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The Colleges are a way of honing the art and learning how to control the winds. They can still be possessed, explode, etc. It's called the curse of tzeentch. Generally, using just one aspect or wind is a safer bet than trying to use them all.
Even without possession each college changes the personalities and apperance of those that follow a certain wind over time, already.
The real bad stuff is using Dhar, which is all winds of magic used together, and is a lot more dangerous.
Mutation is really more of "dabble with chaos, risk sprouting a tentacle." If anything, they (every character) would be more likely to suffer physical corruption from proximity to the chunks of warpstone littered around the skaven nest or the dark magic that would be swirling around the monolith than from Sienna's pyromancy.
Of course, if we're talking about things the game doesn't touch on, there's something else that I think is the real fun stuff. The chaos warriors and associated savages that come when Nurgle's worshippers march to war are only half the threat. Even if they've been defeated and driven back or slain to the last man, the diseases they bring with them can easily finish off anyone not killed by the invasion itself.
Generally, as SilverRaven pointed out, mutation comes from dabbling in Chaos - though pure bad luck can also be a cause, or attracting the attention of a god or daemon. Mutation seems semi-heritable, but considering that it's a mark of Chaos, it's probably fine that it contradicts any seeming "rules." Warpstone, which is basically magic uranium made out of solidified raw dark magic, will also cause mutation through contact - Clan Moulder uses it heavily in its fleshwarping arts.
That's not Dhar.
Humans, not being good at magic are really only able to pick one to use and do it safely (Sienna chose red - Aqshy, the red wind, the Lore of Fire). But some humans think they're smart and try to use all 8 colors anyways and the result they get is the exact same as what happens if you pour all 8 of those pots together into a larger one - an ugly, sludge-like color. Dhar, dark magic.
A single magic lore? Relatively safe. High magic? Safe, but difficult to use. Only Elves and Lizardmen can really pull it off. Dark Magic? Easy and powerful, but dangerous. Both to the user and those around.
Table 7-2: minor Chaos manifestation
Die Roll Result
01-10 Witchery: Within 10 yards (5 squares) of you, milk curdles, wine goes sour, and food spoils.
11-20 Rupture: Your nose begins to bleed and continues until you make a successful Toughness Test. You can test once per round.
21-30 Breath of Chaos: A cold and unnatural wind blows through the area.
31-40 Horripilation: Your hair stands on end for 1d10 rounds.
41-50 Wyrdlight: You glow with an eerie light for 1d10 rounds.
51-60 Unnatural Aura: Animals within 10 yards (5 squares) of you get spooked, and unless controlled with an Animal Training Test, flee the scene.
61-70 Haunted: Ghostly voices fill the air for the duration of your spell.
71-80 Aethyric Shock: The magical energy coursing through you causes you to lose 1 Wound regardless of Toughness Bonus or armour.
81-90 Mental Block: You channel too much magical energy. Your Magic Characteristic is reduced by 1 for 1d10 minutes.
91-95 Whimsy: The GM can choose any result from this chart or make up a comparable minor effect.
96-00 Unlucky!: Roll on Table 7-3: Major Chaos Manifestation instead.
Table 7-3: major Chaos manifestation
Die Roll Result
01-10 Witch Eyes: Your pupils turn bright red. They revert to their original colour at dawn the following day.
11-20 Silenced: You lose your voice for 1d10 rounds.
21-30 Overload: You are overwhelmed by magical energy and are stunned for 1 round.
31-40 Craven Familiar: A Daemon Imp (see Chapter 11: Common Creatures and NPCs) appears from the Aethyr and attacks you next round.
41-50 Chaos Foreseen: You get a glimpse of the Realm of Chaos and gain 1 Insanity Point. Any time after this event, you can spend 200 xp and gain the Dark Lore (Chaos) talent.
51-60 Aethyric Attack: Magical energy burns through you, causing you to lose 1d10 Wounds regardless of Toughness Bonus or armour.
61-70 Enfeeblement: Chaos energy wracks your body, debilitating your constitution. Your Toughness Characteristic is reduced by 10% for 1d10 minutes.
71-80 Mindnumb: You channel too much magical energy. Your Magic Characteristic is reduced by 1 for 24 hours.
81-90 Daemonic Possession: You are possessed by a Daemonic entity for one minute. During that time, the GM controls all your actions and when you take control of your body again, you’ll have no memory of what you just did.
91-95 Perverse Delight: The GM can choose any result from this chart or make up a comparable major effect.
96-00 Trick of Fate: Roll on Table 7-4: Catastrophic Chaos Manifestation instead.
Table 7-4: catastrophic Chaos manifestation
Die Roll Result
01-10 Wild Magic: You lose control of the magic as you cast your spell. Everyone within 30 yards (15 squares), including you, loses 1 Wound regardless of Toughness Bonus or armour.
11-20 The Withering Eye: Chaos energy wracks your body, debilitating your constitution. Your Toughness Characteristic is reduced by 20% for 1d10 hours.
21-30 Tzeentch’s Lash: Magic power overwhelms you, knocking you out for 1d10 minutes.
31-40 Aethyric Assault: The Winds of Magic lash out at you. You suffer a Critical Hit to a random location. Roll 1d10 to determine the Critical Value.
41-50 Heretical Vision: A Daemon Prince shows you a vision of Chaos. You gain 1d10 Insanity Points. Any time after this event, you can spend 100 xp and gain the Dark Lore (Chaos) talent.
51-60 Mindeaten: Your ability to use magic is burned out of you. Your Magic Characteristic is reduced to 0. For each full 24 hours that passes, it increases by 1 until it returns to full strength.
61-70 Uninvited Company: You are attacked by a number of lesser Daemons equal to your Magic Characteristic (see Chapter 11: Common Creatures and NPCs). They appear from the Aethyr within 12 yards (6 squares) of you.
71-80 Daemonic Contract: You suffer 1d10 wounds (regardless of Toughness Bonus and armour) as a two inch Chaos rune burns its way onto a random part of your body. Should you ever collect 13 of these, they will spell out a contract that signs your soul away to a Ruinous Power (GM’s discretion). Removal of the branded skin will make no difference to the contract.
81-90 Called to the Void: You are sucked into the Realm of Chaos and are forever lost. Unless you have a Fate Point to spend, it’s time to roll up a new character.
91-00 Dark Inspiration: The GM can choose any result from this chart or make up a comparable catastrophic effect.
http://warhammerfantasy.wikia.com/wiki/Dhar#fn_6a_back
"... Of these, True Dhar, or true Dark Magic or Black Magic, is the most terrifying and dangerous. This vile force is a thing in its own right—it is Dhar that has come into existence by itself. It is elements of all the Winds of Magic crushed together and stagnated. This perverted magic can be deliberately drawn upon by powerful and often megalomaniacal beings to charge immensely powerful and dangerous spells."
Good thing the game's more lenient than that.