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War Magic
War Magic
CONJURE x CONFLICT
War magic has a predominant focus on combat magic, dueling, and controlling the battlefield. As a culture or group, war mages often focus on duels, using them to gather power or status. Often, these mages have ridiculous or elaborate contests, with some families going so far as to stake their children to participate or to prove themselves.
Exclusive Spells
All spells and rituals provided are examples, and do not cover the entirety of what War Magic is capable of doing.
Ante
Author: Wildbow
Also known as declaration of war. Use of this ritual gives the war mage an opportunity to take a prize on victory, but does obligate them to give one up on defeat. Useful in that it can allow taking of immaterial things - luck, minor connections, or practitioner power or abilities. Abuse of this or taking too much is a sure way to get horrendously bad karma. Most play it safe and take only tokens, with an eye toward having more power long-term.
Arena
Author: Wildbow
Drawing out a bubble within which combat can happen without bystanders being aware. May effectively stop time outside of it (not really, but for all intents and purposes), force bystanders to avert their eyes or preoccupy themselves, etc. Magical effects within an arena don’t generally leave it. Some applications in terms of forcing a fight, good practitioners may be able to reverse property damage or customize the battlefield to their liking.
Summon Champion
Author: Wildbow
A more specific summon soldier. May have two or so mini-familiars this way. Champions aren’t really school-specific, but are frequently reflections of the war mage or Others who have sworn their sword to them.
Basic Spells
Arrow (Missile)
Author: Wildbow
A dart, the effect varies, but can include setting the target on fire, sending them flying, or disarming them. Naturally high access, is often quicker/easier to use than other combat spells, paired with otherwise high access, can be done absently, while undertaking another action or even while casting another offensive spell, as a one-two punch.
Destroy (Breach)
Author: Wildbow
Destroys something, often in a way that would puzzle onlookers (ie. sliced clean in half, with a smooth cut). While potent, consequences may be high if not done within an arena or explained away.
Feat (Empower)
Author: Wildbow
Produce magical energy to assist self or another for a particular dramatic battlefield action, making unlikely stunts possible or producing a burst of speed, strength, or capability.
Call Soldier (Soldier)
Author: Wildbow
Summon a lesser ally. Same general typing as Summon Champion, above. Humanoid, combat capable, often with a medieval weapon. Effectiveness depends on puissance. Typically requires a cost be paid, depends on Access, with more cost per soldier after the first and more cost if soldiers have died in the practitioner’s service in the recent past.
Battlefield (Shake)
Author: Wildbow
Requires lip service before taking some physical action that can be felt/heard across the room/immediate area (knocking over a bookshelf, shattering a display window) - lower access = higher prerequisite. The ripple that extends out alters the battlefield in a way that helps the practitioner. May fade after the fact.