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QM's decision whether Boney rules that it's just flavor text or if it's invalid underground. I do think it would be funny if the College of Divination was so bad at its job that it can't do one of its supposed utilities because of such a simple obstacle. 2E's spellbook for Celestial Wizards is already garbage, this is just adding insult to injury.
 
QM's decision whether Boney rules that it's just flavor text or if it's invalid underground. I do think it would be funny if the College of Divination was so bad at its job that it can't do one of its supposed utilities because of such a simple obstacle. 2E's spellbook for Celestial Wizards is already garbage, this is just adding insult to injury.
Just imagine if "sign in the sky" can be taken in more ways then just star sign. Aka SUDDEN METEOR SWARM!
 
Needing line of sight to the sky isn't as limiting as it might seem. If you can point in the exact location of whatever it is you're looking for, you can trivially triangulate its location by casting it twice in two different places. You can even get an exact distance with a bit of trigonometry.
 
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I just want to say that I love the idea of hiring a Celestial Wizard for when we go bookmining; thank you @Andres for asking the question that spurred it as a possibility. We've got tons of CF that we mostly don't know what to do with other than "buy books", now that our magic item slots are spoken for, and hiring consultants for various projects seems like a good use of our resources (unless it turns out that the powerstone-AV interaction is so good that we need to buy a bunch more powerstones).
  • Getting a Journeyman/Magister/Lord Magister of a specific College/with a specific spell to come assist with a specific question/project/calamity
2/5/10 per six months. This is assuming they have no interest in the topic and will receive none of the credit (or blame) for whatever it is you're trying to do.
We probably don't need a Lord Magister for this, but shelling out for a Magister when we take that action seems very worth it. The biggest problem, as I see it, is that Boney is so good at character writing that whoever shows up to help us may add competition for one of our limited social turn slots!
 
Needing line of sight to the sky isn't as limiting as it might seem. If you can point in the exact location of whatever it is you're looking for, you can trivially triangulate its location by casting it twice in two different places.
Though translating that to underground coordinates might be difficult, it should work OK for an initial start at digging (if this is for the BOÖK mining)
 
QM's decision whether Boney rules that it's just flavor text or if it's invalid underground. I do think it would be funny if the College of Divination was so bad at its job that it can't do one of its supposed utilities because of such a simple obstacle. 2E's spellbook for Celestial Wizards is already garbage, this is just adding insult to injury.
2e's spellbook for Amber Wizards is garbage. Celestial Wizards get rerolls, divination, attack spells, and actually good flight. There's some junk in there like Polish, Clean, and Gleam, but the lore as a whole is solid.
 
2e's spellbook for Amber Wizards is garbage. Celestial Wizards get rerolls, divination, attack spells, and actually good flight. There's some junk in there like Polish, Clean, and Gleam, but the lore as a whole is solid.
The actual divinations suck. Vague feelings about the future are never that great, especially when you're playing a game where events are determined by dice rolls. Flight also sucks, I don't know what you're talking about. It's a full action to cast, and lets you fly for a number of minutes equal to your magic characteristic. If you're a Magister Lord, that's four minutes. It also has a difficulty value of 18, making it extraordinarily difficult for its mediocre effect. Rerolls are nice and all, but you're overestimating how good the combat spells are.

Celestials only have two spells that do damage. Lightning Bolt and Lightning Storm. Wind Blast does zero damage, it just debuffs everyone in an area. This includes allies and enemies.
 
By the way, the Ambers have a spell that allows them to turn into a raven for an hour. It has a casting value of 7, making it one of the easiest non-Petty Spells in Realm of Sorcery.

Ironically, the Ambers have better flight than the Celestials. Sure, they can't fight while in Raven form, but if you want a Bird's eye view, you ask them, not a Celestial.
 
Yeah, we already have Zlata and Grunfeld as people we want to check in with, plus whatever recruits we may be getting this turn, and I still want to get up to date with Kasmir. Even with the wedding clearing several things off the list, we're still stuck in action hell.
Plus all of our followup actions on skaven tech donations, checking in on our fief, saying hi to the We... I expect the social turn voting to be more bitter than the regular turn vote.
By the way, the Ambers have a spell that allows them to turn into a raven for an hour. It has a casting value of 7, making it one of the easiest non-Petty Spells in Realm of Sorcery.

Ironically, the Ambers have better flight than the Celestials. Sure, they can't fight while in Raven form, but if you want a Bird's eye view, you ask them, not a Celestial.
Reminds me of how at pre-Battle Magic levels, Lights are better healers than Jades.
 
@Boney, I remember that the main languages spoken in Karag Nar were Tilean and Imperial, with some Khazalid creeping in. Does that count as enough of an immersion for polyglot to eventually pick up Tilean?
 
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Reminds me of how at pre-Battle Magic levels, Lights are better healers than Jades.
I think it makes a little more sense than that. Light Magic is about Purity, Harmony, Enlightenment, Clarity etc. and while I very much understand the poison/disease purging spells, I'm still miffed that they have a healing spell and Jades do not pre-BM wise (technically speaking Jades have a personal healing spell that doesn't apply to others). At least with Beast magic you can justify it by saying that birds are an animal and they're a pretty weak one, so it's easy to turn into them. Beast Magic wants you to be an animal and return to the primordial ooze of existence.
 
Flight also sucks, I don't know what you're talking about. It's a full action to cast, and lets you fly for a number of minutes equal to your magic characteristic. If you're a Magister Lord, that's four minutes. It also has a difficulty value of 18, making it extraordinarily difficult for its mediocre effect.
Flight's awesome. A single minute of flight is a significant amount at Movement 6. You can trivially go up to high and otherwise inaccessible places with absolute ease, become immune to fall damage and potentially immune to melee, gain full freedom to strike any target on the battlefield you want, get a high point of view for searching and scouting, and lets you easily run away from most fights where you have the sky above you. It's one of the best utility spells in the game.

It's even better when you compare it to certain CN 18+ spells from the best lore in the game: the Lore of Shadows. Mockery of Death (CN 18) lets you pretend you're dead. Yay. Dread Aspect (CN 21) gives you Terror for a minute, and only a minute. Substance of Shadow (CN 22) makes you selectively intangible but only in shadow and makes you vulnerable to telefragging. Universal Confusion is an ungodly CN 27 and has friendly fire turned on.

Every lore has spells that are high cost for mediocre effect, including Lore of Heavens, but Wings of Heaven isn't one of them.

By the way, the Ambers have a spell that allows them to turn into a raven for an hour. It has a casting value of 7, making it one of the easiest non-Petty Spells in Realm of Sorcery.

Ironically, the Ambers have better flight than the Celestials. Sure, they can't fight while in Raven form, but if you want a Bird's eye view, you ask them, not a Celestial.
You also lose your ability to speak, which is bad for a normal person, but for a wizard it also means you can't cast or dispel. This too is bad enough on its own, but since you can't dispel, you can't turn the spell off when you want and so you're stuck in bird form for a full hour.

Form of the Soaring Raven is a fantastic spell for travelling vast distances when you're alone, better than Shadowsteed even, and we know how good that spell is at that. Its utility suffers badly in all other cases.
 
You also lose your ability to speak, which is bad for a normal person, but for a wizard it also means you can't cast or dispel. This too is bad enough on its own, but since you can't dispel, you can't turn the spell off when you want and so you're stuck in bird form for a full hour.
The Talking Beast covers this:

"If you cast this spell immediately before taking on animal form, you can speak while so transformed." Page 141 Realm of Sorcery
 
QM's decision whether Boney rules that it's just flavor text or if it's invalid underground. I do think it would be funny if the College of Divination was so bad at its job that it can't do one of its supposed utilities because of such a simple obstacle. 2E's spellbook for Celestial Wizards is already garbage, this is just adding insult to injury.

It's no simple obstacle; stone is an excellent insulator of magic.
 
@Boney, I remember that the main languages spoken in Karag Nar were Tilean and Imperial, with some Khazalid creeping in. Does that count as enough of an immersion for polyglot to eventually pick up Tilean?

No. Pretty much everyone that speaks to her in Karag Nar does so in Reikspiel or Khazalid, and on the very rare occassion she has to speak to someone who doesn't speak either, there's always someone who can translate close at hand. Immersion works so well because it makes you use the language for everything you try to do, and that isn't the case for Tilean in Karag Nar.
 
Flight's awesome. A single minute of flight is a significant amount at Movement 6. You can trivially go up to high and otherwise inaccessible places with absolute ease, become immune to fall damage and potentially immune to melee, gain full freedom to strike any target on the battlefield you want, get a high point of view for searching and scouting, and lets you easily run away from most fights where you have the sky above you. It's one of the best utility spells in the game.
Also, coming back to this, there's a lot wrong with this.

The spell lasts for a maximum of four minutes before you have to cast it again. That makes it useless for scouting or searching unless you're somehow capable of doing everything in four or less minutes or if you're planning to chain cast, which is a bad idea. You also get a headstart on running away with this spell if you're in an open field, but you only have four or less minutes to do so. If you fly too high, you'll drop to your death or you'll have to chaincast. You can attempt to kite and strafe enemies if your own enemies don't have ranged abilities, which is good enough, but you're seriously overplaying how much utility four minutes max of flight time provide you. You're also forgetting that if you're caught off guard, you have to spend a round to cast, then spend a few rounds to get out of reach.
 
Also, coming back to this, there's a lot wrong with this.

The spell lasts for a maximum of four minutes before you have to cast it again. That makes it useless for scouting or searching unless you're somehow capable of doing everything in four or less minutes or if you're planning to chain cast, which is a bad idea. You also get a headstart on running away with this spell if you're in an open field, but you only have four or less minutes to do so. If you fly too high, you'll drop to your death or you'll have to chaincast. You can attempt to kite and strafe enemies if your own enemies don't have ranged abilities, which is good enough, but you're seriously overplaying how much utility four minutes max of flight time provide you. You're also forgetting that if you're caught off guard, you have to spend a round to cast, then spend a few rounds to get out of reach.
A minute is six rounds of combat. Most fights finish around and before that time. WoH isn't the best when you're caught off guard, but very few spells are; getting surprised always sucks. Getting out of reach takes a single round - just fly up. It is a problem if you fly up too high and the spell runs out, but it's not the only spell requiring a modicum of wisdom to use; in similar vein, if you let yourself be in the AoE of an explosion spell, you'll be hurt too.
 
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