Voted best in category in the Users' Choice awards.
All the spells - including Aethyric Armour - would only be active for a few minutes.

The current version of the enchantment is a constant one. Replacing it with one that leaves Mathilde vulnerable to surprise attack is, I believe, not something the thread in general would like.

As for the Toughness, there are no side effects, not while it's on an armoured cloak at least. I've asked extensively about this spell and various combinations - trust me, we'll be fine.

Toughness refers to the ability of the body to absorb damage, so the Enchant Item would need to change the properties of Mathilde's body. So it wouldn't be compatible with Mathilde's version of Aethyric Armour, which is already doing that to make her tireless.
 
Armoured Robes: Robes enchanted with Aethyric Armour. The robe protects similarly to chainmail. It can be activated to cover the entire body with the effect for a limited time; this can only be used once before it is recharged at the next coming of dawn or dusk.
Here we go. I remembered right there was an activation but forgot it had a passive effect.
 
Toughness refers to the ability of the body to absorb damage, so the Enchant Item would need to change the properties of Mathilde's body. So it wouldn't be compatible with Mathilde's version of Aethyric Armour, which is already doing that to make her tireless.
That's not the kind of Toughness boost I'm going for with Enchant Item. This would be a case of improving the quality of the item to effectively increase Toughness, rather than actually increase Toughness by boosting the body itself. In this case, it's making the cloak itself physically tough enough that Mathilde functionally has +5 Toughness when taking damage through the cloak. It's like how Enchant Item on a sword functionally increases WS by +5 not by giving the wielder more skill, but by increasing the quality of the sword, just like making it Best craftsmanship.
 
Finally, we can add Enchant Item to boost our Toughness or further enhance either our Command or Intimidate abilities, though that one'd cost 5 CF from being Fiendishly Complex.

This

The Boar's Hide: Your skin becomes tough as a boar's.

is only moderately complicated, how do they compare?

All the spells - including Aethyric Armour - would only be active for a few minutes. They won't be active all the time.

Do they activate seperately? Because I could imagine situations where we might want to have increased armor but are still hoping to go relatively unnoticed.

Mainly exfiltration honestly. If we want to kill someone and then run off/hide, having increased armor might be helpful but the fire thing might make it getting hard and make us cancel the effect sooner then we might want to if it didn't have a visible effect.

The current version of the enchantment is a constant one. Replacing it with one that leaves Mathilde vulnerable to surprise attack is, I believe, not something the thread in general would like.

In that case I'm definitely against Crown of Fire. I have no desire for non-permanent armor if we can have permanent, and I have no desire for constant fire bringing us attention.

Toughness refers to the ability of the body to absorb damage, so the Enchant Item would need to change the properties of Mathilde's body. So it wouldn't be compatible with Mathilde's version of Aethyric Armour, which is already doing that to make her tireless.

Right then, no Toughness enchantments, shouldn't have bothered with looking up the Boar thing.
 
We're not dealing with orcs. Wizards can stand each others' presence just fine. Also Mathilde is the only human wizard with Windherder.
I was referring to the fact that they would have to avoid having their winds interact, not that they would literally not get along. Mathilde's Windherder means that her magic won't interfere with theirs, but she can't prevent their magics from interacting. It is unlikely that more than one other wind in the enchantments is viable.
 
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This

is only moderately complicated, how do they compare?
Poorly. Reduces Critical Hits against us by -1 which is good, but that'd mean we're so low on health we're taking critical damage. It's planning for failure rather than working to success. Also, it reduces our Agility by -10 while active. Furthermore, while Enchant Item works on an item, The Boar's Hide works on a person themselves, which is incompatible with the stamina boost.

As a general rule of thumb, don't bother with the Lore of Beasts in WFRP 2e. It sucks. If you want a better Lore of Beasts, check 4e or check the wargame.

I was referring to the fact that they would have to avoid having their winds interact, not that they would literally not get along. Mathilde's Windherder means that her magic won't interfere with theirs, but she can't prevent their magics from interacting. It is unlikely that more than one other wind in the enchantments is viable.
I believe part of Windherder is making other peoples' winds interact well with each others'.
 
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[x] Plan Keep It Classy
I'm a bit unhappy that we're not finally creating our staff or trying to manipulate one wind with another but this is reasonably close to what I was looking for so whatever.
 
[x] Plan Keep It Classy
I'm a bit unhappy that we're not finally creating our staff or trying to manipulate one wind with another but this is reasonably close to what I was looking for so whatever.
Windherder doesn't let us manipulate one wind with another. What it does is it lets two winds cast by two different people work together in harmony. Mathilde cannot learn to throw fireballs at people.
 
That's not the kind of Toughness boost I'm going for with Enchant Item. This would be a case of improving the quality of the item to effectively increase Toughness. In this case, it's making the cloak itself physically tough enough that for Mathilde functionally has +5 Toughness when taking damage through the cloak. It's like how Enchant Item on a sword functionally increases WS by +5 not by giving the wielder more skill, but by increasing the quality of the sword, just like making it Best craftsmanship.

There are four possible ways Enchant Item can apply here.

1) Increase the ability of Mathilde's robes to act as armour. This is pointless, because even with Enchant Item helping them they'd be far inferior to Aethyric Armour.
2) Enhance the Aethyric Armour spell itself. This doesn't work, a spell from one Wind can't interact usefully with one from another.
3) Enhance the ability of Mathilde's body to withstand damage. Mathilde's body would already be under the effect of the tirelessness effect from her Aethyric Armour, therefore the two spells would interfere with one another.
4) By applying RAW instead of thinking about the established nature of how magic works in this quest. I'm pretty sure even this fails, because Armour and Toughness are completely separate in the ruleset.

Please don't argue with me about how my quest works.
 
@BoneyM can we include a spell like Crown of Fire in the robes without having it be always-on, or forcing the Aethyric Armour part to be on-activation only?

Also, is this going to be annoying in the same way that stocking up on more magic items is annoying? I'm not really sure how else we're going to get any use out of Windherder.
 
Windherder doesn't let us manipulate one wind with another. What it does is it lets two winds cast by two different people work together in harmony. Mathilde cannot learn to throw fireballs at people.

I'm aware that windherder doesn't let us do it but there have been discussion in the thread for a long time on this topic and there was a voting option in this regard in the update.
[ ] Investigate the possibility of using one Wind to directly manipulate another.
 
Also, it was an epic struggle to get him to wear pants. ;)
...actually, it might be that he's wearing Cathayan robes instead?
In comparison, your own new construction is relatively modest, consisting of a new floor on the Blue Tower and a series of crystals and metallic cross-joints, along with a series of instructions that allow Hubert to assemble them. At first you're a little annoyed at how little effort the Celestials put into the matter, until you read through the instructions and find a caution to avoid working on a certain day, as Hubert will be distracted with personal matters and the mistake he would make could be dangerous.
Is that a goddamn Ikea Tower?
 
@BoneyM can we include a spell like Crown of Fire in the robes without having it be always-on, or forcing the Aethyric Armour part to be on-activation only?

Also, is this going to be annoying in the same way that stocking up on more magic items is annoying? I'm not really sure how else we're going to get any use out of Windherder.

It's possible, but on-activation items are already reaching diminishing returns. Mathilde can only do one thing at a time and whatever new thing you introduce has to compete with her sword, her spells, and her guns.
 
Also, didn't we have an item with the Crown of Fire enchantment that Mattie found so useless to her she IC seriously thought about giving it away so hard that the voters decided to do so?

It'd feel weird, narratively speaking, to go back on that and enchant our robes with that spell after Mattie specifically chose to get rid of it in the past.

Or am I misremembering and that was a different fire buff spell?
 
So, do we have any options yet to try and shift our big dragon bone to attune to Ulgu in preparation for S T A F F?
 
Also, didn't we have an item with the Crown of Fire enchantment that Mattie found so useless to her she IC seriously thought about giving it away so hard that the voters decided to do so?

It'd feel weird, narratively speaking, to go back on that and enchant our robes with that spell after Mattie specifically chose to get rid of it in the past.

Or am I misremembering and that was a different fire buff spell?

Same spell.

So, do we have any options yet to try and shift our big dragon bone to attune to Ulgu in preparation for S T A F F?

It would be part of making it into a staff.
 
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