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More Annihilate(utterly destroy) than Decimate(kill one in ten) I reckon.

Depends on their toughness and placement, I suppose; I imagine some tough multi-wound motherfuckers will be merely decimated.

Pure annihilation is Pit of Shades.

edit: compare:
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The Penumbral Pendulum is a slightly strange spell. It draws a line from the caster, 6D6" long (so a maximum of 36", but an average of 18"). Everything touched by the line must take an Initiative test, or cop a Strength 10 hit, doing D3 wounds. You can double the distance rolled by increasing the casting level from 13+ to 18+.

The next spell, Pit of Shades, is a far scarier prospect for your target. You place a small round template (or the large round template, if you boost the spell from a 14+ to a 17+) anywhere within 24", then have to roll to scatter it D6". Models touched by the template must pass an Initiative test or be dragged to their DOOM! (their words, not mine – how great is that? A spell that has DOOM written in capital letters…) Victims get no saves of any kind, so this is potentially a very nasty spell.


S10 D3 wounds on Initiative is less killy than "if you fail Initiative you die, no ifs or buts".
 
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Language drift is a thing. These words have become synonyms ages ago. It may be irksome, but it's the reality we live on n.
If the descendants of the folk who were arguing against the singular they in Shakespeare's time are allowed to continue on, surely our contesting of this battle is not too onerous, yes?
 
You made me open up the shadow spell book. Holy fucking shit, Okkam's Mindrazor.
It makes ordinary folks hit as hard as some Greater Demons. If ever you need to kill some massive beast, that can not be hurt, this is a spell for it. A unit of spear-men with this might murder a dragon on a charge.
 
Actually, Okkam's Mindrazor can be horrendously good if we some Leadership-booster hero or whatnot on our side.

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And finally we get to Okkam's Mindrazor. It's an augment spell that lasts for one full turn and is cast on an 18+. This can be boosted to a 21+ if you want to double the range from 18" to 36". Models in the target unit use their Leadership characteristic instead of their Strength when rolling to wound in close combat. Further modifiers to the user's Strength from weapons are ignored, so if your unit has Great Weapons, they will be striking last for nothing. Of course, if they're fighting at Strength 8, you probably won't care.
The potential from this spell is pretty apparent to anyone with decent Leadership in their army. Even standard humans have Leadership 7, which will make short work of pretty much anything other than a Steam Tank. The best targets for this spell have a lot of attacks and a decent Leadership. High Elf Spearmen are just about the ultimate example of this. In Horde formation (provided they didn't charge), they fight in 5 ranks. This means they could be rolling for 50 attacks, and their Always Strike First will generally see them with rerolls to hit as well. When they're doing all this at Strength 8, there are unlikely to be many survivors from the enemy unit.


This is fucking ridiculous if we have an ally squad with mediocre S and good L.


Imagine if we had Mindrazor now and could cast it on Highest Morale Mercenaries. S10 mercs anyone?
 
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I wonder, is it possible to scale down battlemagic? Say, a discount mindrazor which buffs just the caster instead of a unit?
 
The Dwarfs have ironwood, it's probably about as expensive as Gromril, possibly more because they have so very few groves of it left, but it has the advantage of being at least as strong as actual iron.
 
I wonder what dwarfs do for food seasoning....Mushrooms really need oils to fry well but dwarfs don't do much ranching do they?
well, dwarves get poison resistance iirc, so their spices are probably way out there, given how many human-edible spices are just weak poison
 
Actually, Okkam's Mindrazor can be horrendously good if we some Leadership-booster hero or whatnot on our side.

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And finally we get to Okkam's Mindrazor. It's an augment spell that lasts for one full turn and is cast on an 18+. This can be boosted to a 21+ if you want to double the range from 18" to 36". Models in the target unit use their Leadership characteristic instead of their Strength when rolling to wound in close combat. Further modifiers to the user's Strength from weapons are ignored, so if your unit has Great Weapons, they will be striking last for nothing. Of course, if they're fighting at Strength 8, you probably won't care.
The potential from this spell is pretty apparent to anyone with decent Leadership in their army. Even standard humans have Leadership 7, which will make short work of pretty much anything other than a Steam Tank. The best targets for this spell have a lot of attacks and a decent Leadership. High Elf Spearmen are just about the ultimate example of this. In Horde formation (provided they didn't charge), they fight in 5 ranks. This means they could be rolling for 50 attacks, and their Always Strike First will generally see them with rerolls to hit as well. When they're doing all this at Strength 8, there are unlikely to be many survivors from the enemy unit.


This is fucking ridiculous if we have an ally squad with mediocre S and good L.


Imagine if we had Mindrazor now and could cast it on Highest Morale Mercenaries. S10 mercs anyone?
I'm not particularly familiar with the tabletop, so could you explain to me why having such high effective strength scores would be so good? What does having more strength do for a unit?
 
I'm not particularly familiar with the tabletop, so could you explain to me why having such high effective strength scores would be so good? What does having more strength do for a unit?

Doing damage requires at a minimum of usually two 'tests'

Weapon skill vs Weapon skill
Strength vs Toughness

Each is rolled with a d6 on the attacking side and the aim is to roll at the target number or above. S10 would be hittingl ike a literal cannonball.
 
-Ulgu - You'd want a metal that's neither here nor there, which takes good gradient patterns, and is predominantly grey, but being able to be shiny AND dark. So steel is likely a good base, if you could find the right alloy. And probably work it cold, in shadow. Handy information is that steel's visual appearance and material quality varies a lot by the weapon structure and a LOT of pre-industrial smithing was about beating the steel into the right KIND of steel on the right part of the weapon.
... You'd better not be telling me that the best Ulgu sword would be a katana.
Holy fucking shit, Okkam's Mindrazor.
Say, a discount mindrazor which buffs just the caster instead of a unit?
We've often discussed the possibility of enchanting a sword with Okkam's Mindrazor.

It'd certainly make a sword made out of wood more practical.
 
I wonder, is it possible to scale down battlemagic? Say, a discount mindrazor which buffs just the caster instead of a unit?
Per QM:
-Basically the same question-
No.


-If not, why?-
Ask Okkam.
I suppose *theoretically* Mathilde could help pioneer a variation of it, but that would require:
1: becoming trusted, experienced, and perceived as down-to-earth enough for the college to trust a non-battle wizard with battle magic (with, iirc, the main contributing factor being time, with things like our current adventure not really helping as, while helpful to humanity's allies, this sort of adventure is more seen as something for magisters to 'get out of their system' before settling down)
2. gaining a trait on par with Warrior of Fog that in some way relates to Mindrazor, so as to unlock inventing/modifying spells of that nature
3. spending time getting used to less advanced spell making in that vein, because i really doubt that 'lets modify one of the literally most complicated Ulgu spells' should or could be the first thing we do re: mind-based spell making (i.e., make some MAP-level spells, and/or just have more experience with spell theory in general both with fog spell making and with <theoretical mind trait> spell making)
4. Actually doing the modifications

Personally, this seems...unlikely to happen anytime soon--though to be fair i am admittedly going to be somewhat biased in that i'm in the 'battle magic probably isn't worth the hassle and risk, we should focus on other spells and things' camp
 
I'm not particularly familiar with the tabletop, so could you explain to me why having such high effective strength scores would be so good? What does having more strength do for a unit?

1.Decreases difficulty to wound.
If mercs are S3, they need roll 5+ to wound Orcs with orc Toughness 4.
If mercs get at least S6, they wound on 2+, increasing to wound chance by 250%. Gets more scary against tougher enemies.
2. Increases penalty to Saving Throw given by armour.


So, high strength means that they slice through armour and thick hides and muscles like it's so much wet paper. Useless against fragile high Initiative folks like Elves, hilarious against tough and armoured targets like Orcs, especially armoured ones.
 
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... You'd better not be telling me that the best Ulgu sword would be a katana.
...well everything I said about a Flamberge would apply equally...
Personally, this seems...unlikely to happen anytime soon--though to be fair i am admittedly going to be somewhat biased in that i'm in the 'battle magic probably isn't worth the hassle and risk, we should focus on other spells and things' camp
I'm personally of the opinion that we'd just master all the spells below Battle Magic, and just do our own thing until we get inspired the right way, under the right confluence of luck and skill and traits, and devise our own Battle Magic eventually.

Which essentially means that for now we just want to finish learning all the normal Ulgu spells(especially Invisibility and Illusion), and do our own thing with traits.
We'd assassinated enough Warbosses this campaign to make a trait relating to assassinations a possibility, though I suspect most of us, myself included, would probably pick whatever trait results from "helped Ranald run the biggest scam on Mork"
I do remember when I played Dwarf fortress you could make a meal from biscuits made from Plump Helmet, Plump Helmet Spores and Plump Helmet Beer. One mushroom, three ingredients.
 
Per QM:

I suppose *theoretically* Mathilde could help pioneer a variation of it, but that would require:
1: becoming trusted, experienced, and perceived as down-to-earth enough for the college to trust a non-battle wizard with battle magic (with, iirc, the main contributing factor being time, with things like our current adventure not really helping as, while helpful to humanity's allies, this sort of adventure is more seen as something for magisters to 'get out of their system' before settling down)
2. gaining a trait on par with Warrior of Fog that in some way relates to Mindrazor, so as to unlock inventing/modifying spells of that nature
3. spending time getting used to less advanced spell making in that vein, because i really doubt that 'lets modify one of the literally most complicated Ulgu spells' should or could be the first thing we do re: mind-based spell making (i.e., make some MAP-level spells, and/or just have more experience with spell theory in general both with fog spell making and with <theoretical mind trait> spell making)
4. Actually doing the modifications

Personally, this seems...unlikely to happen anytime soon--though to be fair i am admittedly going to be somewhat biased in that i'm in the 'battle magic probably isn't worth the hassle and risk, we should focus on other spells and things' camp
I'm just trying to invite some theorycrafting. I'm fully aware that no such spell is currently avaliable and that in order to attempt to create it (or similar downgraded battlemagics) one should, you know, know the battlemagic spell - with all the hoopjumping it entales. Hence, the question is about theoretical possibility and not about practicality or attainability within reasonable timeframe.
 
I'd imagine that Okkam was/is a high elf mage, and he invented the spell thousands of years ago. Teclis and co would have taught the spell by rote to the early Grey Wizards to use to buff large units of humans so they could mulch big chaos gribblies. There probably is a personal version of the spell, but it wasn't a priority to teach at the time, and the Colleges probably don't even really understand how the battle magic they were taught actually works, they just know how to follow the formulas they were taught.
 
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That's why I'm so adamant about getting a melee weapon from the dwarves.

Creating a Mindrazor is stupidly difficult, and years and years and years in the future. And it's more or less a masterpiece as far as Ulgu weapon enchanting is concerned.

And Kragg can equal the very best Mindrazor effect (Ld10 -> S10) with one rune.
 
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