In the Middle Ages, countries are at war with each other and wealthy nations will often hire mages to aid in their battles. Especially during an intense combat situation on the field, both sides are charging into each other's defenses hoping to overrun the enemy with speed. The mages usually stand afar from the heat of the battle and cast their magical spells. (Both sides also rely heavily on catapults and handheld ranged weapons.)
Rule of magics
i) The magical spell can only deal 4 elemental damages (fire, ice, lightning and arcane) on top of physical damage to the enemy.
ii) Enchanted armors can provide resistance to certain or all 4 elemental damages as well as physical damage.
iii) Enchanted items can grant wearer the following abilities:
- Able to heal from a non-fatal wound quickly
- Greater endurance and stamina
- Boost strength to lift or push object many times their weight
- Ability to run at many times faster than their average times
- Ability to cloak for a certain amount of time on command
iv) Only a mage can cast magical projectiles to deal magical damage, they do this by weaving hand signs with or without an incantation. e.g A fireball requires a certain sequences of hand signs in a specific order while homing fireball needs to be followed with an incantation.
v) It requires two or more mages to manipulate a weather element such as to command a thunderstorm over the enemy territory. The size of the storm depends on the number of mages involved as well as the length of the incantation.
vi) The shorter the distance between the caster and the magic, the stronger the effect.
vii) No magic can influence another's will or action.
viii) With experience, a veteran mage can quickly dispatch a small group of three well armed soldiers with ease. These group of elite mages consist of less than 1% of magic users.
ix) Mages account for less than 1% of population.
x) Enchantment on items is only active when the user is focusing, the effect is lost if that user is distracted, usually caught by surprise.
xi) Fire element inflicts damage over time, ice based attack arrests the movement of the target for a specific amount of time and deals the lowest damage comparatively, lightning inflicts the most damage overall however it has a tendency to miss the target due to its speed and, finally, arcane only works against non-living things.
xii) Mages can animate the dead(s) to fight in a battle, only arcane magic affects zombies.
xiii) The harder the concentration (mage needs time to concentrate), the greater the effect of the magic. Thus channeling spells are generally the more powerful type of magic.
Note
Channeling spells requires casters to remain stationary for a certain amount of time while reciting/performing hand signs in order to cast a magical effect. E.g., raising the dead, the mage needs to perform a ritual spell which usually last thirty minutes to an hour to summon multiple zombies.
These are some of the notable channeling spells:
- Raising the dead
- Summon thunderstorm, hailstorm, tornado, or any extreme weather phenomenon
Question
Since speed is of the essence in war, why does a mage still want to use a channeling spell during battle?