u/-ParlainthTownie-

Questions and Ruminations on the Nature of the Magic of the Lizardmen?

Another fluff question about magic. Would the Magic of Lizardmen be Winds magic, or their own brand, and/or Ancient high technology that still works?

The lay lines they use, are they ancient infrastructure or augmentation of the winds made by building temples. Are their ancient cables linking things or did they come up with Wifi?

What is under the stone of their temples?

I have heard about wormhole portals, and orbital space lasers that can still be called upon. It must still behave like chaotic magic since it is based on math and technology but that technology is a bit glitchy after thousands of years of sitting in a rainforest. Sources?

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u/-ParlainthTownie- — 7 days ago

A Brief Explanation of the Winds of Magic - a request for clarification and additions

I have always wanted a more clear and succinct explanation of the winds of magic. I understand that the winds are not cut a dry. That messiness and irregularity and overlapping spheres of influence are the essence of Warhammer. And it does make things more beautiful and living. Nothing is clear cut and simple. However I need a reference since I get confused by the names and colors and titles. So I came up with the following chart. Part of it is an AI answer. I have annotated it with the titles. I would like RPG elements as well as in-game powers. I understand that Alchemy experimentation and the philosophy of purity do not translate well to dice but they do a lot for role playing.

The Chart: I would like edits and ideas from the community on how to make it better. ADDENDED AND UPDATED based on below suggestions and more research.

Wind Name Lore / Title Traits/Trappings Primary Specialties
Hysh (White) (Yang) 1st Lore of Light Hierophant Aural glow, Luminescent eyes, skin and hair white to transparent, Strengthens surrounding lights. Austere Philosophy, Enlightenment, Illumination Clarity, Banishment, Heals by cleansing corruption, Dispelling; highly effective against Undead and Daemons.
Aqshy (Red) (Yang) 7th Lore of Fire Pyromancer Red to Blond Hair that moves like flames. Ruddy hot complexion. Writhing tattoos.  Scent of brimstone. Past old burns on skin. Passionate, Uncomfortable in cold and wet. Direct damage, flaming attacks, and aggressive buffs. Area effect damage.
Ghyran (Jade) (Yang) 3rd Lore of Life Druid Leaves, bark, flowers, plants grow on body. Eyes, skin, and hair color changes with the seasons. Barefoot to connect with earth, smell of earth, pine, flowers. Plants, Regeneration, Heals by harnessing life energy, and Earth-based damage. Best healing lore.
Azyr (Blue) (Yang) 4th Lore of Heavens Astromancer Floating stride, minor breezes blow around them, rustling papers, distant remote demeanor. Constellations appear on skin. Divination of the Future, Ranged damage, debuffs, and movement manipulation; excels at cosmic bombardments and weather.
Ulgu (Grey) (Yin) 5th Lore of Shadow Shadowmancer Grey hair, blurred features, they can be hard to remember after interaction. Shadows, fog and smoke strengthen and wrap around them, shadowy hand prints appear and disappear on skin. Devious paranoid. Illusions, stealth, hiding, debuffs, and high-damage vortexes. Excels in crippling enemy stats. Gnomes have affinity.
Shyish (Amethyst) (Yin) 6th Lore of Death Spiritier The Brethren Necrotic stretched skin and complexion. Plants wither around them. Damp or rotting odor, icy cold skin. Dry voice. Scythe runes Fear/terror manipulation, direct damage, and armor-reducing debuffs. Excels in breaking enemy morale.
Chamon (Yellow) (Yin) 2nd Lore of Metal Alchemist Stiff movements golden/metallic flaking patina on skin, tears of mercury, Logical obsessive analytical Alchemy, Transmutation, Experimentation, Armor manipulation, buffing defense, and direct damage; excellent for countering heavy armor.
Ghur (Amber) (Yin) 8th Lore of Beasts Shaman Pointed teeth, thick body hair, claw like nails, heightened senses animal odor, aversion to clothing. Shapeshifting, monster summoning, and anti-cavalry spells. Great for empowering melee characters.

Dhar (Dark Magic)

Necromancy – Vampires, Control of Undead, Animating the Dead, Eternal Life, Bringing back people from the dead.

Demonology – Humans making Pacts with Demons.  Buy now and pay later.

Dark Elves - Whatever it is that they do.  Baddies.

Wild or Raw Magic

Hedge-Craft – Primitive and primal, Old Traditions, Folk, Herbalism, Nature,

Witchcraft – Individuals and Covens, Newer naive practice, Urban or Rural, Newly or Not traditional. More reckless and corrupting.  

Qhaysh / Feng Shi (High Magic) used by Dragons, High Elves, Shugengan (Dragon Blooded).  No wind aspects because it is all winds unified.

Waaagh! Energy – Orks/Goblinoids, Gleeful violence. Tinkering mechanical mischief and mayhem. 

Chaos Magic - Chaos manifesting itself. Demons and the Servants of Chaos. Corruption, Mutating, Disease, Change, Madness, Blood Powered.

Rune Magic – Empowering Items.  Dwarves. Etched permanently on Items and Weapons of master craftsmanship.

Ice Magic – Kislev Ice Witches. All female. Lore of Ice and Tempest.  Dependent on the land and heritage of Kislev.

Lore of the Great Maw – Gut Magic, Butchery, Magic of Ogres. Consume large portions body parts, meat, exotic offal or bones.

Divine Miracles – Faith in the Gods.

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u/-ParlainthTownie- — 14 days ago