Voted best in category in the Users' Choice awards.
Voting will open in 1 day, 6 hours
Hmmm, question for all the lore masters? Is there a magic we could put into a enchantment (maybe even a windherding one) that would allow tactical communications? Like not over the whole province but over a city (like here) so that we could talk to our guys and coordinate.
Looking more thoroughly, there is a Lesser Spell in Tome of Salvation known as Great Preaching which is pretty easy to cast and I imagine any priestly caster can use. It lets the caster be heard up to 500 yards away clearly without being deafening to those nearby. Nothing about it being selective. It's used for preaching, obviously. Wouldn't be stealthy and would require a chain of miracle wielding priests, even if low level.

There is a Relatively Simple Myrmidian spell called "Command the Legion" that lets a Myrmidian caster send a command to someone they can see no matter how far away they are as long as the Myrmidian can see, but it's just for 10 seconds and a city/forest makes it less effective because of line of sight blocks.

The Lore of Taal and Rhya has Beastfriend for talking to animals and Lord of the Wild for temporarily ordering animals to do something, which I believe they would use anyway if they had the ability to.

Lore of Verena has Eavesdrop, which is 1 minute casting time for 1 minutexmagic characteristic duration in minutes. It lets the Verenan hear anything they can see. Not useful for sending information.

Arcane Magic isn't going to help you here for long distance communication. For the most part. Ambers can turn into animals and speak with them and command them. Celestials can draw on the sky. I don't think we have access to either on short notice.
 
What are the odds our quarry is capable of using magic to disguise himself, turn attention away from himself or turn invisible. I don't think there's any guarantee that mundane investigation will be able to spot him, although it is quite likely.
 
Question, do you guys read the mega posts/think they're informative/worthwhile? I question if I need to spend all that effort sometimes. I think Boney likes the posts at least?
I read most of them, they give infos on the lore, which allows to better understand updates. Your explanation of the various polices and military forces of Talabec was well done. Thanks!
 
Hmmm, question for all the lore masters? Is there a magic we could put into a enchantment (maybe even a windherding one) that would allow tactical communications? Like not over the whole province but over a city (like here) so that we could talk to our guys and coordinate.
We don't appear to have brought Wolf or the We along, or a sufficient critical mass of wizards to guarantee communication with much of anyone if we did, so our immediate options are pretty limited.

Beyond the immediate crisis, we'd probably have to invent the spell to do the job first.
 
There is a Chaos Lesser Magic spell called Supress Mutation:

"A Mutant you touch loses one mutation of your choosing for a number of hours equal to your Magic Characteristic. If the subject is unwilling, he receives a Will Power Test to resist the spell. This is a touch spell."

There is also a mutation called "Chaos Were":

"You instantly revert to your normal form as if you had no mutations. Keep your former profile recorded separately. Whenever you fail a Will Power Test, you instantly revert back to your Mutant form. You remain in your Mutant form until you fail another Will Power Test. If your "normal" form gains a mutation, you immediately become a Chaos Spawn (see page 57 for details)."

This is aside the obvious from Ulgu.
 
By the way, I noticed something. I didn't question the use of the "Witch Sight" terminology here:
The Templar considers you for some time. "One of Alberich's accomplices was captured alive," he finally says, "and they had the Witchsight to witness the encounter between Alberich and his patron.
Because it seemed to make sense to me. Why get bothered about it. But then I realised that Mathilde had already expressed her opinion on that specific term.
Magical senses are tricky things, right down to appropriately naming them. Current convention amongst the Colleges is 'Windsight', which is misleading on two levels as it isn't restricted to the eight Winds, nor does it always manifest as sight. In the recent past 'Magesight' was preferred, but one does not need to be a Mage to possess it - many people can perceive magic without any ability to manipulate it. Some more mystical types say 'Spirit-Sight', which might be the most correct of all if certain theories about the nature of magic and souls are correct. And in the common parlance it's 'Witchsight', which is just plain rude.
Perhaps this played a part in Mathilde's dislike of Philippe. I didn't notice the terminology but she certainly would have.
 
My biggest fear is actually that he's not going to fight or sneak his way through, but well ... Charm his way through. If we are right on which mutation he has then 2 out of the 3 can be used to charm people, and that was before he languished in the warp for however long. Like, the longshanks are not going to report if their charmed to the gills.
 
Last edited:
Generally, enchanting seems to be a long process, even one shot ones.

I don't think mathy would want to spend her last week doing an enchantment that only might be used.
 
I don't think the Hunter Lord is a good choice; given that our boy appears to be gifted with some mind whammy abilities from his Chaos mutations, I think the odds that the alarm doesn't get sounded in time to alert us are way too good.

[X] With the Longshanks
[X] With the Tunnel Brigade

I'd rather be on the scene and more able to respond.
 
I don't think the Hunter Lord is a good choice; given that our boy appears to be gifted with some mind whammy abilities from his Chaos mutations, I think the odds that the alarm doesn't get sounded in time to alert us are way too good.

[X] With the Longshanks
[X] With the Tunnel Brigade

I'd rather be on the scene and more able to respond.
I feel like that is going to be a risk no matter the choice.

The pain of management is that you can't be everywhere. So it best to be somewhere that everyone else can find you.
 
We pretty much have to be on the ground, not wait for report that can never come, on the most bottlenecked part of route to chosen victim located before Alric's spa fortress.

[x] With the Tunnel Brigade
 
Looking more thoroughly, there is a Lesser Spell in Tome of Salvation known as Great Preaching which is pretty easy to cast and I imagine any priestly caster can use. It lets the caster be heard up to 500 yards away clearly without being deafening to those nearby. Nothing about it being selective. It's used for preaching, obviously. Wouldn't be stealthy and would require a chain of miracle wielding priests, even if low level.

There is a Relatively Simple Myrmidian spell called "Command the Legion" that lets a Myrmidian caster send a command to someone they can see no matter how far away they are as long as the Myrmidian can see, but it's just for 10 seconds and a city/forest makes it less effective because of line of sight blocks.

The Lore of Taal and Rhya has Beastfriend for talking to animals and Lord of the Wild for temporarily ordering animals to do something, which I believe they would use anyway if they had the ability to.

Lore of Verena has Eavesdrop, which is 1 minute casting time for 1 minutexmagic characteristic duration in minutes. It lets the Verenan hear anything they can see. Not useful for sending information.

Arcane Magic isn't going to help you here for long distance communication. For the most part. Ambers can turn into animals and speak with them and command them. Celestials can draw on the sky. I don't think we have access to either on short notice.
There's the projection spell Aligretto used, which allows long range real-time two-way communication. And come to think of it, he could also hear out of and talk through his corpse puppets.
 
Voting will open in 1 day, 6 hours
Back
Top