IIRC there's an Ulgu spell to retroactively tell reality that no, you didn't die just then, it was a trick you set up ahead of time. But I don't think there'll be anything of the sort here, even for Melkoth, because Boney's ruled that they don't want to have to deal with time travel of any kind.
I would assume the latter, but personally I'd suspect something along the lines of... Ghyran specifically being unable to cure those, because Ghyran is the Wind of Growth and the problem with cancer is (to oversimplify it) that your cells are in fact growing out of control. But Hysh might be able to do it because it's a purifying influence that destroys the part that is acting up.
Ghyran is the Wind of Growth, meaning it gets to control Growth. The offending cells will be told "no, please grow correctly".
In much the same way as Shyish can be used to forestall death.
Ghyran is the Wind of Growth, meaning it gets to control Growth. The offending cells will be told "no, please grow correctly".
In much the same way as Shyish can be used to forestall death.
This is true. It could be one of those things that Jade wizards need a lot of internalize to work out, like how Greys/Mathilde internalize the weird restrictions and limitations behind some Ulgu spells like Take No Heed or Substance of Shadow.
In fairness, given the wording, my interpretation of that particular spell would be that the mechanic is letting you 'have cast' it retroactively for reasons related to 'this is a game' not because the character cast it retroactively. The actual, in universe, spell is an illusion/invisibility combo that makes the illusion take hits for you for a preset duration, but whose casting is not visible. The retroactive thing is so that nobody can metagame by knowing when it's been cast.
And an illusion to take hits for you while you are made invisible is well within the current interpretation of what Ulgu can do without invoking the burrito clause, IMO.
Wizards are powerful unique units, able to turn the tides of history on their own if played correctly.
Article:
Don't underestimate my paperwork. It transcends the limitations of your understanding.
???
Location Unknown
Time travel only ever occurs in one direction—forwards, one moment at a time. That is the official stance endorsed by the Colleges of Magic, as established in a series of concurring papers written by Lord Magister Melkoth of the Grey Order, then Lady Magister Elspeth von Draken of the Amethyst Order, and the once and future former Supreme Patriarch Alric of the Light Order.
Anybody with access to a Battle Magic spell list knows better, of course. The Light spell Birona's Timewarp is unsubtly named, and the Amethysts' Youth's Bane is particularly gruesome when overcharged. But even the Battle Wizards focus on changing the one moment at a time bit, rather than the forwards bit.
In a rather more classified set of writings on the subject, reversing the flow of time is theorized merely to be impractically dangerous and exorbitantly expensive, rather than an unbreakable law of reality. And for the majority of my career as a wizard, I expected that to be the limit of my understanding on such matters.
To my great chagrin, I am now in a position to weigh in on that conjecture. It is difficult to explain the precise mechanics of the matter in simple Praestantia, but I suppose I will make the attempt for Verena's sake.
Imagine a mirror, perfect in all directions, and then a mirror inside the mirror, and each of those mirrors has another mirror, and so on ad infinitum. That mirror is reality, and each chain of metaconglomerative mirrors defines a cardinal aspect of it. Ulgu, then, and indeed all the Winds of Magic, represents a smudge on that mirror, which then propagates outwards in cascading reflections to form the phenomena we recognize as spells and other magical effects. Apply enough smudging via Egrimm's Fourth Treatise to the construct of reality known as time, as defined in the equation—[REDACTED]
Or to put it in plain Reikspiel, when one nudges the wibbly-wobbly layers of reality just right, aided by the presence of a suitably disturbed god or three, and an ocean of magic is bent to the will of a sufficiently determined spellcaster in the wake of eight simultaneous miscasts of time warping magic... well. The circumstances to generate an Extratemporally Inductive Kymatokinetic Event aren't common, but once is more than enough to write the paper.
Pity that there's more pressing business to be had.
The problem began, as things often do, with the city of Marienburg. Good people, great food, terrible political decisions. Discontent with the Empire had remained high as the turn of the century approached, and the aftershocks of the newly built Black Water-Aver and Talabec-Stir canals provided a convenient excuse for the Great Houses to raise tariffs on certain popular luxury goods. Funny how that happened to coincide with a rash of rioting in Altdorf. Purely coincidental, I'm sure.
In any case, it was clear that something needed to be done in response. But none could come to a consensus on what form that response would take, not even amongst the highest echelons of the Imperial Court. I am told that the Chamberlain of the Seal argued for a two-pronged diplomatic approach, to ease tensions whilst simultaneously appealing to allies to apply pressure. The Reiksmarshal pushed to expand the Imperial Navy, to deal with the pirates and better prepare for the inevitable conflict to come. The Chancellor of the Imperial Treasury insisted on the importance of maintaining taxable trade above all else. The Grand Theogonist urged for a demonstration of Imperial might. And so it went.
It was the genius idea of one particular wizard to achieve a half dozen goals with one grand working. Something that would lower diplomatic tensions, improve military readiness, demonstrate Imperial superiority, generate taxable revenue, promote internal unity, and unbeknownst to most, venerate a certain Gambler.
Would that my Master devoted as much thought to efficacy as efficiency.
If my calculations are correct, the year is 2500 IC. Journeywoman Eike Hochschild is setting off on an extended business trip to Drakenhof for the month of Sigmarzeit. And my former Master's greatest mistake is not yet inevitable.
6 Sigmarzeit, 2500 IC
Wurtbad, Stirland
The Eastern Imperial Company District extends southwards from a section of Wurtbad's inner wall at the heart of its nascent business quarter, encompassing an ever-growing collection of buildings to match its ever-growing catalogue of products. Bulk materials, state-of-the-art weaponry, exotic goods, local newsletters, Official Dämmerlichtreiter™ merchandise—the EIC does it all and more.
Commensurately, security is tight, as its employees are well trained, the Stirlandian Watch keeps a closer eye on its properties, and elements of the First Division's garrison are rarely more than a horn's call away. Any threats that cannot be dealt with by overt security measures—infiltrators, blackmailers, bribers, cultists, maladvertisers, and other such scoundrels—face the unenviable prospect of stepping into the playground of an organization known to associate with Grey Wizards.
Fortunately for my own intentions here, I am one of those Grey Wizards. A wrapping of Ulgu shrouds my form, and I slip into EIC Headquarters with the demeanor and confidence of someone who belongs there.
"Back so soon, Miss Eike?" the woman at the desk asks. Doppelganger successful.
"I got halfway down to the Moot before I realized I forgot some papers," I reply sheepishly, giving an embarrassed wave as the lanterns flicker in my wake. "While I'm here, is the Lady Magister's order still undergoing production?"
My question is a gamble. At this point in time, the consolidation of Wurtbad's newsletters under the umbrella of the company is still a work in progress. Either my Master's outsourced the work to Altdorf, where the Colleges maintain an understanding with the Printers Guild, or she's kept it in-house here, with the EIC.
"Yes, Printing Workshop Two."
With my destination confirmed, I make my way riverward to the second of the newly established EIC printing workshops—a converted townhouse near the docks, ideally positioned for ease of distribution. If I recall correctly, the five story building in question used to belong to some Talabeclander noble or another, until a series of bad gambling debts and an irate Elector Countess encouraged the former owner to sell the property for quite a sum below its actual value. It was fortunate that the EIC was in position to secure its acquisition.
Inside, the sharp scent of inks and wood dust overpowers the otherwise pervasive smell of the Stir. A swarm of printers, papercutters, woodcarvers, ink mixers, assorted consultants, and their respective apprentices are hard at work on the ground floor presses, assembling the written media that will soon be distributed to people across the province.
As the invention of movable type still some years away, much of the remaining space in the building is relegated to storage and filled with stacks of soon-to-be printed woodblock carvings, neatly sorted into four groupings each with their own dedicated floors.
The first floor is dedicated to local affairs—the Wurtbad Market Pamphlet, the Silver Queen Weekly, et cetera. A quick glance at the headlines reveals nothing out of the ordinary, it seems, besides sightings of a strangely colored sheep.
The second floor is dedicated to greater Stirland—announcements made by the nobility, army recruitment notices, academic discoveries, and the like. Another scandalous story decrying the exploits of one Julia Massif, most likely fabricated.
The third floor is dedicated to miscellanea and non-news material—book commissions, internal hiring contracts, Tilean style leaflets, and so on. Interestingly, there's a reprinting of the Memoirs of Asarnil the Dragonlord in the works.
The fourth floor is dedicated to my Master's latest and most calamitous project—The Wizards and Wastelands Strategic Training Card Game.
Mathilde Weber
8●⚔
[Warrior/Wizard]
Unseen, But Not Unfelt
Martial: 25 | (Ulgu): 9
Mathilde Weber
8●⚔
[Loremaster/Wizard]
(1) AP— Deploy a Mathilde Weber from your Deck.
Learning: 29 | (Ulgu): 9
Mathilde Weber
8●⚔
[Spymistress/Wizard]
(3) AP— Roll a 1d6 and remove that many cards from play.
Intrigue: 25 | (Ulgu): 9
Mathilde Weber
8●⚔
[Scout/Wizard]
(N) AP— look at N cards in the target player's hand.
It is only instinct that stays my hand when I approach the templates. Something is amiss.
"Well, what are you waiting for?" says Lord Magister Melkoth. "I must admit, usually time traveling apprentices try to go for their masters, instead of whatever this is. Are you sure you've got the right target?"
I'm not quite sure how I started with a bunch of card ideas and ended up with time travel shenanigans, but I think I'll blame thread memes and Yu-Gi-Oh 5Ds.
"Well, what are you waiting for?" says Lord Magister Melkoth. "I must admit, usually time traveling apprentices try to go for their masters, instead of whatever this is. Are you sure you've got the right target?"
"For one, I'm not here to kill anyone, just head off a poorly thought-out project of my master's. She's very much a good role model overall and a woman I hold in high regard. Why in the name of all the gods would I want to kill her?"
"For one, I'm not here to kill anyone, just head off a poorly thought-out project of my master's. She's very much a good role model overall and a woman I hold in high regard. Why in the name of all the gods would I want to kill her?"
Unleashing propaganda-laced TCGs is not honestly an awful idea. There's fertile ground with the wizard chic crowd and various intellectuals of Altdorf already.
Unleashing propaganda-laced TCGs is not honestly an awful idea. There's fertile ground with the wizard chic crowd and various intellectuals of Altdorf already.
It's too ahead of its time. Literacy is not universal by any means in the Empire or Marienburg, and neither is math, so in practice any prospective buyers would have to be middle-class or higher. On top of that, I imagine the contemporary technology makes mass-producing cards kind of a nightmare, especially before the movable type printing press.
Also, it's unleashing the dread beast named Gacha into the world. Do we really want that to be Mathilde's legacy, in spite of her being a worshiper of Ranald? I don't know. I think I'd prefer turning to Necromancy first
In fairness, given the wording, my interpretation of that particular spell would be that the mechanic is letting you 'have cast' it retroactively for reasons related to 'this is a game' not because the character cast it retroactively. The actual, in universe, spell is an illusion/invisibility combo that makes the illusion take hits for you for a preset duration, but whose casting is not visible. The retroactive thing is so that nobody can metagame by knowing when it's been cast.
And an illusion to take hits for you while you are made invisible is well within the current interpretation of what Ulgu can do without invoking the burrito clause, IMO.
There is a tt game called Scion:Hero where you can take a perk called Solipsisim, It allows you to ignore a damage of single attack that comes from suprise attacks. Doesn't matter what the attack is as long as you don't see it coming and are suprised by it you ignore the damage. IT was fairly useful in one of my games against a sniper, bullet would pass though my character and there might even some blood but he would take no injury. But only the first attack since once you know you are under atttack it doesn't work.
What I am getting at this does sound a lot of like Ulgu to me if I were to put it WHFB magic.
There is a tt game called Scion:Hero where you can take a perk called Solipsisim, It allows you to ignore a damage of single attack that comes from suprise attacks. Doesn't matter what the attack is as long as you don't see it coming and are suprised by it you ignore the damage. IT was fairly useful in one of my games against a sniper, bullet would pass though my character and there might even some blood but he would take no injury. But only the first attack since once you know you are under atttack it doesn't work.
What I am getting at this does sound a lot of like Ulgu to me if I were to put it WHFB magic.
An Ulgu!Solipsism would definitely need to be pre-cast. In tt games, there's still a player who can make the decision to have something retroactively happen to the character, but when it comes to magic, someone's will needs to direct the energies.
An Ulgu!Solipsism would definitely need to be pre-cast. In tt games, there's still a player who can make the decision to have something retroactively happen to the character, but when it comes to magic, someone's will needs to direct the energies.
True but as an enchanted item it would be of a great value. I imagine even Emperor would want one since not getting hurt on suprise attack is pretty good defence against violent assasination.
An Ulgu!Solipsism would definitely need to be pre-cast. In tt games, there's still a player who can make the decision to have something retroactively happen to the character, but when it comes to magic, someone's will needs to direct the energies.
Well, yes. The Warp is known to be acausal, to the point that it's affected the material world, so it's not a huge stretch to say that Warp-derived energies could do the same thing. Ultimately, if the spell works, there is someone directing the energies - the Wizard in the new timeline.
Well, yes. The Warp is known to be acausal, to the point that it's affected the material world, so it's not a huge stretch to say that Warp-derived energies could do the same thing. Ultimately, if the spell works, there is someone directing the energies - the Wizard in the new timeline.
Reality is sturdy, self-enforcing, and self-healing. For the Warp's acausal nature to not only take precedence over reality, but force a less natural outcome (rather than the wizard staying dead, as they would naturally, the possibility of them having cast the spell in the future holds enough sway to rewrite the present before it happens), something really fucked must be going on. Like, a level beyond a Storm of Magic fucked.
If we're talking conventional wizard using a spell in plausible circumstances, they must be possessed of a conscious will in the present.
Reality is sturdy, self-enforcing, and self-healing. For the Warp's acausal nature to not only take precedence over reality, but force a less natural outcome (rather than the wizard staying dead, as they would naturally, the possibility of them having cast the spell in the future holds enough sway to rewrite the present before it happens), something really fucked must be going on. Like, a level beyond a Storm of Magic fucked.
If we're talking conventional wizard using a spell in plausible circumstances, they must be possessed of a conscious will in the present.