other Races 17, CHAPTER 3: A WIZARD'S LIFE Mapic and Socicry ‘The Study of Magic ‘An Apprentices Life 21; Journeyman Apprentices 21 Magical Licences (Obtaining a Licence 2; Costs 23; Renewing a Licence 23; ‘Non buman Spelleaster Laws 23; Unlicensed Wizards 24 The Ponty ofthe Law 24 Magic and Religion ‘The Number of Wizards Revised Academic Basic Career Chart (& CHAPTER 4 HEDGE-WIZARDRY Nonhuman Hedge-wizards Hedge-wizaed Magie Hedge-wizarés and Chaos Hedge-wizard's Apprentice Heedge-wizard CHAPTER 5: BATTLE MAGIC Life ofa Colour Wizard ‘The Oath ofllegiance ‘Learning Maple at the Colleges Colleges of Bartle Magic Wizards’ & Alcbomists' Guild 36; Talabbetm Battle allege 37; Unworstty Collegeof Nun 38; Otbor Battle Magle Colleges 38 Imperial Colleges "he Celestial College 39; The Grey College 40; The Bright College 4; The Gold College 44; The Jade College 46 "The Light College 47; The Amber College 49; The Amethyst Colege 50 “4 15 5 15 15 5 16 16 18 20 2 2 CHAPTER 6. ILLUSIONISM Modern Mlusionisn ‘The Backlash ‘The Empire College Laigeneim Independent tusonists AQ cuarrer 7. ELEMENTALISM Blementalists in Society ‘The Eldritch University College of Earth ‘The Air College ‘The Fire College castle Water ‘2° CHAPTER & ALCHEMY Studying Alchemy ‘Working as an Alchemist Goals of Alchemy Tue Fanmatation 73: The Alkabest 73; The Elsi of Life and Medicine 73; Combustibes and Explostves 7 leis and Potions 73; Metalworking 73: Plgments, Dyes & Mordants 7; Pesticides and Purfier 74; Sogplaking 74 ‘the Laboratory ‘Alchemical Compounds Ingredients 75; Spells 75; Making Compounds 75 ‘Types of Compounds ‘Acids and Alkals 76 leis 76, Soaps 77; Pigments 77; ‘Potsons 77; Combustible 77 & cuapree o. ce macic AHisiory of lee Magic Ife ofan Tee Magician Tee Magic and Society ‘The Caucus Ice Wildness Learning Ice Magic Ice Magic in Practice Kislevite Shaman’s Apprentice Kislevite Shaman © currer w MINOR COLLEGES OF THE OLD WORLD Obelatein Binzethelt “The Ancient Library Baron Henry's College College of Noble Sorcery Association of Wise Wizards Children OF Tecis CHAPTER I ELF MAGIC ‘Wood EIf Mages “earning the Wood Eff Way 92; Life of Wood if Mage 92; Wood EY Mage's Apprentice 95; Wood Elf Mage 93 High Magic igh FY stage 95 Dryads SSSSIRRE 88 95 @cuseren x wuss anv RUNESMITHS 96 ‘The Guild of Runesmiths 98 CCarsing Runes 99 Anvils of Door 99 The Life of a Runesmaith 99 “Advance Scheme 100; Runesmith's Apprentice 100; Rionezmith 100, Master Runesmith 101, Rune Lord 101 New Skills, 101 ‘Arcane Languages ~ Runtc 101; Craft Master Rune 101 Inseribe Runes 101; Rune Litany 102; Runse History 102 ‘eunesmisbing 102 Permanent Runes 102 “Temporary Runes 103 une Forms 108 Learning Runes 108 Master Rune Table 105 3 CHAPTER 13: RUNE MASTERS 108 History of Rune Mastery no ‘The Nature of Rune Mastery 10 “The Life ofa Rune Master m “Rune Master 111; New Skil Rune Mastery 111; Recovering Magic Potnts 112; Learning Runes 112 Dwarf Vengeance 3, ¥ CHAPTER 14: FORBIDDEN MAGIC a4 Neeromancy 16 aemonolony "7 Dark Magic 7 haos Magic 18 ‘The Gods of Chaos 120 ‘Blessings 121; Tzeoncb 121; Onder ofthe Inconstant ye 121; Nurgle 122: Order ofthe Pustulent Bott 122; Slaanesb 122; Khorme 123; Marks of Chaos 123 A, cHAPTER 1. SKAVEN MAGIC 126 GeeySees bs Gan Sire 6 (Gan Fetene Srcrem i arone ra rpms 128, Harpstome Weapons 128; Warplock Jeszail 128 Poison Wind Globes 128; Warpfre Thrower 128 stinen Sorcerers 29 The Homed Rt 2 Proarren xe caeensxin macic 10 orkng the Wath Bs Caleltng Mag Poer 135 Casting Spe 13; “aahorgers Chr 13 ‘pes of Sharans 134 ‘Savage Ore Shamane 134; Hobgoblin Shamans 134; Stn Shamans 135 Ope Shamans BS (rcurmm 1: WITCH-HUNTERS 136 sory of chung, 138 utes and Powers 18; ie ofa Wich Hunter 139 Seeker fer Truth and Justice 139 Bons 140 Bb corres ws spe1t CASTING 6 CREATION x ‘Spall Casting 1 Magical nredions 144; Casting witbout Ingredients 144; Performing Magic 145; Gestures or vocations 145, Magical Power 145; Targeting Spells 146, Resisting Magic 146, Spells © nitive 146, Group Mag 146; Performing Rituals 146 Spell Creation ‘Researching the Spell 147; Spell Creation Table 149; eating Magic Potnt Cos 149; Finding Spell Ingredients 149; Toe Cos of Magie toms 151 CHAPTER 19: MAGIC ITEMS Roleplaying with Magic ems Making Mage ems ‘esearch 135; Reproducing Exsting lems 155: Difieuty table 135; Ivensng Nee toms 155; Working egeer 156; Mating ale 196; Mag em Rate {able 158, Mage lem Dif 158 Magi hems List ‘rau 160; Armor 16, Jens 160; Wands 16 Weapon 160, Spcal and Unique ems 161, Potions 164 Bcuuspree 2 seruis Perry Mage Battle Magie Colour Magic Spells ‘Amethyst Magic Gold Spells Amber Spells Light Speis ‘Celestial Spells Jade spells ‘Grey Spells Bright Spells Ulusionist Spells Elemental Spells Earth Spells Air Spells ‘Wer Spells Fire Spells Alchemist Spells Ice Mags Spells ‘Wood EI Tree Songs High Mage Spells ‘Thungal’s Runes ‘Master Runes ‘lauser’s Runes ‘Neeromanuc Spells ‘Guardian Spits 230 Daemonologist Spells Dark Magic Spells Chaotic Magic Spells Skaven Spells ‘The Waaagh! CHAPTER 2 FAMILIARS ‘Familiar Forms [Numbers of Familiar “Types of Familias “Acletant Bamillars 242; Power Familiar 245, Spell Fama 244, Warrior Baars 244 Controlling Famiiars Role-playing Familars Death and Familias ‘Death ofthe Mastr 245; Ways of Mourning 245 @ courte 2 ancane SECRETS Setting the Mood 248; Non Player Spell Users 248; (Characters Spells 249; Magic Gtbe Setting 249; ‘New Magic in Campaigns 250; Making Magic the ‘Focus 251 WF srrenox Spel ist aranged by wpe Spell list i alphabetical order a7 152 154 154 160 170 m2 15 183, 183 185 187 189 a2 193 195 197 198 199 204 205 208 208 210 a 24 as 224 227 28 231 232 234 236 238 240 2az 242 22 244 245 245 252 254 A HISTORY OF MAGIC "So Gerbard, we are agreed on a drawing of lots?” “We are agreed, Erich.” Candle flames reflected in the two men’s eyes. Around them in the underground room lay papers, manuscripts, scrolls and books in various ancient languages with pages marked and margins filled with scribbled notes. One table was a jumble of alchemical equipment, its glassware cold and blackened. ‘The two men stood beside the main table. A space bad been cleared among the apers and a small flask stood there, balf filled with a dark liquid like oil or tar. ‘The mouthful bad taken thirteen years to produce: nine years of Erich's work in the library of the Bright College, and four years of Gerbard’s alchemical labours. And all of it based on a tiny discrepancy in the historical records: the bint that the Elf mage Teclis bad lied when be told Magnus the Pious that ‘bumans could not perceive the eight colours of magic. “The lots, Erich.” “Ihave them, Gerbard.” The older man beld out bis clenched hand, the ends of two spills showing between bis fingers. The younger took bold of one and pulled it slowly. It was long. Erich opened bis fist, letting the short straw fall to the floor, and then in a single movement took tbe flask, raised it and downed its contents. Gerbard looked momentarily surprised, but not displeased. “Sit, Erich, sit. Relax, concentrate. Let it take effect. Tell me what you see.” Erich stood, bands gripping the edge of the table, eyes wide. Gerbard watched 4s the wizard's pupils contracted to pinpricks, bis voice shaking. “Isee... see the magic, Gerbard. I can see its flows and tides. I sense it as it runs through the world, through you and me. It isso, $0... and I can see its divisions! Gerhard, I can see it split! Ican see the Bright and the Jade and the Amethyst... the Gold... I see the eight unfurl like threads from a loom! And Gerbard, I see further, [see them twist and bind together into the pure source, the essence, the ‘fundamental... the Dark! Gerbard, I can see thé...” There was a noise like ripping and the bones of Erich’s face bulged, as if it had been bit from inside, as if something was trying to get out. A black liquid oozed from bis nose and bis mouth began to open, very widely. Gerbard turned and ‘sprinted from the room, screaming, out into the dark Nuln night. AHISTORY OF MAGIC |AGIC IN THE WARHAMMER WORLD 1S A powerful but fickle force, more closely allied 10 Chaos than most wizards would ever care 10 admit. Is a force that can perform great 004, but which is more often used for self seeking ends, and for the power it brings. All power corrupts, and the power of magic is more corrupting than most. Many a ‘wizard has begun training with the intention of making the world a beuer place - only to end their life as a foul creature, communing with the dead in the stink ofa char. neLhouse, waitingin fear forthe sound of awiteh-hunter’s tread outside the door. ‘Those who practise magic in the Old World are respected and held in awe, but they are also feared. The authorities of the Empire recognize the need for wizards in their ar ‘mies, but do not trust them any more than is absolutely rnccessary. All wizards must be licensed; those who are not keep a low profile. Even licensed wizards can find them- selves facing an angry lynch-mob in a backwater village, if they happen to show their powers at atime when plaguc ‘or crop-blight has struck. +& A HISTORY OF MAGIC ‘The first and greatest masters of magic are the High Elves, who were taught their skills by the mysterious beings known as the Old Ones. The few records ofthis time are but Elven scholars and sorcerers of the highest standing, + THE COMING OF CHAOS Of all the civilized races of the Warhammer world, only Baratheon goes on to describe the manners and customs ‘of the High Elves in those glorious times, often in such vivid detail that many scholars believe that the account ‘owes more to Baratheon's imagination than to any facts ‘that may have survived from the Golden Time. But of the ‘events that ended that epoch; most scholars agree: AHISTORY OF MAGIC Baratheon’s description of the creation of the Great Vor tex, whilst being one of the most colourful and detailed, differs from that of other scholars. There are some who ‘say that the Old Ones had two warp gates, one at the North Pole, and another at the South. Of those scholars, some maintain that the southern gate must have collapsed as ‘well. If $0, Chaos could be building up its forces in the south as well as the north. Of the few explorers foolhardy ‘enough to travel to the Southlands, none have returned, Some travellers say that the High Elves have a citadel, [known as the Fortress of Dawn, on the most southern tip of the Southlands; but as to what lies beyond, no one knows. {As for the Old Ones, little remains of them but a memory and 4 myth. Several Old World historians maintain that the ruins of their once-great civilization can still be found in the wild places of the world. Explorers have even been known to claim to have found the Old Ones themselves, From thei accounts, though, they are but a twisted, de ‘generate remnant of the once-great race, living as little ‘more than animals in the jungles of far off Lustria among the ruined cities of their mighty forebears. Others, how ever, tell adiflerent story - that an empire of reptiles guard the few beings that remain of this fallen civilization. No matter what people choose to believe, who knows what strange and powerful knowledge, what arcane machineries ‘may remain inthe dangerous, hidden places of the world? + THE RISE OF MAGIC While the High Eves battled the forces of Chaos in Ul- thuan, back in the Old World things were grim indeed for the humans and Dwarfs. With no knowledge of what had happened in the far north, they could only look on in horror as their children were born deformed and hide- ‘ous, as they themselves were changed into foul Beastmen and mutants by the warping hand of Chaos. Strange new creatures awoke in the forests of the Old World and be- an to prey on the primitive peoples. Small hunting bands of humans were forced to gather together into fortified settlements by the threat of chimerae, griffons, manticores and other such creatures. Only those bumans with an innate resistant to Chaos sur- vived those carly years, and even they were affected by it ‘Afew found that they could actually manipulate the strange new energies coursing around them, for the warping power of Chaos contains within it the power of magic. ‘And so the first magicians, litle understanding what they did, began to practise their art. Rituals and spells were Invented that gave these people a measure of control over ‘their world, a control that those without such power en- vied. But many were lost: not understanding the relation- ship between magic and Chaos, many were corrupted, be- ‘coming necromancers and daemonologists, of turning to the worship of the foul Chaos Gods. ‘Meanwhile, the Dwarfs were threatened on all sides by ‘Chaos. Those that could, withdrew beneath the earth to avoid the cataclysm that followed the collapse of the warp gates. When they emerged, it was to a land torn and ‘swisted. Grimly, they took up their weapons, and set about trying to reciaim their heritage. AHISTORY OF MAGIC Not all Dwarfs escaped the taint of Chaos. One group in the east lost contact with their western neighbours. Long ago they were corrupted, and now, in the Dark Lands be- yond the World's Edge Mountains, Chaos Dwarf sorcerers rule a vast slave empire of Ores and Goblins from the evil tower of Zharr-Naggrund. They have long been forgotten by the people of the Old World, but their power is grow- ing and one day they may decide to return to the western lands of their ancestors + THE EMERGENCE OF WIZARDRY In the years that followed the incursions of Chaos, the humans made the most progress in their understanding ‘of magic. The elder races had already gained considerable mastery over this mysterious force — they had litle left to learn. Ar first, the humans made no distinction berween Sorcerous and divine power. For most, any such ability ‘was viewed as a gift ftom the Mother Goddess. Slowly, ‘though, secular practitioners of these arts grew in number. ‘Most improvised as best they could, learning by trial and error, much as the hedge-wizards of present times do; oth- ces started to group together in an attempt to understand the principles that controlled magic. One band in particu- lar was influenced by the newly emerging discipline of ‘Alchemy, and posited that magic (like all other things) must ‘be made up of the basic building blocks that comprised ‘the world, perhaps in some pure and energetic form. Over ‘time, their beliefs came to be known as Elementalism, Not all developments were for the better. Having little understanding, it was inevitable that the weak and the greedy would use this new power to further their own tends. Where some sought to enhance life, others sought to control death. Where some delighted in charming the spirits of plant and air, others turned to the darkness and found strange, wise and cruel entities lurking just beyond the shadows, Slowly, their numbers grew. Slowly, their lore was shared and built upon Slowly, necromancy and daemonology were added to the repertoire of wizardly disciplines, # LEGACY OF THE HIGH ELVES In the seven thousand years since the fll of the Old Ones, there has been much contact between the High Elves of Ulthuan and the Old World. Many tales are told ofthe great wars between the Elves and Dwarfs, but these are of little {interest toa scholar of magic. The High Elves had learned how to manipulate the powers of magic flowing from the northern warp gate, though some were corrupted to wor ship the Dark Gods. Of the Dark Elves of Naggaroth, little is known in the Old World, except for the rumours that the High Elves of Uthuan fight a constant and unceasing ‘war against them. Among all the peoples knawa to the inhabitants of the Old World, the High Elves have the great- est abilities to manipulate magic. While humans fumbled with their petty spells and began to create the nations ‘which we know today, the Elves of Ulthuan had already created 2 powerful body of arcane knowledge for use ‘against their Chaotic enemies. So it was that in the darkest days of the Empire, during the great Incursion of Chaos of 2302 IC, Magnus the Pi- ‘ous called for magical help from the High Hives of Ulthuan, ‘Though many wizards ~ people who would today be classed as elementalsts and hedge-wizards-—had answered the call to arms as the forces of Chaos swarmed south through Kisley, screaming and gibbering at the borders of the Empire, their magical power was too weak and too ‘easily corrupted by Chaos to be relied upon. Magnus directed his friend Pieter Lazio to travel as an en- ‘oy tothe Elves and plead for their ad. Lazlo set sal from Marienburg witha hand-picked crew on the ship Hope of Sigmar, beading for an uncertain welcome. The ship was beset by peril from the day it left harbour. the weather, affected by the increased activity ofthe warp gate, was the ‘worst secn in living memory, and the Marienburg harbourmaster pleaded with them not to set sal, afraid they would sink even before they reached the sea. Storms lashed the ship asit crossed the Sea of Claws and entered the Sea of Chaos. Here, a wave as high asthe walls of Al- doef fractured their mainmast and while they struggled to repair it, the ship was blown leagues off course. A week later they were attacked by a Dark Elf warship, and only the onset of another violent storm saved Lazlo's expedi- tion from certain destruction by driving the two ships apart. Even so, the presence of Dark Elf ships s0 close 0 Ulthuan was an omen that not all was well in the home- lands of the High Elves. Ie-was a sad and battered ship that finally limped into the harbour of Lothern, its crew weak with starvation, scurvy and battle wounds. The sight that met their eyes did lite to lift heir spirits. Past the great lighthouse of the Glitter- ing Tower they came. The massive white structure was blackened with smoke, and many of its thousand lamps shattered. The Straits of Lothern were crowded with the floating wreckage of warships and the bodies of drowned sailors. The High EIf pilot who came aboard to guide them through the mighty fortified Gates of Emerald spoke of a great siege. For days the forces of the Dark Elves, with their Chaos Daemon allies, had thrown themselves against the walls of the mighty port city. At last, the great Elven heroes Trion and Teclis had marched down from battles in northern Ulthuan to raise the siege and send the en: cemy fleeing back to Naggaroth. But many Dark Elves re- ‘mained in the High Elf realm, and it seemed unlikely that any of the defenders’ forces could be spared to help the Empire in their hour of need. Atthis news, Lazlo’s heart was filed with despair. As their ‘ship arrived atthe mighty docks of Lothem, the High Elven armies were already gathering to march north, It was by chance that Lazlo's tattered party of humans was spotted by the great sorcerer Teclis, as he discussed strategy with his warrior brother Tyrion and the Phoenix King, Finubar. “Leaving his companions, he went to talk to these rare trav- cllers from the Old World, and what he learned of the state of things in the Empire filled him with horror. He ‘quickly realized that ifthe human armies in the Old World ‘were defeated, the forces of Chaos there would be free to ‘come to the aid of the Dark Elves, and Ulthuan would be lost. Quickly, he spoke to the Phoenix King, but the ruler of Ulthuan was adamant that no forces could be spared 10 travel tothe Old World. So itwas that Teclis, with only two ‘wizards as companions, set sail in his own ship to save the Empire in its hour of need. Back in the Old World, matters had worsened. The Impe- ial forces were still holding their own, although the sheer ‘numbers of Chaotic forces were steadily wearing them down, Together with his companions Yrtle and Finreis, TTeclis went among the armies of Magnus, gathering to- sgcther anyone with the slightest hint of magical ability, and began to teach them spells that they could use in bat- tle. Though these were nothing compared to the mighty spells of High Magic, they were so much more powerful than the best magic that could be produced by the lead- ing human wizards ~ che elementalists and the general ‘wizards whose skills today would be classed as little more than petty magic that they seemed almost miraculous. Along war followed, and slowly, with the aid ofthe newly named ‘battle magic’, the human forces began to guin the ‘upper hand. The three High Elf sorcerers were not slow to join in the fighting, and gained great admiration from the troops who fought alongside them. Indeed, Yee him- self fll in battle, and was buried with great honour in ‘Aldor, where his magnificent tomb is visited by respect ful wizards to this day ‘The tales ofthe final defeat ofthe Chaos armies by Magnus ae tod in many songs and histories and do not need re- esting here. (See WFRP, p284 and Shadows Over ‘Bgenbafen, pp12-13,) But it was after that great war that ‘ealis made his greatest contribution to the history of the ‘Old World. Magnus requested thatthe great High Elf sor- cere say and teach more of the wisdom of magic to hu- ‘anit. Tels's companion Finreir argued against this, ‘saying that Elves and humans had fought in the past and tight again one day; therefore it would be foolish to give this lesser race a weapon that might be turned against Ul- ‘thuan, But Tecls agreed with Magnus: giving humanity ‘magic would help them to become a bulwark against ‘Chaos, and might create an invaluable ally to the Elves in centuries 1 come. ah proposed that a series of colleges should be set up, humans could learn magic in the service of the fe. He was wise enough though to recognize the ease AHISTORY OF MAGIC ‘with which humans could be corrupted by Chaos, and built safeguards into what he taught them. Thus Teclis ex- plained the true nature of magic. ‘When the power of Chaos spills through the warp gate, he taught, itis in its purest and most powerful form, the foul corrupting stream of energy known as Dark magic. As it swtls southward, it splits into different component