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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.