Voted best in category in the Users' Choice awards.
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"
An issue we had somewhere in this vote's conversation was that Mathilde couldn't really carry vast quantities of explosives on her (so she needed to cheat or something, I don't recall it very well).

This ties into a greater issue we have, which is that while we're very good at getting into places and not instantly dying in the face of scary things, we don't really have any options for doing serious damage. Look at the confluence of circumstances required for us to create a single effect with about the same power as a given battle magic spell (admittedly it would not compare unfavorably with them, but still).

Ergo, learning battle magic is good even beyond that it gives us another +1 to magic, because it also gives us the option for burst effects that can deal with problems that require more than three bullets in them before we have to run away.

If we'd had to fight that stone avatar of Gork, it would have involved us running away and maybe trying to dispel it somehow. As far as we'd care it'd be basically invincible to us.

As that murder-wizard in Skyrim put it, people are too obsessed with arrows and knives; a good fireball from a corner kills just as well.
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.
It's an RP thing, but yes, I think everybody'd really like to keep hold of it.
 
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 weapon mechanically because that's Kragg's signature and falls neatly within "make me the killiest sword you can".
You misunderstood me, I think.
Any weapon with S10 + Double Rune of Striking is superb; Great Weapons with S10 are just as killy as a dagger with S10, but they cost -2I and a hand.

Like, both dagger and greatsword are S10 after the rune; but former needs only one hand and is not as slow. Even if big sword no longer greatweapon (?) and thus is no more -2I, it still needs two hands to use, no? Which we can fill in with, like, an offhand weapon or whatever.
Unless "no more greatweapon" means we only need one hand for the runic greatsword. Then, naturally, it's cool af to wield a big sword in one hand. :V
 
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Basically we can cast it normally as a FC spell, which is free from miscast since we have Magic 7. We can also chain it with a FC or BM spell, and get a free teleport with no risk of miscast.
Yup.
It's an RP thing, but yes, I think everybody'd really like to keep hold of it.
Also yeah.

I mean, this is an official illustration:


You can't tell me that ain't a great axe.

We want a greatsword because of RP reasons, if it mechanically stops being a greatsword, that's actually good news, if we can get the right runes on it, as we lose the annoying -2 Initiative, and should find space to shoot our gun in melee. Because, mechanically, we'd be wielding a hand weapon, not a greatweapon, so we'd be able to do that.
 
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You are mixing up requirements for becoming a Magister Lord, and spending favour to learn a Battle Spell as a Magister.

Former requires pretty specific traits due to being not merely strongest, baddest mages of the Empire but ideological and political leadership of the Colleges of Magic. The latter could be done by having a bunch of "general" rep points and spending a lot of favour points. It is, in truth, not too much different from spending a bunch of favours to get Seed of Regrowth. Only significantly more expensive.

Considering what kind of options Dorf rep at 20-ish and Dorf favour at "Unknown, but significantly higher" did for us, I suppose that somewhere in between that range option to spend favour to learn a single Battle Magic spell would become available without college pressing us into becoming a Battle Mage.
Went and found the QM posts in question:
A Magister with sufficient seniority, a proven track record with the most difficult sub-Battle spells, an impeccable reputation, and some College Rep to spend might be able to swing a spell or two.

Very good, but your Magister rank is brand-new. Your joining the Expedition is not a point against you, but would lead some to think you still need to get some youthful exuberance out of your system.

So while MagisterLord is much more difficult, even getting a "might be able to" for battle magic is difficult; we have the track record with spells, and a good reputation, but we have almost no seniority, and that good reputation is more in terms of 'skilled' than 'proven and seasoned', which as i understand it is the type of reputation we'd need.

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.
Boney has actually straight up nixed the idea that it might be less expensive, because:
No. Battle Magic is Battle Magic.

As for the general 'can we cast teleports without miscast chance', the book of spells description is ambiguous as to whether "cast alongside fiendishly complex spells without additional miscast chance" means "normal FC chances and nothing else" or "normal FC chances for the FC, normal Battle magic chances for the teleport, no additional complexity from combining", but given this:
1. It would depend on how prominent Ulgu was at the time, how difficult that specific spell was, how long and how well you can concentrate, and whether there's any enemy wizards around to interfere. You'd be lucky to get coinflip odds.
And the 'battle magic is battle magic' quote, i personally would assume its the latter--specifically with the 'how difficult that specific spell was' being among the lowest DCs for battle magic, but still subject to the 'lucky to get coinflip odds at current skill', especially if we're using it in combat to escape.


Of course, the real solution here is to just ask @BoneyM to clarify how exactly the miscast chances and 'fit in with other spells' stuff works for it :p

Quick edit: that said, i do agree that if we go for battle magic, Smoke and Mirrors or Steed of Shadows for 'get the fuck out of dodge' and 'battle maneuvering' options would be my votes. Just personally i'd prefer we focus on 1. completing the standard spell book and then 2. creating Warrior of Fog (or any future spell traits we pick up) spells as opposed to going for battle magic,as those are less risky while still being quite powerful, and the former lets us increase our magic rating, while the latter earns us college favor instead of costing it
 
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Teleport spell lets you teleport while using FC spells with no miscast chance beyond what the FC spell on its own would risk. You can also cast the Teleport spell on its own which would have Battle Magic miscast chance because magic is a pain like that.

Wolf is already present.
 
we have zero, literally zero, reasons to use Great Weapon.

I mean, all the actions we invested were in training to use a two-handed weapon. I'd expect that switching to a one-handed style would require retraining, regardless of it being a dagger or a greatsword we are trying to use one-handed after enchantment.
 
If you end up with a sword that doesn't have great weapon mechanics for whatever reason it'll be fluffed as a bastard sword. Still a big honkin' sword, but not quite a greatsword.
 
Teleport spell lets you teleport while using FC spells with no miscast chance beyond what the FC spell on its own would risk. You can also cast the Teleport spell on its own which would have Battle Magic miscast chance because magic is a pain like that.

Wolf is already present.
Funnily enough, this encourages us to use Dread Aspect instead of the raw spell, at the cost of being horrifically terrifying every time we do it, like some sort of movie monster using villain teleportation.
 
Teleport spell lets you teleport while using FC spells with no miscast chance beyond what the FC spell on its own would risk. You can also cast the Teleport spell on its own which would have Battle Magic miscast chance because magic is a pain like that.

Wolf is already present.
Huh, thats a pleasant surprise--then yeah, if we do go for battle magic at some point in the future, i 100% would support teleport spell over others
 
Funnily enough, this encourages us to use Dread Aspect instead of the raw spell, at the cost of being horrifically terrifying every time we do it, like some sort of movie monster using villain teleportation.
If we learn Illusion we can just cast that instead. It's the only FC spell that can be cast randomly with no real side effects.
 
Funnily enough, this encourages us to use Dread Aspect instead of the raw spell, at the cost of being horrifically terrifying every time we do it, like some sort of movie monster using villain teleportation.
Dread Aspect with Mathilde's mastery and Smoke and Mirrors known becomes an absurdly flexible spell, as it provides defense (Terror reduces WS of enemies), battlefield control (Terror to break enemy units), offense (the mastery ability killing things), AND mobility (the free teleport). It started out fantastic and getting two booster add-ons just makes it better.
 
Clearly what we need then is an enchanted sword made out of magic wood.
Shame we lack the means to create Imperious.

So what enchantment do we want on out revolver? We cannot get it Runed, any Rune Smith worth their anvil would refuse to work on something so newfangled.
- Silence is a niche possibility as it interrupts spell-casting. On the other hand killing the caster also interrupts spell-casting. Lesser magic though so maybe enchant individual bullets?
- Not sure if Dispel can be enchanted into things. Some potential in being about to shoot enemy spells though.
- Bewilder could be good for hard targets. A dragon Ogre might not care about a pistol bullet but it will care about a Confusion debuff.
- Mockery of Death is potentially great. Being effectively an instant kill on any target. Moderately Complicated though which might be beyond our immediate ability.
- Dread Aspect would need to be modified significantly but would potentially be devastating to units. Seeing a guy get ripped apart by his own shadow while also feeling supernatural terror about said shadow would be a very panicking experience.

Alternately we could just give it a laser sight and call it a day.
 
I would rather have a runed sword than a magic gun and we can only have one magic weapon iirc so getting a better sword is far more important. Also If we were able to choose the runes I'd go for a master rune of Smiting (d6 wounds) and two runes of striking, go all in on fast assassination.
 
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