We already have invested a lot in preserving our swordmasters with our 3 healing spells, Radiant Weapon and eyes of the pack. Our company is already pretty good in close quarters, while we lack a way to thin à numerous enemy before it closes the distance. We should remove that weakness first.I would prefer the first battle magic we get to be a group buff to make the swordmasters even scarier, and hopefully tougher
something that leans into our strengths as a mercencary company
Yeah, let's test the waters in creating our own spells first with just a complicate spell and see how that goes first before we jump straight into Battle MagicTo matter in army battles, we need some larger real AoE damage eventually, but its probably better to build our current arsenal first and work on our general skill before reaching real high.
Indeed, and I guess that learning battle magic from one lore would be easier the more spells from it we know.Yeah, let's test the waters in creating our own spells first with just a complicate spell and see how that goes first before we jump straight into Battle Magic
Based on the description, it is pretty obvious to Fanriel that it is a Storm Dragon (the type of Old World dragon associated with Azyr), assuming the story is factual.
They do. There are ways to compel people to speak the truth with Hysh, and some can even rip out information directly from the minds of their target. Of course, they are not deployed lightly due to their invasiveness and some people (especially Cultists of Tzeentch) have ways of getting around such abilities. Likewise, the Verenans don't like the Kislevites trying to use them as some kind of inquisition while not being particularly interested in anything that their goddess actually stands for.
They would have had some spells from each of the lores listed under the option, as well as from their unique lore. So for an example Starfire Mage would have had spells from the Lores of Fire, Light and Life, as well as the Lore of Starfire, which mixes direct damage and healing or buffing in the same spell. So you could do stuff like throw out an AoE spell into the middle of a melee furball and it would burn enemies while healing allies.@Blackout I was just looking at some of the alternate character creation options. Would the alternate magical tradition options have have unique spells or would they provide access to the normal wind spells? For example what sort of spells would the star fire mages have?
That sounds really awesome, now I really want to know what all the unique lores doThey would have had some spells from each of the lores listed under the option, as well as from their unique lore. So for an example Starfire Mage would have had spells from the Lores of Fire, Light and Life, as well as the Lore of Starfire, which mixes direct damage and healing or buffing in the same spell. So you could do stuff like throw out an AoE spell into the middle of a melee furball and it would burn enemies while healing allies.
These are my rough notes on each unique lore, and also stuff that Fanriel would know IC so it's not a spoiler or anything. I never wrote down the full spell lists, because I didn't want to invest too much time into options that were never chosen.That sounds really awesome, now I really want to know what all the unique lores do
They all looks really awesome, could you please threadmark it?
Assuming you don't manage to piss off the Cult of Dazh to the point of non-payment, the contract is for 100 gold coins. From there on out you can splurge it all on trying to live as close as you can get to Ulthuani standards in Erengrad's Elven Quarter, camp in a tent outside the city and eat raw Ghyran, or somewhere inbetween.So what do we plan to do in our first downtime?
I think it might be worth doing some hunting. There are a lot of interesting and valuable things to kill on the Oblast. On top of that it will depend on how much money we have to work with. It would be nice to have some more mercs to pad out our numbers, but the priority has to be getting the Swordsmasters their pay. These guys stuck with us through exile and now the Kislevite winter.
Sure, done.They all looks really awesome, could you please threadmark it?
That is no method of measurement I've ever heard of.
Lore of Starfire: Mixes direct damage and healing or buffing in the same spell. So you could do stuff like throw out an AoE spell into the middle of a melee furball and it would burn enemies while healing allies.
All of those lores are cool, but those 2 are imo the coolest.Lore of Skinshifting: Allows the user to not just imitate existing wildlife like Ghur can, but design and transform into entirely new creatures. Want to turn into a Hydra Dragon? A Mammoth that breathes fire from its snout? A giant insect monster? This lore has got it all.
So what do we plan to do in our first downtime?
I think it might be worth doing some hunting. There are a lot of interesting and valuable things to kill on the Oblast. On top of that it will depend on how much money we have to work with. It would be nice to have some more mercs to pad out our numbers, but the priority has to be getting the Swordsmasters their pay. These guys stuck with us through exile and now the Kislevite winter.