If Ranald couldn't directly help us codify Rite of Way, I'm not sure what the colleges could contribute.
I am fairly sure boney has stated before, if you learn it thats you giving him the option of using it whenever it would be useful and the reasonably best looking path towards the goal, as judged by mathilde. not as judged by us. as judged by mathilde. because by learning it we have already given the go ahead.I'm not sure that would work like that. I think there's a genuine distinction between "wants to learn it and have it as an option" and "is fully willing to use it in every battle without question".
Worthwhile points, but to be fair, the original Boney post seems to have been talking about the relative utility of learning (and then using) Battle Magic, as opposed to the other things Mathilde's been doing with her time. The point here seems to be that becoming a living artillery piece is probably not the most effective use of her time.
I'm like 90% sure that the staff takes "high battlemagic" down to "moderate battlemagic", not to fiendishly complex. its "only" low-battlemagic (like rite of way, melkoths, and either the 'low' end of 3-apparition spells or 'high' end of 1-apparition spells) that gets reduced to fiendishly complex...and even then we still end up rolling for them some of the times they're used, if presumably with it being more about "how smoothly does this go?" than "do you explode?"
Low, medium and high battle magic are not a categorization that appear in the spell list. The category above battle magic is cataclysm. The category below is fiendishly complex.
There exist distinctions of difficulty smaller than what the staff of mistery works in, was my takeaway from the knightbringer creation. If it is battle magic - even high BM - and the staff of mistery applies, then the staff lets us cast it as FC.
Is that last sentence correct, @Boney? Or is it more like what Blackshard is proposing, where it would go from high to medium or similar?
When we were deciding how many red riders to include in the knightbringer spell, We had a selection of options that included low battle magic, medium battle magic, and high battle magic, alongside the more familiar difficulty grades of Fiendishly Complex and Cataclysm.I don't understand the connection between your response and what you're quoting, and I can't find the original point you're arguing against and asking me to weigh in on.
I believe it was meant to be in response to my post:I don't understand the connection between your response and what you're quoting, and I can't find the original point you're arguing against and asking me to weigh in on.
with this as context:I'm like 90% sure that the staff takes "high battlemagic" down to "moderate battlemagic", not to fiendishly complex. its "only" low-battlemagic (like rite of way, melkoths, and either the 'low' end of 3-apparition spells or 'high' end of 1-apparition spells) that gets reduced to fiendishly complex...and even then we still end up rolling for them some of the times they're used, if presumably with it being more about "how smoothly does this go?" than "do you explode?"
Many thanks! i knew i should have tried one more search and gone for cataclysm instead of "battle magic" or "waystone project" as the terms![]()
[ ] [NUMBER] One
1 Knights, 0 additional actions, possibly sub-Battle Magic.
[ ] [NUMBER] Trio
3 Knights, 1 additional action, low- to mid-level Battle Magic.
[ ] [NUMBER] Lance
6 Knights, 2 additional actions, mid- to high-level Battle Magic.
[ ] [NUMBER] Band
10 Knights, 3 additional actions, high-level Battle to Cataclysm Magic.
Abby is correct. I don't know how I mixed that up, lol. X_xI believe it was meant to be in response to my post:
with this as context:
The limitation I imagined was that - well, if this was a spell that is bordering on cataclysm and only just BARELY castable as FC with the staff, perhaps the requirement of a high wind environment (or a flask of AV) to cast from cataclysm magic applies.Unless my memory and searches are both failing me, I think this is currently undecided. The description of the Staff of Mistery was made with the knowledge that Melkoth's was the only mist-themed battle magic.
I think it would have to be vibes-based for each specific spell. There are high-level battle magic spells that it would be just silly to be able to throw around freely and repeatedly, particularly the offensive ones, and the same would be true of a lot of theoretical new spells with mist themes. That said, for the apparition-based spells specifically that would be bottlenecked by the apparitions only being able to be in one place at a time, I'd be a lot more comfortable allowing those to be knocked all the way down to FC.
Huh! pleasantly surprisedUnless my memory and searches are both failing me, I think this is currently undecided. The description of the Staff of Mistery was made with the knowledge that Melkoth's was the only mist-themed battle magic.
I think it would have to be vibes-based for each specific spell. There are high-level battle magic spells that it would be just silly to be able to throw around freely and repeatedly, particularly the offensive ones, and the same would be true of a lot of theoretical new spells with mist themes. That said, for the apparition-based spells specifically that would be bottlenecked by the apparitions only being able to be in one place at a time, I'd be a lot more comfortable allowing those to be knocked all the way down to FC.
If we can actually get one of those "press a button to instantly drain all winds" rooms installed on our ship, I will accept no less than 10, lol. Even if we lose the coinflip and it comes out cataclysm magic, those things were good enough to keep battle magic users safe when they were practicing with the stuff, so we could punch significantly above our weight if we took advantage of this.Huh! pleasantly surprisedI'll adjust my "things i would vote for" to include the 6-apparition version, though i'd still prefer the 3 apparition one, because if i understand right, the staff "only" makes it easier to cast after the fact, so the rolls to make the spell, codify the spell, and maybe even the initial "you have to cast it once while inventing it" roll would still be varyingly difficult battle magic. Mind, this still has the "IFF we can use CF or some other means to avoid having this cost 2-3 or even 3-4 actions" caveat
It's possible that that could work how you envision, but a few notes.If we can actually get one of those "press a button to instantly drain all winds" rooms installed on our ship, I will accept no less than 10, lol. Even if we lose the coinflip and it comes out cataclysm magic, those things were good enough to keep battle magic users safe when they were practicing with the stuff, so we could punch significantly above our weight if we took advantage of this.
Apparition spells can be cast in advance - so if we want to do an infiltration and then go absolutely overwhelmingly loud, it's pretty much perfect.
The tower of oh dear did not stop lord of change enacting parts of it's plan.If we can actually get one of those "press a button to instantly drain all winds" rooms installed on our ship, I will accept no less than 10, lol. Even if we lose the coinflip and it comes out cataclysm magic, those things were good enough to keep battle magic users safe when they were practicing with the stuff, so we could punch significantly above our weight if we took advantage of this.
I can certainly agree with that, yeah.I'm definitely not going to vote for trying to make more apparition spells before we actually codify the one we have.
(And ideally pursue some of the other avenues I'm interested in for spell creation, such as trying to turn our shadow dagger mastery into a codified spell)
Make them giant spirit cats or wolves. Alternatively we could tap into the iconography of witch hunters and make them ghost witch hunters.I am wondering if we were to get handmaidens what would we want them to look like?
Because I don't want to copy Mathilde again. It already cost me my dreams of Nazguls. But I am not sure if there is any fun or useful shapes for them. On the other hand being able to send spirit assasians after anybody we want is a such a villianus wizard skill that I do want it pretty badly.
Nah, none of the vibes with me.Make them giant spirit cats or wolves. Alternatively we could tap into the iconography of witch hunters and make them ghost witch hunters.
Now this makes me a lot more desiring of making a 10 apparition spell. The possibility of having 10 apparitions just being able to *appear* on a battlefield with near to no risk to the caster just seems like a really good spell. It's probably not a spell that would be worth codifying, but the staff of mistery makes it a *lot* more viable than it would be otherwise.I'd be a lot more comfortable allowing those to be knocked all the way down to FC.
I expect we're about to find out, since we haven't had a turn pass since they discovered how incredibly lucrative it could be.What are the effects of the college deploying massive efforts towards capturing apparitions? Is the population limited in the physical space?
(If it is, I can see it miscast risks of apparitions for apprentices in the empire lowering just so slightly).