RED ELF

Winds of Magic

The winds of magic continually ebb and flow, gaining and losing their mystical power as the gods dictate. Sometimes a given spell will be well within the abilities of a wizard, and other times way beyond his grasp. There is always an order to the potency of these winds, and a good wizard will understand which are waxing and which are waning. It is also true to say that their changing is not entirely random, but linked in some way to the uses they are put to by the practitioners of magic - both for good and ill.

At the start of the campaign the ranking for the lores of magic is:

1. Lore of Beasts
2. Lore of Light
3. Lore of Life
4. Lore of Shadow
5. Dark Emissaries' magic
6. Truthsayers' magic
7. Lore of Death (and Necromancy)
8. Lore of Fire
9. Dark Magic
10. Lore of Heavens
11. Lore of Metal

You can use the following system to keep track of the changes in the battles fought by you and your regular opponents.

After each battle that results in a clear winner (ie, anything but a draw) make a note of the type(s) of magic used by the winner. Include all of them if there was more than one lore on the victorious side. Move up all lores on the winning side by one ranking. For example, if the Lore of Fire was ranked 8th before the battle and was used by the winner, it would now become 7th ranking and the old 7th ranking lore (Death) would drop to 8th. After this, move down all lores on the losing side by one ranking. Note that this can cause a lore to move by more than one ranking.

The effect that these rankings have on the game is shown below:

Rank  
Effect 
1
The tempestuous raging of this veritable hurricane is extremely potent, but very difficult to control.
+3 to the casting total of each spell. However, any double rolled (except a double 6) will be a Miscast.
2
This gale force wind of sorcery grants blasts of raw power to fuel the spells of those that are trained in the secret arts.
+2 to the casting total of each spell.
3-4
A steady and strong magical wind blows for the followers of this discipline.
+1 to the casting total of each spell.
5-7
A familiar ebb and flow of power allows wizards to easily shape this magical breeze to their own ends.
The normal rules apply.
8-9
The sorcerous current fades in strength, leaving those who rely on it struggling like beached fish.
-1 to the casting total of each spell.
10
This magical wind is the merest zephyr and only the most determined can tap into its feeble powers.
-2 to the casting total of each spell.
11
Barely a breath of magical potency stirs in the wizard's witch-sight.
-3 to the casting total of each spell. However, there is so little magical energy here that you cannot Miscast or cast with Irresistible Force.

Waaagh! Magic

The distinct magic of the Orc & Goblin races is not linked to the fickle winds of magic. Instead it is gifted to them directly from their quarrelsome gods. Because of this it will not change in the same way as other winds, and never varies as much.

In a campaign keep track of how many battles the Orcs win and how many they lose. Ignore draws. Compare ratio of wins to losses on the table below.

Win 3x (or more) more than lose
+2 to cast spells
Win 2x more than lose
+1 to cast spells
Lose 2x more than win
-1 to cast spells
Lose 3x (or more) more than win
-2 to cast spells

Any other result gives the Greenskins no modifier.