Winds of MagicThe 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 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:
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.
Any other result gives the Greenskins no modifier. |