Projection

Projection (Syllabus of Generation)

Projection is the brute force of the academic world. To project is to draw violent energy from pure mana. It is volatile, fast, and favored by military tacticians and elemental researchers. In current play, casting follows Technique Glyph declarations (Intent -> School -> Glyph -> Scale -> Tags). Classification: Core School

Fictional Permission

When you hold Projection in your Grimoire, you have specific fictional positioning.

When creating Projection spells, respect these rules:

Projection CAN:

  • Generate energy from nothing: force, heat, cold, light, sound, electricity
  • Create kinetic barriers (walls of compressed force)
  • Accelerate or launch physical projectiles using mana-generated force
  • Produce environmental effects (heat storms, pressure zones) at high complexities

Projection CANNOT:

  • Alter the properties of existing matter (that's Alteration)
  • Create persistent autonomous effects (that's Animation)
  • Move objects through teleportation (that's Dimensionalism)
  • Create illusions or false perceptions (that's Illusionism)

Technique identity: Projection defaults to Stoss for direct output and Puls for sustained pressure cadence.

The Core Matrix

Your Projection training unlocks cumulative Technique Glyph access:

Use this tier ladder as canonical for live casting.

Stack example: Guided bolt -> Projection -> Faden + Stoss -> Standard -> precision, force

Cost Examples

Costs follow the canonical scale — see Magic System. School-specific examples:

  • Trivial (0 Ticks): Stoss spark with negligible force.
  • Regular (1 Tick): Stoss strike causing a Wound.
  • Hard (2 Ticks): Stoss + Puls barrage under pressure.
  • Complex (2 Ticks): Kreis-supported area detonation with heavy collateral risk.
  • Miracle (4+ Ticks): Kreis + Gitter/Hall battlefield-level devastation.

Specializations

Specializations now function as Glyph Doctrines:

  • Combat Magic: Stoss + Anker doctrine (pressure lanes, denial zones, tempo control)
  • Evocation: Stoss + Kreis doctrine (area shaping and chained environmental effects)

(For sensory detail and deeper theory, see Schools Lore.)

Combat Magic

Combat Magic is not a standalone discipline; it is a casting philosophy applied to spells from many schools. Its spells are built for battle: fast to cast, high output, minimal preparation. In current play, casting follows Technique Glyph declarations (Intent -> School -> [Anchor] + [Form] -> 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.

Glyph Behavior Upgrade: Stoss bursts may be held as denial lanes: a burst you prepare can hang in place, forcing targets to respect its line until released (fiction-gated, no extra tick).

[!NOTE] Doctrine Move

Suppressing Fire (doctrine move): When you shape a Combat Magic declaration to pin or drive a target, roll + Willpower (or +Finesse for surgical shots). 10+: they can't move without eating it; choose one extra effect — forced reposition, cover destroyed, a route opened for an ally. 7-9: they're pinned, but choose one: your position is exposed, the burst consumes +1 tick, or an ally is in the blast line. 6-: the lane collapses into you and the GM makes a hard move.

Canonical exemplar — all doctrine moves follow this pattern (propagated Sep 1 2026).

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.

Cost Examples

Costs follow the canonical scale — see Magic System. School-specific examples:

  • 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 sensory detail and deeper theory, see Schools Lore.)

Core-school glyph sets by training level: Projection.

Evocation

Evocation (Area Control)

Evocation is Projection's aggressive, destructive side: heat, kinetic force, and elemental energy generated quickly and flung across wide areas. It is the backbone of Combat Magic. Classification: Specialization Parent School: Projection

Technique Glyph Doctrine

Doctrine Pair: Stoss + Kreis

Evocation specializes in area shaping, chained detonations, and environmental pressure.

Glyph Behavior Upgrade: Kreis detonations may be bracketed: a blast you shape can hang a beat before detonating (fiction-gated, no extra tick).

[!NOTE] Doctrine Move

Overpressure (doctrine move): When you shape an Evocation declaration to blanket an area in raw force, roll + Willpower (or +Finesse to thread it past allies). 10+: everything in the radius takes it; choose one — sustained blast (held a beat), cover shattered, a path opened for allies. 7-9: it lands, but choose one — the radius swallows an ally, +1 tick, the structure groans (collateral attention). 6-: the blast turns back on you; the GM makes a hard move.

Fictional Permission

When you hold Evocation in your Grimoire, you have specific fictional positioning.

Evocation CAN:

  • Deal massive, instantaneous elemental or kinetic damage over wide areas.
  • Be cast incredibly quickly, making it ideal for chaotic firefights.
  • Overwhelm physical and magical shielding through sheer brute force.

Evocation CANNOT:

  • Create permanent matter (that requires Alteration or Conjuration).
  • Be sustained efficiently. Evocation burns through mana reserves faster than almost any other discipline.
  • Differentiate between friend and foe. An explosion hits everything in its radius.

The Core Matrix

This specialization's live-casting access follows its Technique Glyph doctrine.

Cost Examples

Costs follow the canonical scale — see Magic System. School-specific examples:

  • Trivial (0 Ticks): Harmless luminous puff for signaling or cover. Emit harmless glow cloud -> Projection -> Faden+Stoss -> trivial effect, near range, hand-sized volume, brief
  • Regular (1 Tick): Scorching air burst that shoves. Scorch and shove cone -> Projection -> Stoss+Puls -> standard effect, near range, narrow cone, instant
  • Hard (2 Ticks): Fire detonation in a tight radius. Detonate fire sphere -> Projection -> Stoss+Kreis -> hard effect, near range, room corner, instant
  • Complex (2 Ticks): Room-filling fireball. Fill room with rolling flame -> Projection -> Stoss+Kreis+Gitter -> complex effect, near range, room volume, instant
  • Miracle (4+ Ticks): Battlefield-scale plasma storm. Unleash plasma storm front -> Projection -> Stoss+Gitter+Schmiede -> miracle effect, extreme range, wide front, sustained

(For sensory detail and deeper theory, see Schools Lore.)

Core-school glyph sets by training level: Projection.