From the broken gates of war at the edge of the world, the raw energies of Chaos flow into the world, fuelling works of sorcery and sustaining demonic entities.
This is magic in its purest but most unstable form. Thanks to the wise counsel of Teclis, the greatest of the High Elf mages, human sorcerers have learned to draw on a single facet to work with a form of sorcery that is relatively safe, but still capable of feats of great power. These isolated reserves of raw magical energy are known as the Winds of Magic.
Each of the eight types of magic taught by the Colleges is accompanied by a revised and expanded list of spells, as well as a separate career for each type of sorcerer.
- Rules are provided for rituals, complicated spells that can be used to strengthen magical sites, create magical creatures or summon powerful but savage entities.
- Details on summoning embodied elementals, creating magical constructs and developing a pet as an NPC or player character.
- Details of the properties of magical sites, such as the lines of pathstones that drain magic into the Great Vortex of Ulthuan, and several sites associated with a particular wind.
- Characters can predict the future, read the past or prepare magical potions thanks to the rules relating to the practices of Augury, Psychometry and Alchemy (magical and earthly).
- A set of new careers allowing characters to specialise as skinners, worldly alchemists, beaders or magisters.
- Eight of the Empire's greatest sorcerers, from Balthazar Gelt to Elspeth von Draken, are introduced as potential patrons for the characters, and a number of enemies are described, including the Blue Scribes, who seek to catalogue all existing spells for the glory of Tzeentch, Egrimm van Horstmann, the greatest Chaos sorcerer alive, and Mòna Mimn, who wishes to turn the entire Old World into a vast swamp.
This collector's edition features an alternative leatherette cover with details of the Wheel of Paranoth and the symbols of the colleges of magic.
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