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Hmm... Not bad. Flaming arrows are unreliable but putting that much heat onto one should make it significantly more consistent and thus that much more appealing as a siege option or even as an anti-cohesion tool... Worth considering how much we get out of that in comparison to an Aqshy-aspected Aethyric Bolt, of course - probably capable of greater range.

It'll be a little moot once we have CGAE down, though.
 
I also think it's better than it seems, once you KNOW you have it. Flaming arrows that are turned into campfire-level flaming arrows once they've already been launched could be quite good when you're the commander who is telling your troops to do the flaming arrows rather than convincing some people parallel to you in the chain of command.
Or could be used to make flames on an opponent's body even worse so that they're completely engulfed
 
Hmm... Not bad. Flaming arrows are unreliable but putting that much heat onto one should make it significantly more consistent and thus that much more appealing as a siege option or even as an anti-cohesion tool... Worth considering how much we get out of that in comparison to an Aqshy-aspected Aethyric Bolt, of course - probably capable of greater range.
Flaming arrows are not unreliable. Even basic human non-magical medieval chemistry can make hellish fire arrows. The idea that fire arrows are unreliable, like many things, comes from Hollywood doing trashy shit because being true to life is either dangerous or "too expensive".


View: https://www.youtube.com/watch?v=xNCU4WndtYk
 
It'll be a little moot once we have CGAE down, though.
Eh. Fanriel probably won't want to personally use it herself at that point, but it's also a spell that's originally supposed to be "earthbound magic" tier. It could absolutely just get taught to whoever's halfway decent at magic within the archers themselves and still be useful. Hell, we could probably literally teach it still in earthbound form to a human within any human archer regiments we might get.
 
Flaming arrows are not unreliable. Even basic human non-magical medieval chemistry can make hellish fire arrows. The idea that fire arrows are unreliable, like many things, comes from Hollywood doing trashy shit because being true to life is either dangerous or "too expensive".


View: https://www.youtube.com/watch?v=xNCU4WndtYk

Fair enough - checked my go-to book on archery (Mike Loades' War Bows, which I would thoroughly recommend - very good general overview) and turned out that I was entirely misremembering a passage, so thank you for the correction! In any case, I don't think there's any disagreement on the tactical effects of the spell.
 
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An earthern mound taller than a man and wider than 4 of them standing abreast is not tiny. Especially if you are using it to prepare your field of battle, in which case you can erect a perfectly serviceable wall in a fraction of the time it would take traditional digging.
It'd absolutely be useful if we could use it repeatedly to prepare for battle, but it isn't that much easier to cast than the lesser wind elemental spells--which are also very useful to cast in preparation for a battle. Its utility compared to nothing is good, but I'm less convinced by its utility compared to what we already have.
 
It'd absolutely be useful if we could use it repeatedly to prepare for battle, but it isn't that much easier to cast than the lesser wind elemental spells--which are also very useful to cast in preparation for a battle. Its utility compared to nothing is good, but I'm less convinced by its utility compared to what we already have.
Elementals in general are shit for battlefield prepping and aren't effective beyond their immediate time and location. And since we're mercenaries and assorted open battles are a thing we can reasonably expect, prep is something we can expect to get a lot of use out of if we have the tools.

Something like the village assault earlier would benefit more from Elementals. But if we were defending that same village, some quick earthworks could reasonably be expected to be a better choice when paired with a little bit of tactical analysis.

Plus, while it's a bit menial, selling our services as a construction aid is a commonly available and (depending on scale) very lucrative possibility.
 
Hmm... Not bad. Flaming arrows are unreliable but putting that much heat onto one should make it significantly more consistent and thus that much more appealing as a siege option or even as an anti-cohesion tool... Worth considering how much we get out of that in comparison to an Aqshy-aspected Aethyric Bolt, of course - probably capable of greater range.
Flaming arrows are not unreliable. Even basic human non-magical medieval chemistry can make hellish fire arrows. The idea that fire arrows are unreliable, like many things, comes from Hollywood doing trashy shit because being true to life is either dangerous or "too expensive".


View: https://www.youtube.com/watch?v=xNCU4WndtYk

Fire arrows work in this quest because they work in Warhammer Fantasy.

I'm only torn between wanting more of this or more of one of your other stories 😀
You and me both. There's so much to write and so little time.
 
His black, graying beard is long and haggard, his skin starting to lose its colour as it is pulled taut over his bones. His robes were once of high quality, but bits of food and dark stains speak of a disinterest in hygiene, and they sit ill upon his frame- you suspect that he did not put them on himself.
Gandalf really lets himself go that bad huh?

Hopefully Herman won't bite the dust too early.
 
[] Plan: Rain Clouds
-[] Clear Sky
-[] Dampward

I think that Beast Tounge is one that Fanriel can figure out easily enough.
 
[] Plan: Rain Clouds
-[] Clear Sky
-[] Dampward

I think that Beast Tounge is one that Fanriel can figure out easily enough.
Beast Tongue is a T2 spell. As we've recently seen with Inspiration those have a learning DC of 200 and a still unknown Magic DC. Conservatively this would mean that learning a T2 spell like Beast Tongue, or any of the other spells on this list, by ourselves would take us three actions and cost us 105 GC in supplies.

If there's any spell on that list that we deem worthy enough of trying to study it by ourself then we're honestly much better off just trying to learn it right now.
My issue with that plan is how those spells are all fairly limited in their use cases. A familiar is a pretty important thing, so Beast Tongue makes sense in that regard, but clear skies has a lot of times when it flat out won't matter if we know the spell or not.

Cowering beasts is a fairly solid spell, but it feels short term to me--I'd rather focus on getting bigger spells for stronger battlefield impact, improving the company as a whole, or focusing on personal combat ability than lots of low level magic. Because we are a general/warrior/mage, and a downtime which spends 8/8 actions purely on mage stuff would need a lot of broadly applicable benefit to make up for the opportunity cost.
That's the thing though. We know from the bonus we got to learning from CGAE from knowing how to conjure lesser elementals that knowing a similar spell like the Beast Cowers would make learning other Intimidation spells easier, and Intimidation spells scale at least all the way to tier 4 and battle magic such as Aspect of the Dread Knight. Furthermore it's a spell that's also immediately useful and that we'll get a bonus to its application, as we've been told by Blqckout that us having Chracian Blood means we get a bonus to intimidation spells, and we're going to be fighting Beastmen and Greenskins, the latter of which also frenquently use wolves as mounts.
 
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Earthwall and Beast Tongue look like the best options, with Beast Tongue being nearly mandatory if we want to quickly bond with a powerful and sentient familiar (Griffon/Pegasus/etc.), and Earthwall being worthwhile to funnel enemy engagements in our favor, completely brick enemy charges, or even help build settlements/pre-battle fortifications.

Other options have a much lower RoI, and don't provide enough utility relative to the multiple mandatory actions of time investment required to learn them. Fanriel is and always will be primarily a utility caster- if we want to get/be a better wizard, we need to entice an elven mage (any elven mage, they'd all be better than Fanriel) to work for and help teach us- not spend the next several hundred years attempting to become one while running a mercenary group on the side.
 
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[] Plan Publishing Papers
-[] Earthwall
-[] Breathe Fire
-[] Clear Sky
-[] Dampward
-[] Beast Tongue (Advance Payment)

So this plan is, as the name implies, intended to get a functional foundation in Elementalism so we can publish a paper later, plus grabbing Beast Tongue. Secondary benefit is the spells most useful to a mercenary mage.

---Earthwall; general purpose utility and defensive spell, good for both blocking/slowing down and simple instant constructions like berms or the most primitive of huts. I considered Rock Blast, but Breathe Fire fills that slot so Plan Monke is the backup option for that.
---Breathe Fire is obviously the offensive one of the bunch. Great for trolls, undead, basically anything squishy.
---Clear Sky is very nice. Nothing ruins a march quite like bad weather, and also provides a defense against anybody fucking with said weather.
---Dampward is a cool firefighting tool, and more importantly an AoE that shuts down the current era of gunpowder is great both on the battlefield and as a sabotage method. Also has potential as a minor debuff, hard to fight in high humidity.

[] Plan Monke
-[] Rock Blast
-[] Earthwall
-[] Breathe Fire

-[] Clear Sky
-[] Dampward
-[] Beast Tongue
(Advance Payment)

Adding in Rock Blast, because a magic-activated but not explicitly magical shotgun is an interesting possibility.

EDIT: woops, missed the bit about needing to specify advance payment in the plan. Fixed now.
Honestly, and no offense, but this seems like a terrible plan. Leaving aside that learning five spells here means a not inconsiderable action investment in teaching the guy chemistry, we already have a backlog of two things we can write papers on which we haven't yet. We don't lack for subjects to write papers right on right now so much as we lack for high quality ones that will wow the tower, and judging by how much disdain Fanriel herself views elementalism is it isn't likely to be that high quality paper, to the point we'd be better off just using those actions to write the papers on the subjects we do have available right now.

Added to that is spending our slots right now on spells like Breath Fire and Rock Blast just seems like kind of a waste. We know Aethyric Bolt, we just bought a gun so we can save ourself the need of using low level blasto magic, it seems a waste to spend then multiple action slots on blasto magics like that.

Dampward is a spell that I might have considered if it wasn't that the only armies that make frequent use of gunpowder where we operate are the Empire, Dwarfs and to a much lesser extent Kislev, which are not exactly going to be our most common enemies. Chaos and Greenskins in contrast make little to no use of it.
 
Added to that is spending our slots right now on spells like Breath Fire and Rock Blast just seems like kind of a waste. We know Aethyric Bolt, we just bought a gun so we can save ourself the need of using low level blasto magic, it seems a waste to spend then multiple action slots on blasto magics like that.
Seconding this. Magic Missile spells in general are only good when casting is a free action or you have a 'screw that guy over there' nuke that can be precisely aimed- and unlike the tabletop, we don't get to cast our Wizard Level in spells before each and every action, nor do generals conveniently wait until their turn to move out of the way of fireballs or other offensive spells.

And like Imperious says, those particular magic missile spells are also weaker than Fanriel casting gun.
 
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I am willing to stand by how we should learn the Beast Cowers right now. It is a spell that would be of immediate utility in the current campaign, is a spell we can use as a ladder to learn more powerful battle magic version of the same and that we get a bonus when using it due to our traits per the GM:
Do those spells benefit from how we actually are pretty scary looking thanks to Chracian Blood?
Now let's say you're a Sarl warrior defending your home from a raid, and a seven and a half foot amazonian elf in gleaming plate armour whose eyes glow with magic strides out of the mist with a flaming sword longer than you are tall in one hand, and she looks at you, says something incomprehensible in a language that makes your brain itch, and suddenly she seems like the scariest thing you have ever seen. Her shadow seems like it comes alive and reaches out to eat you. She seems ten feet tall and like she could snap you in half with her pinky. You remember all the stories your grandmother told you when you were young about how elves can devour souls and kill you with just a look and appear out of thin air and so on.

So your fight or flight response gets crammed all the way to "flight", and you shit your pants and run away.

No shit she was using magic, but that doesn't make her any less scary even after the fact. The fact that she can do that is in and of itself scary.


Yes.
 
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I am willing to stand by how we should learn the Beast cowers right now. It is a spell that would be of immediate utility in the current campaign, is a spell we can use as a ladder to learn more powerful battle magic version of the same and that we get a bonus when using it due to our traits per the GM:
If beastmen count, I can see the argument. Otherwise, it's at least a 2 AP drain that provides no utility against any relevant enemy force. Even if the spell applies to charging enemy cavalry, they'd find an earthen wall 2 meters high and 1 thick in front of them to be a whole lot spookier.
 
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Earthwall looks like a nice and versatile spell. It can hide someone, act like a shield, or simply alter the field to our advantage, like opening a path in a river or trapping foes from going in a specific direction. All I hope is that we won't end up trying to learn three spells or more. We have plenty of things to do.
Yeah, it's incredibly versatile. Unlike all our other spells, it doesn't need constant efforts from us to keep its effect, which mean we can spam it before a fight to prepare the field in our advantage. For example, building walls around our camp or in front of vulnerable troops.

Depending on the speed of casting, it could also be used during a fight to block an enemy charge at us.
 
My issue with Earthen Wall is that if we want Earthen Walls as fortifications we can just have our troops set them up mundanely? Why do we need magic for that? Using it in battle might be of more use, but honestly it still doesn't seem worth it.

Clear skies seems like the far superior environment shaping spell in contrast. We can have our troops set up earthen walls for us, we can't have stop the rain or the storm for us.

If beastmen count, I can see the argument. Otherwise, it's at least a 2 AP drain that provides no utility against any relevant enemy force. Even if the spell applies to charging enemy cavalry, they'd find an earthen wall 2 meters high and 1 thick in front of them to be a whole lot spookier.

The Beast Cowers works to intimidate anything according to its description, its just especially effective against beasts, and as said, we have traits that would make it especially effective against non beasts anyway.
 
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The Beast Cowers works to intimidate anything according to its description, its just especially effective against beasts, and as said, we have traits that would make it especially effective against non beasts anyway.
If causing fear is all we want, then there are other spells that do the same and arguably do it better. And I already made a case for why it's probably not as helpful on this particular campaign as the description suggests.

Added to that is spending our slots right now on spells like Breath Fire and Rock Blast just seems like kind of a waste. We know Aethyric Bolt, we just bought a gun so we can save ourself the need of using low level blasto magic, it seems a waste to spend then multiple action slots on blasto magics like that.
It was explicitly mentioned that AB has a different form and function than BR/RB. You were quoted directly in that statement. And the pistol fills the same niche that AB does (we got it primarily because it's not a spell), which means that BR/RB still cover some distinct holes that both AB and the pistol leave wide open. Which also doesn't touch on the general utility of a mid-tier AoE fire spell, which while its primary purpose is burning enemies can also be used for other things AB can't.

So no, there is no scenario where having Breathe Fire is a waste. Maybe a bit obsolescent in the extremely specific moment where the only thing you want is to snipe a single heavily armored target, but not a waste.

Honestly, and no offense, but this seems like a terrible plan. Leaving aside that learning five spells here means a not inconsiderable action investment in teaching the guy chemistry, we already have a backlog of two things we can write papers on which we haven't yet. We don't lack for subjects to write papers right on right now so much as we lack for high quality ones that will wow the tower, and judging by how much disdain Fanriel herself views elementalism is it isn't likely to be that high quality paper, to the point we'd be better off just using those actions to write the papers on the subjects we do have available right now.

Dampward is a spell that I might have considered if it wasn't that the only armies that make frequent use of gunpowder where we operate are the Empire, Dwarfs and to a much lesser extent Kislev, which are not exactly going to be our most common enemies. Chaos and Greenskins in contrast make little to no use of it.
Right this very instant, Finreir (I think that's his name) is arguing with the Elves that humans need more respect. It was in an earlier update.

The more papers we publish about the potential uses of human knowledge (and more importantly, how these can serve High Elf interests), the more ammunition he and his supporters get to assist the Empire and Kislev when the great war kicks off. Which, even if that's just one other mage turning the canon three into four, is a significant boon to the people hiring us in general, which increases our chances of survival, and increases the chances of all of them making it back home again.

And if you can present a feasible plan for when and where we will get the chance for another exchange like this, I'll be happy to consider paring it down. Until then, 5 actions for a single turn is a notable but not a huge imposition on us when we're still a tiny merc company.

Dampward is an AoE anti-fire defense in addition to anti-gunpowder, and also has potential as a debuff in Fanriel's hands - high humidity is hard on those who have to breathe. Although it's not been tested, I can also see it as being an anti-gas attack, cast it when spores or poison mist are used to bind water to them and make them spread less.

There are a lot of useful details you're not addressing in your argument.
 
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My issue with Earthen Wall is that if we want Earthen Walls as fortifications we can just have our troops set them up mundanely? Why do we need magic for that? Using it in battle might be of more use, but honestly it still doesn't seem worth it.
Because making a 2 m (6.5 ft) tall, 3 m (10 ft) wide, and 1 m (3 ft) thick wall of Earth takes a lot more time to do with shovels than with a spell. Also it could serve as a starting point to more grandiose battlefield setup spells.
Finally it can fuck up simpler enemy fortifications that are anchored in packed earth. Y'know, the sorts that the more clever beastmen herd and ork warbands might use.

What's really interesting though is that we will get these spells in written form. @Blackout , does that mean we can hold onto these purchased spells indefinitely rather than try to learn them all in one go?
 
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