Ahriman of the Thousand Sons
It was inevitable that Ahriman, the Chief Librarian of the Thousand Sons
would be drawn to the mystic lore gathered at their Primarch, Magnus the Red's,
command during the great crusade. Magnus's obseesions were his and like Magnus,
Ahriman studied every piece of knowledge so the the Thousand Sons would be able
to hanress the power of the warp for their own purpose. Their fascination with
mysticism gradually turned the Thousand Sons from being the Emperors warriors to
the self-obsessed Sorcerers. Ultimately the Emperor had to act and unleashed the
Space Wolves against them.
Broken by the savagery of the Space Wolves the remaining Thousand Sons had
little option to take refuge with Horus and further dedicate themselves to
Tzeentch. Soon though, the Thousand Sons began to suffer the effects of
debilitating mutation. Ahriman stepped to the fore to convene a conclave of the
mightiest sorcerers. He secured their aid in performing a spell he called the
"Rubric of Ahriman" that would halt the mutating effect of Chaos. The spell was
cast, those Thousand Sons with sorcerous powers survived it with their powers
augmented, those without sorcerous powers were reduced to dust, their spirits
trapped inside their armor for eternity. Ahriman held the Rubric a success as
the physical corruption had been halted even at the cost of changing most of the
legion to automata
Ahriman and his cabal were exiled from the planet of the Sorcerers for their
actions, condemned to wander the cosmos in a search for perfect understanding.
Since then they have sought out Magical Artifacts, ancient tomes, and talented
psykers across the galaxy. Their threat is such that the Inquisition would
rather destroy an artifact rather than have it fall into the hands of Ahrimans
Cabal.
Sorcerous Armor
The armor that Ahriman wears is a great focus for warp energies. Over the
millenia it has been ensribed with runes and magics that are forever lost to
humanity. Tzeentch has taken great care in protecting his protege. The armor
will succesfully repel with no damage done any mid to low level super natural
attack. Only half damage is fealt from high level attacks. Under melee
conditions the armor acts as normal.
Black Staff of Ahriman
The power of this staff is so great that it allows Ahriman to call upon his
magics at will. This translates into being able to use a powerful spell once per
turn, a mid level spell twice in the same turn, or a small level spell three
times in one turn.
Talisman of Tzeentch
Just the presence of this Amulet makes it more difficult for other magic
users to concentrate. The Talisman creates confusion in the minds of anyone that
attempts to touch any type of super natural medium. It is innate and does not
need to be envoked.
High Level Magics
Twisting Path
This ability lets the user delve into the thoughts of the
opponant letting them see that person or persons worst fears. It then manifests
those fears in them at this time and creates disbain and emotional dures after
it is done. However the spell does not end there, It as well allows the user to
implant suggestions that may be called upon and used at a later time.
Reckoning of Tzeentch
This ability gives the user the oppurtunity to
unravel the weaves of fate. If the power is succesful then any attack that
failed will then be able to be retried. The attack does not have to be exactly
the same.
Duel of the Minds
This lets the user lock the opponants mind into a
battle. Powerful warp beings and bursts can be sent over the link. However just
as easily as they can be sent, they can be sent as well.
Mid Level Magics
Wind of Chaos
This can be used in two forms. First is a cloud of vile
makings that gathers first at the feet of the opponant and then from there
spreads upwards, the cloud will quickly eat at whatever it touches and as well
cause leperous effects on flesh. The second is a sort of electrical charge that
is emmitted through the opponants body, this causes thousands of synapses to be
stimulated resulting in a rather unpleasant shock of the entire body.
Doom Bolt
This attack manifests itself in the form of a basketball sized
blue plasma ball. It travels with amazing speed and will impact hard. The power
of the spere is as well formidable, as it will erupt into a plasmatic substance
burning even the strongest armor as well as rendering flesh into a fluid ooze.
Weaver of Fates
This power lets the user do almost the same thing as the
"Reckoning of Tzeentch" however this is a defensive version of the power. It may
not be used to redoo a offensive move or a move that contains any offense at
all.
Low Level Magics
Fire Ball
This is self explanatory except in the fact that "Warp Fire"
is used and is generally a few hundred degress hotter than normal fire.
Wall of Fire
This is self explanatory except that the wall of fire is
made of "Warp Fire" which is generally a few hundred degrees hotter than normal
fire.
Magic Shield
This is a low level protective spell that negates partial
damage done by super natural attack. Generally only one third of the power is
nulled on higher end spells and abilities.
Ahriman is a master of sorcery and the Psychic realm. He may "Freestyle" and
create things off the cuff, however the abilities listed above are generally his
main focus.