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Authors Note 01 - Magic 101

Authors Note 01 - Magic 101

The Components Of A Spell

As I think I'm pretty much yet to touch on traditional magic within Greenskin, I believe it's time that I at the very least talked about it, as I don't see Steal or Kor'Ak using magic for a while atleast.

This section will focus on the basic 'Wizard' Caster Job, though there are parallels in other classes, Caster Jobs are often the more complex of the job-types with their rules, for clear reason.

First of all, to talk about spells in Greenskin, I must first talk about the components that make up the description of a spell.

I'll be using a classic of RPGs through the ages as an example here:

Magic Missile (*)

Arcana (**)

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Prerequisites: INT 15, Spellcaster (Trait), Lore Of Minor Arcana (School)  (***)

MP Cost 10  

Range (Feet): INTx(1/4) WIS

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Magic Missile does Arcane damage, equivalent to the half of the Caster's INT + Any Modifiers (****)

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Possibly one of the most iconic spells of a classic wizard, outside of slinging fireballs, Magic Missile stands to be a necessity in many mages spellbooks. A robust and felexible spell, Magic Missile is also known to be remarkably versatile, combining different spells can enhance Magic Missile and help it adapt to any situation. (*****)

Spoiler: Appendix *

* - The name of a spell in it's entry

** - the 'school' of magic the spell is derived from

*** - the prerequisites for a spell, these must be met before being able to cast it, there may also be unlisted prerequisites that are too specific to be displayed by the System (or are supposed to be secretive)

***B - 'Lore' is a trait that wizards unlock by levelling, as well as learning a spell from a tutor, book or discovery through experimentation, this trait is required for the spell to be used.

**** - This includes both the casters raw INT stat and the +1 bonus from INT

If you discover this tale on Amazon, be aware that it has been stolen. Please report the violation.

***** - An attentive scholar can often discover more than just stats in a spell entry, and a description can sometimes provide clues to it's application or properties.

 Lores Of Magic

In general use, there are 5 basic Lores of magic, Arcana, Geomancy, Pryomancy, Hydromancer and Electromancy.

Arcana serves as the mist robust of these schools, providing a solid mix of offensive, defensive and support spells, whilst Arcana-attacks are generally considered to be elementless and thus act like physical attacks rather than amgical attacks.

Geomancy relates to the manipulation of the earth and plants, often used for more defensive spells, much like Arcana, most Geomancy attack spells act like physical attacks.

Pyromancy relates to fire, although most people think of it's devastating fire, some pyromancers also focus on powerful support spells, like creating clouds of billowing smog or blocking off exits and entrances with barriers of flame.

Hydromancy utlises water, more well known for it's utility in putting out fires, Hydromancers are often the least feared of all casters. Which isn't wise, Steel armour can be shredded to pieces by a high-pressure burst of water as fast as it can be reduced to molten slag by unending flames, or crushed underneath a boulder.

Electromancy is often the most feared of all the basic Lores of magic, not because it's users can make lighting crackle from their hands or electrocute a man to death by touching them, no. Some advanced Electromancers can gain access to mind-controlling magics, interferring with impulses in the brain. The one thing a common man fears more than an enraged mage killing his family, is an enraged mage making him kill his own family.

 Forbidden and Advanced Lores

As with any activity, magic has it's own taboos, the most spoken of and known being the lore of Necromancy. It is extremely frowned upon by most peoples to raise the dead, and although not hunted, necromancers are not welcome in most towns, cities and countries. Even adventurers, people who pick through corpses frown upon a mage who might make those same corpses move again.

Advanced lores are often too complex to be taught by a single tutor, or require a combination of different Lores of magic, for example, Metalmancy, a lore of magic that can shape, enhance and control metals requires a fair bit of knowledge in both the Geomancy and Pyromancy Lores. Whilst Cryomancy is difficult to learn, it is it's own Lore Of Magic that is loosely derived from Hydromancy.

Becoming A Wizard

Unlike most Jobs, a Wizard cannot simply be taught, a certain degree of magical aptitude is required for even a Level 1 Wizard. Generally, after there aptitude and capabilities are tested, a Wizard can gain their Job through teaching, though other times, they might gain the Job of their own accord, accidentally casting a spell for their first time, or discovering an arcane item or spellbook that grants them the knowledge. Tutor-taught wizards will be able to choose between the lowest forms of the basic Lores Of Magic when they gain their first wizard level, and will subsequently gain access to either other traits, or other Lores each 5 levels. Whilst people who gain the job through other means may not get this choice, and may in fact be assigned a Lore or certain traits due to the spell they cast or item they found.

It is estimated that approximately 15% of the population have some degree of magical aptitude, but only around 0.2% can manifest it in meaningful or tangible ways.