Combat Magic
Combat Magic
Combat Magic is not a standalone discipline — it is a category of practice and casting philosophy applied to spells from multiple schools. It refers to spells optimized for battle: fast casting time, high power output, and minimal preparation. In current play, casting follows Technique Glyph declarations (Intent -> School -> Glyph -> Scale -> Tags).
Classification: Specialization Parent School: Projection
Technique Glyph Doctrine
Doctrine Pair: Stoss + Anker
Combat Magic specializes in pressure lanes, burst tempo, and denial shaping.
Fictional Permission
When you hold Combat Magic in your Grimoire, you have specific fictional positioning.
Combat Magic CAN:
- Prioritize tempo: fast declarations, burst geometry, and lane denial using Projection glyphs.
- Stack fictional pressure in fights (wounds, cover destruction, forced repositioning) when rolls back it.
- Trade subtlety for reach and immediacy — you are allowed to be loud.
Combat Magic CANNOT:
- Grant fine cognitive edits or perfect stealth (that's Illusionism / Mind Magic).
- Ignore Abjuration screens, wards, and counters already in fiction.
- Replace a whole battle plan by itself; positioning and ammo-in-fiction still matter.
The Core Matrix
This specialization's live-casting access follows its Technique Glyph doctrine.
Geometric Scaling (Mana Track Box Costs)
When determining the cost of a spell, the GM uses this scale. Each example uses live notation: Intent -> School -> Glyph -> Scale -> Tags.
- Trivial (0 Ticks): Harmless flicker to bait a dodge.
Throw distracting spark -> Projection -> Stoss+Faden -> trivial effect, near range, point target, instant - Regular (1 Tick): Quick targeted thermal bolt.
Snap fire bolt -> Projection -> Stoss+Puls -> standard effect, near range, beam line, instant, burning - Hard (2 Ticks): Lightning lance that can inflict a Wound on a clean hit.
Drive lightning spike -> Projection -> Stoss+Fluss -> hard effect, near range, narrow beam, instant, shocking - Complex (2 Ticks): Armor-piercing plasma slug.
Launch plasma slug -> Projection -> Stoss+Schmiede -> complex effect, long range, fist-sized bolt, instant, piercing - Miracle (4+ Ticks): Siege-grade mana lance.
Unleash rail-wide mana lance -> Projection -> Stoss+Gitter+Hall -> miracle effect, extreme range, corridor width, instant, overwhelming
(For detailed sensory information and theoretical deep-dives, refer to Schools Lore)
Core-school glyph sets by training level: Projection#The Core Matrix.