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Hard, but we are working in that direction more or less.

Not metamophorical tomorrow, and not the day after tomorrow, but eventually, maybe.
 
A Magister with sufficient seniority, a proven track record with the most difficult sub-Battle spells, an impeccable reputation, and some College Rep to spend might be able to swing a spell or two.
How's our current reputation with the college?

EDIT: IMO it seems more likely we'd invent a Battle spell before we'd get to the point of learning the standard ones. How would the college react to us doing that?
 
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Very good, but your Magister rank is brand-new. Your joining the Expedition is not a point against you, but would lead some to think you still need to get some youthful exuberance out of your system.
 
I've got a question to the lore gurus around here. Do we need to become a Battle Wizard to learn Battle Magic?
The short answer: No, but Mathilde won't qualify for a long while anyway.

The somewhat longer answer:

To be taught battle magic you basically need to meet both a competence requirement (that is, your College needs to be quite certain that you're unlikely to blow yourself and all your friends up via miscast when swinging around these exceptionally powerful spells; this is tracked in both flavor and the Magic stat for us) and a reliability requirement (that is, your College needs to be quite certain that you're going to use these very powerful tools that they're giving you in ways which serve their interests; this is tracked in both flavor and the College Favor stat for us).

The easiest way to meet both requirements is to be a Battle Wizard. Anyone who meets the much more demanding requirements for Magister Lord also meets the Battle Magic requirements. But the top tier of Magisters (Magic 7+, College Favor probably 30+, a couple decades of service and a bunch of nice achievements to their name) can also meet them and request that the College teach them the spells with a reasonable expectation of success.

Remember that the College wants their mages to be able to deploy their best and most powerful tools, they just need to make sure that those tools aren't mishandled and absolutely never end up in the hands of the enemy.
 
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Very good, but your Magister rank is brand-new. Your joining the Expedition is not a point against you, but would lead some to think you still need to get some youthful exuberance out of your system.
I think on case of success we should spend some of our dwarf rep to ask for the proper dwarven gifts for the colleges. Showing that it's not just an adventure but an important first step in the college-dwarf diplomacy.
 
EDIT: IMO it seems more likely we'd invent a Battle spell before we'd get to the point of learning the standard ones. How would the college react to us doing that?

If you've got the skills to develop the spell they'd be happy to have it. The demonstration of power and ambition would also lead to more attention being paid to you, for better or worse.
 
I think on case of success we should spend some of our dwarf rep to ask for the proper dwarven gifts for the colleges. Showing that it's not just an adventure but an important first step in the college-dwarf diplomacy.

If the expedition is successful I expect we'll get some College Rep anyway (we presented ourselves to Belegar as a representative of the College, so if we contribute substantially, dwarves will let them know that they are grateful). We'll also probably get some if we help journeymanlings complete their objectives.
 
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Can we try and devolop a regular spell, before we try for Warp be damned Battle Magic? The one where even the spells that are known for centuries now, by Elves who practiced them for decades, can still fucking fail and blow up everyone?

EDIT: If you exclude petty and lesser magics, shared among all the Colledges and Priests, our entire spellbook has 20 spells, and another 8 Battle spells. Inveting a spell is a Big Deal.
 
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Inventing new spells is hard. Inventing new Battle spells is megasuper hard, and getting enough favor and rep from the Colleges might be honestly more more practical.

Still, both dorf belt and seed of rebirth give Mathilde a pretty great safety net for messing with potentially explosive spells. Better than most.

I'd still prefer to have like, magic 8-9 and learning in the 30ies before trying, tho.
 
@BoneyM
1. What is our chance of success when it would come to casting battle magic right now?
2. Can we get line of sight into the area under the wooden floor?

Can we try and devolop a regular spell, before we try for Warp be damned Battle Magic? The one where even the spells that are known for centuries now, by Elves who practiced them for decades, can still fucking fail and blow up everyone?
I agree, I think we should try to get spells that make us worse to fight in close combat is what we should get, IE a fog that allies can see through, or maybe a spell for breaking things, that isn't battle magic level, so that we actually have a magical brute force option in situations.
 
@BoneyM
1. What is our chance of success when it would come to casting battle magic right now?
2. Can we get line of sight into the area under the wooden floor?

1. It would depend on how prominent Ulgu was at the time, how difficult that specific spell was, how long and how well you can concentrate, and whether there's any enemy wizards around to interfere. You'd be lucky to get coinflip odds.
2. Not at the beginning of the update, but it'll be a moot point soon enough.
 
I agree, I think we should try to get spells that make us worse to fight in close combat is what we should get, IE a fog that allies can see through, or maybe a spell for breaking things, that isn't battle magic level, so that we actually have a magical brute force option in situations.
Ward save spell. Stacking another survival mechanism is a good use of time.

I think the fog of war stuff is the best approach if we want to work towards battle magic.
 
Here is an idea for a spell to invent, make a small scale "Summon Fog" spell and add the elements of Burning Shadow to it. Thus making a "Burning Fog" spell.
 
Inventing new spells is hard. Inventing new Battle spells is megasuper hard, and getting enough favor and rep from the Colleges might be honestly more more practical.

Still, both dorf belt and seed of rebirth give Mathilde a pretty great safety net for messing with potentially explosive spells. Better than most.

I'd still prefer to have like, magic 8-9 and learning in the 30ies before trying, tho.
I imagined a Fog of War-based battle spell to be something we developed after a lot of dedicated research and at least two+ lesser spells around the same concept. Given that Mathilde is comparatively young, it just seems like it'd be a while until we get into a position to learn normal battle spells so making our own seems more achievable.
 
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Let's see what our Snake Juice and Friend Book can do before we spend too much time thinking up new spells.

Because if whatever we think of doesn't use at least one of those, it is not worthy of the Weber name!

Still, both dorf belt and seed of rebirth give Mathilde a pretty great safety net for messing with potentially explosive spells. Better than most.
Wait a second, if Mathilde miscasts and wounds herself in a giant vortex of flesheating shadows or similar, does this trigger the belt and make it retaliate at double strength? Against the attacker, who would be herself?

Because part of me wouldn't be surprised if dwarves either didn't consider this mechanic or would consider it basic cause and effect for playing with stupid and risky powers.
 
Ward save spell. Stacking another survival mechanism is a good use of time.

I think the fog of war stuff is the best approach if we want to work towards battle magic.
We are very survivable for a grey magister already, we should get ways to end fights quicker. It doesn't matter if we can come back to life 3 times if we can't kill whatever is killing us fast enough. I think the next spells we should focus on is learning Shroud of Invisibility and Shadow Knives. Shroud of Invisibility would let us get past brightly lit areas that we can't go around, and Shadow Knives gives us both an armor piercing attack and a way to silently kill targets from range, unlike our very loud revolver.
 
A ward save spell is not on the cards in the near term. As far as I remember the standing ruling is that Mathilde is only able to develop new spells that she has traits for. Which is just Warrior of Fog at the moment.
 
Ward save does not necessarily means a magical shield deflecting blows directly. "Oops, that was a mirage and I am actually over here" qualifies for a ward save, and so does "Yeah, your swordsmanship is cool, but I can see the future."

As far spell learning priority goes, I'd rather finish off the list of standard spells first tho. Maybe learn Ritual Casting, that would give pretty much all our spells a fairly massive potential buff.
 
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Shadowsteed basically functions as a ward save on the battlefield when it's up. Limited charges (2) before needing to be recast, and we do need to be mounted- but still, 4+ to transfer the wound to the shadow horse.
 
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Ward save does not necessarily means a magical shield deflecting blows directly. "Oops, that was a mirage and I am actually over here" qualifies for a ward save, and so does "Yeah, your swordsmanship is cool, but I can see the future."

As far spell learning priority goes, I'd rather finish off the list of standard spells first tho. Maybe learn Ritual Casting, that would give pretty much all our spells a fairly massive potential buff.
Warrior of Fog covers "battlefield spells for revealing or concealing troop movements." I suppose there's an argument that it would work with your suggestions, but it's a bit of a stretch for me.

Ritual Casting is something Mathilde can already do. It's a foundational skill.
 
We are very survivable for a grey magister already, we should get ways to end fights quicker. It doesn't matter if we can come back to life 3 times if we can't kill whatever is killing us fast enough. I think the next spells we should focus on is learning Shroud of Invisibility and Shadow Knives. Shroud of Invisibility would let us get past brightly lit areas that we can't go around, and Shadow Knives gives us both an armor piercing attack and a way to silently kill targets from range, unlike our very loud revolver.
The ward save is something to be developed, which I'd start with after we've learned the easily available stuff, and trained with the existing spells (see earlier list). Before we even start developing new spells, we have to have a laboratory. Everything else is just a bad idea. And we really want one of those warded rooms like the college has. I'd also say training enchanting to a higher level should come before development of new spells, because it might allow us do it more safely/systematically.

That said, I disagree that we are survivable enough. We should certainly boost our offense, but I'm talking development, not learning existing spells.
But in general, I think surviability should be our first priority. You can develop other things later, if you survive. Things can always go bad though. Just consider the recent update: We took two wounds. That's two blows that would kill most humans, and I'm not sure anybody but legendary (human) warriors has three. It was alright because we have some serious high tier gear, but still.

In the end, I'm in favor of defense/safety because it's fairly general. It allows us to take more dangerous approaches with taking stupid risks, whether that's battle, scouting, or even experimentation.

Hell, if reasonably possible, I'd say we should develop a spell for a regen save as well, but that's fair bit harder to pull off with Ulgu. Maybe with a "body of shadows" approach, but that seems more difficult.
A ward save spell is not on the cards in the near term. As far as I remember the standing ruling is that Mathilde is only able to develop new spells that she has traits for. Which is just Warrior of Fog at the moment.
Is that so? Didn't know that.

@BoneyM Does that apply to any spell, or just really big and complicated ones? Would Wind Reading also count as a magic trait?
Ward save does not necessarily means a magical shield deflecting blows directly. "Oops, that was a mirage and I am actually over here" qualifies for a ward save, and so does "Yeah, your swordsmanship is cool, but I can see the future."

As far spell learning priority goes, I'd rather finish off the list of standard spells first tho. Maybe learn Ritual Casting, that would give pretty much all our spells a fairly massive potential buff.
Dunno if it's still current, but at some point there was a distinction between dodge-ward, and shield-ward. If you're immobilized, you don't get the dodge ward. I imagine most Ulgu approaches would fall under that (though turning into shadow/fog to let the attack pass might not).
 
I'm more interested in spells to make the fog of war go away, as the trait implies we can do; scrying sounds a lot safer than trying to look at everybody ourselves, and if we scry vulnerabilities we can outfit ourselves to sabotage them more specifically.
 
I'm more interested in spells to make the fog of war go away, as the trait implies we can do; scrying sounds a lot safer than trying to look at everybody ourselves, and if we scry vulnerabilities we can outfit ourselves to sabotage them more specifically.
I don't think true scrying is in the nature of Ulgu, but we might be able to do listening at a distance. Imagine being able to curse someone, and hear anything their shadow hears. Stuff like that. Or some kind of Shadow Teleport. We know at the Battle level Ulgu can weave teleports into each spell, so it stands to reason we might be able to develop a lower level shadow teleport spell. Or something that lets us float at night, like fog. Being able to levitate/slow flight might be really useful for scouting, even if it is limited to just Night time.

On the other side, A fog that clouds the eyes of our enemies, but not ours seems right up it's ally, for Warior of Fog. Something with short range, like only the unit Mat is in, but that works like Burning Shadow, IE she can choose who to affect. So our boys are just fine, and everyone else is choking on thick mist. But that might be Battle Spell level. A personal fog with range just for Mat however may be a good starting point.
 
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