Magic in Warfare

Published on February 2, 2026


Magic in warfare


Magic has been a key pillar in warfare and regulated. The laws of magic in warfare state that.




*Employment of mind altering/ controlling magic against both enemy soldiers/ civilians. As well as on your own forces.


*Placing curses on enemy soldiers and civilians.  


*Employment of necromancy magics on the corpses of enemy soldiers and civilians. 


*Destruction/ thief of both enemy and your own soldiers and civilians souls/ life force. 


*The creation and deployment of magically augmented soldiers. 


*Bio-magical and alchemical warfare. The creation and deployment of magically augmented diseases and monsters or use of deadly alchemical substances. 


*Employing spells that cause a needlessly slow and painful death or that are used for torture.  


*The forced magical experimentation/ mutation/ sterilization/ enslavement/ soul or blood sacrifice of enemy soldiers and civilians. 


*The magical destruction of enemy land that causes long term/ permanent damage, rendering it inhospitable for life. 


*The summoning of non-allurian bound creatures



Of course all have been violated to some degree by nearly every nation and the consequences have varied. 


However for many of the serious ones such as the summoning of eldritch beings, magical enslavement, disease has resulted in severe blowback and Order action. The infamous usage of Blood sacrifice and magical disease against Pelodrad troops by the now destroyed kingdom of Agarnon saw the Order responding in fury. A joint international fleet attacked their harbor and order mages used devastating magic to cause the kingdom to fall to its knees. 


Even Rodan when it had curses had the order demand the enture military structure to be replaced immediately, one in which after some deliberation was quickly followed.



Classification and Doctrine:


The limited number of spellcasters and the relatively limited power of low level spells have made magic a highly debated topic among militaries


The order has classified armies into 7 tiers of magical Warfare capabilities


Tier 0 - No Capabilities

Armies with no or insignificant magical capabilities. Often in the form of hedge mages. These forces lack any magical use


Tier 1 - Minimal Unstructured Capabilities

Refers to armies with a small number of low level spellcasters often 1-2 level spells, with at most a few 3rd level casters. These armies do not have proper doctrine or cordination of their mages and often are characterised by


  • Ineffective spell use

  • Over prioritization of damage spells

  • Lack of coordination or concentration of mages 

  • Able to use more than 20 spells per battle

  • Able to recognise and use magic as a factor in battle

  • Lack of integration with armed forces

By the modern era, nations have far surpassed this tier and this often refer to bandit, wildling, rebel or rogue forces lacking structure 


Tier 2: Basic structured capabilities

Refers to armies with a small number of low level spell casters, with few if any capable of casting 3-4th level spells. They are characterised by

  • Limited spell use

  • Able to use magic to make up for conventional army weaknesses such as reconnisance and communication

  • Some basic cordination and concentration of mages

  • Able to time and cordinate usage of spells

  • Recognises and uses magic as a significant force in battle

Some nations especially those lacking access to arcane crystal or refusing to cooperate with the great arcane order fall into this tier


Tier 3: Integrated Structured Capabilities

This is considered the standard level for most armies. With a large significant force of mages and integrated mages,  many nations have reached this stage thanks in part to the great arcane order

  • Constant spell use

  • Are able to have magic specalised units

  • Full integration with armed forces with mages

  • Able to cordinate and employ concentrated magical force

  • Recognises and able to use magic as a decisive factor in battle

  • Have up to 5-6th level spells


Tier 4: Advance integrated capabilities

While similar to tier 3, a key difference that is the overall numbers and strength of mages 

  • Able to maintain a high tempo of spell usage 

  • Able to concentrate spells and mages

  • Able to bring forth 6th-8th level spells.

  • Able to use magic in a primary win condition

  • Able to nullify hostile magic

  • Able to coordinate and fight around mages


Tier 5: Mastered Integrated Capabilities

Tier 5 represents to peak of magical warfare, requiring a thorough integration of magic into armies, and is considered that the army essentially is magical


  • Able to use spells in every level of battle

  • Hae dedicated magical units, and bring extreme concentration of magic

  • Able to nullify and dispel hostile magic

  • Using 9-10th level spells

  • Can win battles through magic alone


Tier 6:  Theoratical Mastered Capabilities

A theoratical phase, while not achieved yet, and some elements ban, this tier us used for theory crafting and analysing

  • Bringing forth magical forces to assist

  • Have enture units made out of magic

  • All weapons are magical and nearlt every combatant is a spellcaster



Factions Tier:

TIER 0:
Bandits,  local militia


TIER 1:

No nations, but small local lords armies, organised bandits and militia groups are under here

TIER 2:

Poorer or less structured nations such as:
Paldatan

The Mountain Princes

Contura Kingdoms 

Many lesser armies of great nations such as border security or primarily conscripted or levy forces can also be considered tier 2



Tier 3:

Developed Nations:

It’s worth noting that developed nations all are able to maintain tier 3 armies. However a noticeable factor is that they may only be able to deploy a certain number of tier 3 armies. Nations here are those that are able to consistently deploy tier 3 armies over most of its armies.


Nations that are able to:

All developed nations  not listed below are here


3.5 is a unofficial category widely used to armies that can  theoretically can hit tier 4, they often do not train for it or are doctrine prepared for. In order of capabilities estimated


  1. Naskrim

  2. Aralstin

  3. Estaril

  4. Pelodrad

  5. Tethrin

  6. Kalinor


Tier 4

Advanced Nations

Llisted here are nations that doctrine prepare for and have the ability to have multiple 50k+ strong armies of tier 4 potential. In order of capabilities

1/2. Rodan

1/2. Shurin

3/4. Silayria
3/4. Ithiskar

5/6. Cadmir

5/6. Iluskan


Tier 5

The Great arcane order has been unable to fully catagorise a nation in Tier 5. While Rodan and Shurin have shown signs of being able to field armies close to tier 5, they are unable to do so that fully meet the requirement and deploy it in significant numbers.


However, tier 5 do encompass the following forces


  1. Sogomerean Forces(All types included)

  2. Elvish Forces(Eladari, Slyvorin and Drow)

  3. Extra Planar Forces

  4. The combined forces of Aethis Myr.