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Yeah, I am just nitpicking a single assumption about what is needed to learn it.

If we are doing Battle Magic at all, I'd say that Teleport signature spell that will allow us to blink with every Fiendishly Complex spell cast is where it's at for Mathilde. Should be less expensive in terms of favor compared to the Big Flashy Nukes and actually slots nicely into her current kit and preferred modus operandi far better when compared to flashy stuff like Pit of Shadows.
Well, the inability to cast it safely ever is a bit annoying to use in a teleport blink spell(which would be something you use deliberately in your plans) versus a Pit of Shadows(which would be something you set off when everything has gone to shit and if your enemies don't get eaten you get eaten)
 
ASF, +1S and AP is barely better than our standard greatsword, because Mathilde only has an Initiative of 4. Not going to be getting rerolls from that.

Mathilde faces the same problem every human would-by hero does: her base Strenght is capped at 4.

Hitting like a cannon forgives a great many sins. assuming Kragg's rune is just the S10 effect, that and two runes of fury means 4-5 S10 attacks (as, IIRC, our Attacks would be going up with WS). It's an amazing amount of dakka.
In tabletop Greatswords and generally Great Weapons give +2S and Always Strikes Last (edit: nah, it's +2S -2I in this quest; still results in I2 which is Almost Always Strikes Last or so :V).

We are pretty tough, for a human, with Armour, Seed and whatnot. Still, I think that dealing with Always Strikes last is more important, especially seeing as +2S from Great Weapon ameliorates S issue - effective S6 is reasonable, especially considering it's always Blessed in our hands.
 
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Yeah, Smoke and Mirrors is right up Mat's alley, and would be terrifying on her. Here, have a teleporting devil mage with a great-sword that's also sometimes intangible and rides a shadowhorse while her shadows kill anything nearby.

This is the point where you go: Huh. You might just count as a Lord now, instead of just a Hero unit in terms of WHFB. Can someone check the rules for teleports? Does the mage get to pick where she goes? Because having Mat be a shadowjumper (teleporting from shadow to shadow) is a nasty, nasty thought.

If we are going to study a Battle Spell, it should be that one. And the goal should be to segment it. If a Battle Wizard can wield teleports into other spells, than at some future point, Mat should be able to Shadowteleport as a stand alone, non battle tier spell.
 
Yeah, Smoke and Mirrors is right up Mat's alley, and would be terrifying on her. Here, have a teleporting devil mage with a great-sword that's also sometimes intangible and rides a shadowhorse while her shadows kill anything nearby.

This is the point where you go: Huh. You might just count as a Lord now, instead of just a Hero unit in terms of WHFB. Can someone check the rules for teleports? Does the mage get to pick where she goes? Because having Mat be a shadowjumper (teleporting from shadow to shadow) is a nasty, nasty thought.

If we are going to study a Battle Spell, it should be that one. And the goal should be to segment it. If a Battle Wizard can wield teleports into other spells, than at some future point, Mat should be able to Shadowteleport as a stand alone, non battle tier spell.
You forgot that Mathilde is a combat cockroach as she is really hard to kill.
 
In tabletop Greatswords and generally Great Weapons give +2S and Always Strikes Last.

We are pretty tough, for a human, with Armour, Seed and whatnot. Still, I think that dealing with Always Strikes last is more important, especially seeing as +2S from Great Weapon ameliorates S issue - effective S6 is reasonable, especially considering it's always Blessed in our hands.
I may be speaking a heresy, but since we are considering going for a really killy sword, do we really need it to be a greatweapon? That would be a very easy way of not striking last.

Of couse, we would have to learn fighting with it.
 
I may be speaking a heresy, but since we are considering going for a really killy sword, do we really need it to be a greatweapon? That would be a very easy way of not striking last.

Of couse, we would have to learn fighting with it.

if we get S10 rune (which is in question since Kragg may well be unwilling to make weapon with such for us), we have zero, literally zero, reasons to use Great Weapon.
The only reason to go for Great Weapon is +2S; full potential of S10 rune is wasted on Greatsword, because there's no point in +2S anymore, while -2I + Needs Two Hands remain in place.

If we get a shot at S10 Rune, we should use it on a dagger or something equally small and one-handed.

edit: stiletto or dagger with S10 Rune, Rune of Fury (double gets Frenzy which is not ideal) and Rune of Striking can be pretty hilarious. S10, +1A, +1WS would be kind of amazing weapon profile. Cleaving is superfluous-ish with S10, Fire can be useful too, Might...is worthless with S10, Parrying and Speed are pretty damn solid too.
 
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Well, the inability to cast it safely ever is a bit annoying to use in a teleport blink spell(which would be something you use deliberately in your plans) versus a Pit of Shadows(which would be something you set off when everything has gone to shit and if your enemies don't get eaten you get eaten)
My memory is muddy on the subject; I recall that Teleport procs miscasts like a Fiendishly Complex spell when used with FC spells, not like Battle Magic. If it is not so, then Teleport can wait with the other Battle Magic spells.
 
we can live here no problem, but if we want to do magic stuff we need to spend four favors to get something a days ride away.
Nope, I asked BineyBiney about setting up a workshop in East Valley, as long as it's away from anything important, we are good to go.
In tabletop Greatswords and generally Great Weapons give +2S and Always Strikes Last (edit: nah, it's +2S -2I in this quest; still results in I2 which is Almost Always Strikes Last or so :V).

We are pretty tough, for a human, with Armour, Seed and whatnot. Still, I think that dealing with Always Strikes last is more important, especially seeing as +2S from Great Weapon ameliorates S issue - effective S6 is reasonable, especially considering it's always Blessed in our hands.
Can't usually enchant a greatweapon, so no +2S.
You forgot that Mathilde is a combat cockroach as she is really hard to kill.
*points to assassin ganking her in half a round*

Nowhere near as much as you'd think.
 
My memory is muddy on the subject; I recall that Teleport procs miscasts like a Fiendishly Complex spell when used with FC spells, not like Battle Magic. If it is not so, then Teleport can wait with the other Battle Magic spells.
Well, theres still the first casting being very risky.
It depends on your Battle Magic strategy.

Do you intend to use it when your overarching plan involves battle magic and performs something you can't achieve with safer means? If so, Smoke and Mirrors, or Mindrazor are good choices, but they add risk when there were none before, in order to achieve greater rewards, but you only need to cast it once generally for a pretty damn decisive effect.

Or do you intend to use it to counter for unexpected developments? Deliver a decisive, table turning blow? Then you want Pit of Shades or Steed of Shadows, where you replace your current risk with a Battle Magic that solves it perfectly well in exchange for the miscast risk.
 
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Can't usually enchant a greatweapon, so no +2S.
Sorry, I don't understand what you mean?

I meant that with hypothetical Flat S10 rune, any weapon hits as hard as it is possible, so the main benefit of Great Weapon - +2S - is pointless, as you cannot get S12 after all.

And so you might as well get this rune on something like a dagger instead, coincidentally freeing up other hand for the handgun (for extra attack) or whatever.
 
Smoke&Mirrors can be proceed through a Fiendishly Complex spell, or just used on its own as a FC spell IIRC.

It's absolutely fantastic for us, and should be the first higher tier spell we learn, no doubt.
I may be speaking a heresy, but since we are considering going for a really killy sword, do we really need it to be a greatweapon? That would be a very easy way of not striking last.

Of couse, we would have to learn fighting with it.
I see no reason why it couldn't be, IC, a flamberge, while being mechanically a hand weapon.
 
Well, the inability to cast it safely ever is a bit annoying to use in a teleport blink spell(which would be something you use deliberately in your plans) versus a Pit of Shadows(which would be something you set off when everything has gone to shit and if your enemies don't get eaten you get eaten)
I believe we can in fact can this particular spell reliably. There is specification to in in spellbook threadmark:

"- Can be tied into a Fiendishly Complex or Battle Magic spell to teleport without any additional risk of miscast. Can also be cast on its own. Range is limited to line of sight and about a hundred yards or so."

I understant it as ability to tie it to Fiendishly Complex spells, and them still being fiendishly complex - which we can cast reliably. It's only logical. Battle magic have huge effects able to change battlefield. A blink spell is not like that. It's merely a support. Mechanism could be based on using ambiguity of Ulgu to enforce the uncertainly of physical location of a caster, thus effectively teleporting. To be fair, it requires quite a bit of magical strength and deep understanding of Ulgu (which qualifies it to Battle Magic) - but it may still be relatively straigthforward (and safe-ish) process.
 
Wrong! There's no assassination like assassination with a Pit of Shadows.

Given that Mathilde's a grey wizard with a greatsword....yyyeah, it's not even wrong.

In other thought: runic swords are cool, but have you considered runic armour? Namely,
Article:
Master Rune of Adamant: Gives the wearer T10 for 100pts.
Rune of Shielding: For 25pts you get a 2++ against shooting
Rune of Stone: Same as before, 5 points for +1 armour.


Local Woman Is Fucking Invincible.jpg
 
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I believe we can in fact can this particular spell reliably. There is specification to in in spellbook threadmark:

"- Can be tied into a Fiendishly Complex or Battle Magic spell to teleport without any additional risk of miscast. Can also be cast on its own. Range is limited to line of sight and about a hundred yards or so."

I understant it as ability to tie it to Fiendishly Complex spells, and them still being fiendishly complex - which we can cast reliably. It's only logical. Battle magic have huge effects able to change battlefield. A blink spell is not like that. It's merely a support. Mechanism could be based on using ambiguity of Ulgu to enforce the uncertainly of physical location of a caster, thus effectively teleporting. To be fair, it requires quite a bit of magical strength and deep understanding of Ulgu (which qualifies it to Battle Magic) - but it may still be relatively straigthforward (and safe-ish) process.
Without any additional risk of miscast. Casting Smoke and Mirrors itself is invoking a Battle Magic and always has miscast, but activating its function to blink does not risk as per a Battle Magic unless you're activating it with a Battle Magic.
 
Given that Mathilde's a grey wizard with a greatsword....yyyeah, it's not even wrong.

In other thought: runic swords are cool, but have you considered runic armour? Namely,
Article:
Master Rune of Adamant: Gives the wearer T10 for 100pts.
Rune of Shielding: For 25pts you get a 2++ against shooting
Rune of Stone: Same as before, 5 points for +1 armour.


Local Woman Is Fucking Invincible.jpg
Metal armor messes with our magic since we're not a Chamon user.
 
Oh certainly true, but she is certainly a lot tankier than most Wizards.
Not a great bar to clear.

Her Ward save depends on the horse, and can be shut down easily. Her armor is weak against high Strenght foes. Her WS is low compared to heroes and lords.
Sorry, I don't understand what you mean?

I meant that with hypothetical Flat S10 rune, any weapon hits as hard as it is possible, so the main benefit of Great Weapon - +2S - is pointless, as you cannot get S12 after all.

And so you might as well get this rune on something like a dagger instead, coincidentally freeing up other hand for the handgun (for extra attack) or whatever.
Me: Kragg's S10 rune and x2 Fury or Striking is superb.
You: I'd prefer ASF instead of S10.
Me: Mathilde has too low of a Strenght score.
You: The greatsword makes up for it.
Me: You can't normally enchant a greatsword. I.e., it stops being a greatweapon once enchanted, so an ASF sword wouldn't compensate properly. +1S and AP is strictly worse than +2S, and ASF is throughly wasted on someone with a low Initiative.

Like I said, it's absurd to say no Big Honkin' Axe was ever Runed. Look at Gotrek's official artwork.

Mechanically, it stopped being a greatweapon.

In-character, it's still a Big Honkin' Axe.

That's what we want: greatsword IC because we are good with it, Runed S10 + stuff hand weapon mechanically because that's Kragg's signature and falls neatly within "make me the killiest sword you can".
 
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Without any additional risk of miscast. Casting Smoke and Mirrors itself is invoking a Battle Magic and always has miscast, but activating its function to blink does not risk as per a Battle Magic unless you're activating it with a Battle Magic.
That doesn't make any sense. casting it on its own has a miscast chance, and casting it with a FC spell doesn't have any? Like just what?
 
In other thought: runic swords are cool, but have you considered runic armour? Namely
I've asked, actual armor interferes with Spellcasting.
Without any additional risk of miscast. Casting Smoke and Mirrors itself is invoking a Battle Magic and always has miscast, but activating its function to blink does not risk as per a Battle Magic unless you're activating it with a Battle Magic.
That straight up contradicts the GM's statements, so I'm going to say you are wrong.
 
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