- Location
- some computer lab
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.
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.
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)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.
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 ).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.
wait, nevermind, it's merely +2S, -2I. Still,
still, it means S6 I2 with Greatsword. I think I2 is a bigger issue than S6.
You forgot that Mathilde is a combat cockroach as she is really hard to kill.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.
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.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.
No, BoneyM mentioned that we could get a tower in East Valley in a separate post. I don't have time to track it down though.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.
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, 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)
Getting a tower here would be hilarious. A Sunken Palace in Wurtbad and a Wizard Tower in Karak-Eight-Peaks. The contrast would be delicious.No, BoneyM mentioned that we could get a tower in East Valley in a separate post. I don't have time to track it down though.
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.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.
Can't usually enchant a greatweapon, so no +2S.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 ).
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.
*points to assassin ganking her in half a round*You forgot that Mathilde is a combat cockroach as she is really hard to kill.
Oh certainly true, but she is certainly a lot tankier than most Wizards.*points to assassin ganking her in half a round*
Nowhere near as much as you'd think.
Well, theres still the first casting being very risky.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.
Sorry, I don't understand what you mean?
I see no reason why it couldn't be, IC, a flamberge, while being mechanically a hand weapon.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.
They can also be grilled. Marinade them in vinegar and a few spices, then grill them on skewers.I wonder what dwarfs do for food seasoning....Mushrooms really need oils to fry well but dwarfs don't do much ranching do they?
I believe we can in fact can this particular spell reliably. There is specification to in in spellbook threadmark: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)
Wrong! There's no assassination like assassination with a Pit of Shadows.Eh, generally I don't find Battle Magic to be an important tool in her arsenal. They're more for field battles which are really uncommon for her to take front and center versus "whoops essential element sabotaged"
Wrong! There's no assassination like assassination with a Pit of Shadows.
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.
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.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.
Metal armor messes with our magic since we're not a Chamon user.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
Not a great bar to clear.Oh certainly true, but she is certainly a lot tankier than most Wizards.
Me: Kragg's S10 rune and x2 Fury or Striking is superb.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.
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?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.
I've asked, actual armor interferes with Spellcasting.In other thought: runic swords are cool, but have you considered runic armour? Namely
That straight up contradicts the GM's statements, so I'm going to say you are wrong.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.