How to wage a Successful Wizard's War:
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You should really see it coming -
- Wizard's Wars don't pop out of nowhere. They are a consequence of boarderline anti-social personalities failing to get along. Scenarios like that simmer for months, if not years.
- Therefore, if you are aware of the currents of politics in the Tribunal, you should be able to see who is likely to declare WW's on you, at least a season or so in advance.
- Other activities that may constitute a "surprise" Wizard's War would be diabolism or otherwise breaking the Code - but in that scenario, if you plan on engaging in Wizard's Marching, it's because its a lifestyle choice. Which means
- that you're likely preparing for it anyway. And if you come across a scenario in which you haven't prepared for a Wizard's March, then you shouldn't be involved to begin with.
- The most useful skill in planning for Wizard's War is Tribunal Lore (Or Order of Hermes Lore).
- Defensively, if you are caught off-guard: you have a month to prepare. Do what you can, but if needs be, you can retreat to a Regio or the Magic Realm for the duration.
- Well begun is half done.
It's all about the preparation. Have your strategies in place BEFORE you declare Wizard's War - then use the remaining month to run counter-intelligence on your target. If you are on the defensive, you should already have a number of strategies in reserve, and should spend the month getting your affairs in order and making sure the strategies are in place.
- It's always going to be about politics.
Regardless of the technicalities of Wizard's War, the fact is that you're probably going after someone who is someone's friend. And although Wizard's War is moderately successful at keeping feuds from going longer than a month, the fact is that it's possible to have the violence spill over into the Tribunal as a whole. This is a known issue, and the local Gernicus (and other elder magi) usually keep a close eye on who is engaging in Wizard's War. So if you do decide to engage, be aware that there will be consequences of your actions, even if all your actions are technically within the Code.
- Know your target.
- While there may be a magical spell that can counter any plan you come up with, it's unlikely your target knows them, or can learn them, in the month it takes before a WW starts. Therefore, it behooves you to do your research beforehand - if at all possible, (mundanely) spy on your target to understand his habits, his grimoire, and his likely strategies.
- You should also understand, if possible, his REAL reason for attacking you, if you suspect at all that that the official reason is a cover for something else.
- And of course, what his physical possessions are, his type and location of his talisman and familiar, and of course the location of his sanctum, and his vis reservese, his enchanted items.
- You may also wish to identify his mundane resources and tactics: whether he is wealthy, or Gentle Gifted (and thus able to walk amongst the mundane and engage with them).
- You should also understand what he values, and what he is willing to sacrifice, in his campaign against you. While these may not be all available to you within a single month, you shouldn't be planning on just a single month - you should be doing this at least a year before the War is declared.
- Identify any political enemies your target may have. Check previous Tribunal records, as well as the records of Tribunals your target may have emigrated from. It's a bit of a stretch, but you may wish to check the political enemies of their paren, as well.
- Determine if they have ever sold an enchanted item or written a book - these may be used (I think) as penetration bonuses.
- The Leadworker virtue is invaluable here, simply because it means you can fix AC's with no meaningful resource hit.
- Try to figure out his general TeFo levels - and compare that to your own magical defenses.
- Assume competency on your target's part when determining their threat potential. For example - assume they will get an AC on you, and that they will have learned the Magic Resistance mastery of Intangible Tunnel. While you can of course test this defense (in case your target was foolish enough not to learn it), do not count on this particular attempt in being successful.
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Know yourself.
- Most of Wizard's War is done by amateurs, with whatever tools they have at hand. Make a list of your own advantages and limitations, and if you have time, shore up those deficiencies.
- Check to see what your own allies can do for you: while they cannot intercede directly on your behalf (unless they declare WW as well), they can, say, cast wards on your locale in the days leading up to the war. Or lend you vis. Or temporarily take custody of your apprentice. And so on.
- Identify your own magical resistance. Your Vim resistance is of particular importance, as it sets your resistance to Intangible Tunnel.
- If necessary, you can pay someone to cast a high-level, non-penetrating Aegis for you. While this will not keep out supernatural creatures, it will improve your magic resistance.
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Make sure that you are in the right, and that everyone in the Tribunal knows that.
Wizard's War is a serious business. While the passions of youth may flame in your heart, know that your actions still must stand the scrutiny of your peers. A single empassioned war may be permissted - but regular use of War will likely lead to censure and multiple Wars declared on you, regardless of the righteousness of your cause. Therefore, be sure that you have a solid reason for your actions, as well as at least a moderately legitimate reason the rest of the Tribunal can accept. Hopefully, those two are the same, but there may be times in which you cannot justify your true cause by itself. IN that case, you may need a casus belli that the elders at least don't disapprove of.
- Identify your criteria for success.
- While the death of your opponent may be your ultimate goal, it also may be that you simply desire the return of an apprentice, or of an artifact, or a book or some research - or that you seek your foe unavailable for a particular Tribunal vote. If this is the case, do not loose sight of alternate means of resolution; and if your goal ever becomes available, not to extend your reach more than necessary.
- Most wizard wars, despite their reputation, do not end in the death of one side or another: it's simply too easy for the loosing side to run away. Be sure to keep this in mind when planning your victory criteria.
- Always have a back-up plan.
- While having a plan is fine, having multiple plans is better: unless your first strike is so overwhelming that it knocks your target out the first day (and that is certainly possible), you will likely have to go the distance. Make sure you have different contingencies available for that.
- Have a small supply of vis that no one, not even your sodales or your grogs, knows about.
8. Know your strategies
Arcane Strategies - Intangible Assassian versus the Flambeau style. Unless you are specifically a monster-hunter, you probably only have one or two (at most) attack spells. Therefore, you best bet is to learn Intangible Tunnel, and go that route. If you have a year to prepare, it is reasonably easy to learn a useful intangible tunnel (such as lvl 15) in a season, as well as a low-level attack spell. The trick, of course, is gaining an Arcane Connection. If you have more of a direct access, then you are probably more experienced in direct confrontation than the average wizard. Still, it would behoove you to collect as many penetration bonuses as possible.
- Mastery (Magic Resistance) - good to have this mastery for Intangible Tunnel, just to make it harder to use on you.
- Mastery (Ceremonial casting) - good to have on your main attack spell, so you can get that +20 ceremonial casting bonus (You've got all the props in the room, right?)
- PeVi Destroy Arcane Connection - good to cast down an intangible tunnel, if it's been cast on you.
- non-ritual Timed Wards - for Day: have them expire naturally at sunrise or sunset, releasing the spell held within (an arcane-connection-based attack spell) - have these set to go off every day, and you force your target to be in a protected location during those times, thereby reducing his movement.
- non-ritual circular wards - a cheap way to set up one-shot defenses: they expire naturally when someone crosses their boundary (at least, that's my interpretation).
- Rego Vim, to non-ritually summon an already-existent spirit to your target's location. Nothing disrupts the concentration so like a rampaging Earth elemental.
- Muto Vim - Wizard's Reach. This spell can turn a favorite attack spell into an Arcane-ranged effect without adding on additional levels of difficulty for penetration.
Mundane Strategies -
- basic infiltration and stabbing your target while they're sleeping.
- Probably used in conjunction with magical infiltration, but also includes simply slipping into the magi's kitchen and poisoning the food.
- The level of "cinematic assassian" is going to be rare (this is a scholastic organization, not a spy agency) - so they're much more likely to hire someone to do this, rather than do it themselves.
- Still, it's certainly possible that a magi with a completely mundane broadsword can simply take the magi's head off during the night.
- Popular with Tytalus and that virtue that grants a split personality.
Other (Arcane)
Has been covered elsewhere - the people to look for are generally your sodales and your paren, as well as any political groups you or your target may belong to. While the order discourages group-on-group wizard wars, you can still gain resources from them: such as borrowed vis reserves, enchanted items, or even spells cast on your behalf (such as wards on your sanctum). Similarly, your opponent may be doing the same thing.
Other (mundane)
Essentially hiring assassians or co-opting cohorts in your enemy's camp. Note that if your target is a Mentem wizard, they may have defenses in place to make this somewhat of a risky proposition, so you'll need to cover your tracks if you go this route. This is probably the best source of Arcane Connections to your target, however - as long as you make sure to gain and fix the connection a year before you actually declare the War. (Judicious use of Rego Mentem can gain you access to your target's hair or fingernail clippings, while Perdo Mentem can reduce the likelihood that the magus will discover anything untoward.) It is for reasons like this that I would recommend not remaining in your standard locale for the duration of a Wizard's War - most covenents are not set up to resist mental domination from another wizard. As such, you may find yourself needing to slay dear friends in the protection of your own life.
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Retreat is always an Option.
Identify when it is you should retreat, and where you can retreat to. A regio is a simple retreat, as it breaks any arcane connection to you. Similarly, the Magic Realm is just one Botch away, if you are willing to pay the price.
In particular - the times to retreat are likely the first and last days of the Wizard's War (as you can get away from any Moon-duration delay effects that are timed to go off right at the moment the WW starts or finishes), as well as sunrise/sunset (when your parma drops). This suggests that having a regular Regio to go into is probably a good idea.
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Know your Tribunal Law.
There may be some peculiarities with Wizard's War in your tribunal. For example:
- does it count as a valid attack if a delayed spell cast before the War starts, goes off during the War?
- What about a delayed spell (or even mundane trap) created during the war that goes off after the War is over?
- What about mundane intelligence-gathering?
- Do grogs have any special rights in a War?
- What are the consequences for breaking the Code regarding Wizard's War? (If you find the need to break the code, make sure you understand the consequences of doing so. Depending on what you do, it may be a minor fine, or it may constitute justification for a March.)
- Does healing done by another magus count as assistance?
- Do beneficial wards cast on the magi during the Wizard's War count as assistance?
- What are the Tribunal rulings on extended property damage? (can you drop a boulder on a Wizard's tower, if their sanctum is only one floor of the tower?)