So, I know this is a controversial take, and I'm not actually that convinced by it myself but I wanted to put it out there...
There is currently no enchantment project on the table that I would be willing to vote for on the objects usefulness alone. (Windherding included)
There are some where I'd might vote for it to find out more about windherding but that is almost solely for the windherding story line...
In some ways, I'm a little annoyed we skipped the entire enchanting subsystem with runic gear. We got some endgame items very early and now we don't need to worry about upgrading our gear—at least, not until the threats catch up with us.
I'm definitely of the opinion of eventually switching out the Dragonflask for something else.Dragonflask: Drink: Same as the above with the added issue that this one has seen combat and proved quite useful on two occasions (Drakenhoff clean up and Drycha)
We definitely could have improved upon the robes. It's not just that our Magic score could yet increase or that we could get the We-silk in the future, but... quite simply, we could have enchanted them with something on top of Aethyric Armor, like Shadowcloak or Take No Heed. Mathilde explicitly noted that we didn't really take full advantage of possibilities allowed by using a powerstone and the Helldrake scales.Armoured Robes: The last item we have that is actually sub-par combared to our resources since they were produced with rather low robes right before Dum.
Since Aethyric Armour's effectiveness depends on Mathilde's Magic stat, she'll make new robes once she's reached Magic 10.Armoured Robes: The last item we have that is actually sub-par combared to our resources since they were produced with rather low robes right before Dum.
What Ulgu Cataclysm spell?The thing is less about the mirror and more about that the mirror is doing a small version of an Ulgu cataclysm spell. And canonically, a Hysh wizard made it.
I reread this and was astonished that it actually fit well within the Divided Loyalties framework. Unlike in TOW, where elementalists use the winds of magic, elementalists in DL use earthbound magic. If the Geomantic Web is earthbound magic, then it fits for the elementalists to have a spell like Travel Mystical Pathway.The Geomantic Web maintained by the Lizardmen is powered in a similar way, although it channels the even more subtle energies of Earthbound Magic.
Page 62, Lore of Light, Assault of Stone spell:After building the Warp gates, the Old Ones opened many smaller portals through space. These conduits of Aethyric magic would eventually fuel arcane rites powerful enough to shift continents. New forests were seeded, giving the Old Ones access to vast reservoirs of earthbound magic.
Page 88, Lore of Light, Leyfinding spell:
Page 189, in the chapter talking about the effects of magic in the world, i.e. what happens when a region is saturated in a wind or the winds:Tapping into the flows of earthbound magic, you receive a detailed mental map of all leylines and stone circles within range.
Page 190:Environmental saturation has five levels of severity: Low, Normal, Heavy, Extreme and Corrupted. Earthbound magic is rarely balanced by colour; one or two winds are usually dominant according to local geography. The dominant winds determine which Saturation Effects manifest in the region's flora, fauna, and weather (see table).
Page 193:In regions where a specific Wind of Magic is especially strong, you might want to track saturation levels individually by colour. The colour with the highest saturation determines the level for the region.
Spellcasting Rules
In regions of Heavy Saturation, spellcasters receive +1 SL on Casting Tests and Channelling Tests if they use the dominant Lore(s) of Magic. In regions of Extreme Saturation, boost Casting Tests for dominant Lore(s) of magic by +2 SL and all other Lores by +1 SL. Any type of spellcaster can use this ambient earthbound magic.
Page 194, the Containment waystone property:Roots from the Oak of Ages spread into the liminal space between the material realm and the Aethyr, thus enabling nature spirits and Elven mages to rapidly traverse the flows of earthbound magic across the globe.
The Containment property controls magical energy by deflecting it back toward its source. These waystones — primarily used by Wood Elves and Truthsayers — are usually arrayed in a series or circle. Containment stones can either preserve earthbound magic for casting, or block the spread of corruption from Warpstone, Dhar, or Daemonic entities.
From Divided Loyalties, we get dispersion/diffusion and low-magic suitability for use in low level spells. From Winds of Magic, we get saturation and winds of magic.Each of these Winds disperses in a subtly different way from the others, some quickly and thickly, others slowly over wide areas. They are often drawn to or repelled by different things, sometimes creating hotspots of magic (like the Athel Loren), and other times creating null-zones where there is almost no magic at all.
Whatever their patterns of dispersal, the Winds of Magic permeate and are absorbed into almost everything in the world with which they come into contact. The degree of this absorption and its effect varies hugely depending on the particular Wind in question and the object or thing it is permeating.
Living tissue can absorb considerable amounts of Aethyric energy, while other materials (sometimes lead, others obsidian) are magical nulls. So with this exception, almost everything that the Winds of Magic touch is saturated by their power to some degree or another, creating an ambient hum of magic everywhere in the Old World.
[...]
There is no upper limit on the amount of magic a physical thing can be saturated with. A tree could absorb a certain degree of magical energy without any noticeable effect, but if this absorption continued, the tree would start to manifest supernatural traits. [...] If the level of magic in the area continues to increase, and the tree absorbs more magical energy than it loses to the suction of the Great Vortex, it might start to manifest even wilder supernatural traits like mobility or even self-awareness.
[...]
All magic leaks slowly out of all things as it is drawn away by the Great Vortex in Ulthuan.
[...]
Because mundane things like grass generally have a very low ambient saturation of magic, it is exceedingly difficult for a magic user to draw enough energy out from them to power anything but the most minor of spells.
Ranald's Mischief.
It's a fun enough idea that I'll allow it.-- Ideally we'd want something relevant to the foundation, but in leiu of that... per White Dwarf 389 (UK), pg. 69, Ulgu is able to create the spell "Ranald's Mischief", where "Using a small silver mirror, the wizard switches an ability of one of his allies with that of one of his enemies." I have no clue if this is actually a good idea or not, but I thought it might be funny if in this timeline, Horstmann's Speculum was a joint Ulgu/Hysh windherder project.
--- I'd want QM confirmation that we could do something like this without it causing weird looks because Horstmann already made his mirror, or because a random White Dwarf isn't a reliable source. @Boney ?
Just to be accurate, there are a few major differences- Ranald's Mischief copies two stats (chosen at random) from an enemy unit within 24", but does not give the enemy unit your stats.
Favor alone does not really tell us how useful something is. IIRC, Boney stated that the Seed ended up more powerful than it normally would be, and that was attributed to Mathilde's deeds in Drakenhof as well as for advancing to Magister.Dragonflask gets no respect. Twice as much college favor as the seed, the biggest baddest AOE enchantment the brights can make, awesome form factor, easy recharge, no risk of miscast. No respect. (Read in Dangerfield voice)
That one was regular grounding - it was very close to things going bad, given that we had Ranald's Blessing on that one, but still, regular grounding.When was the last time we used a grounding rod? That hill with invisible grass in the Sylvania campaign?
I mean, there's no reason to not keep the rod. It's a thin piece of copper, it ain't exactly over-encumbering Mathilde.So there is value in keeping the Rod, even if Mathilde's been lucky and skilled enough to not need it thus far.
It is taking up one of Mathilde's 'activated items' slots, along with the Flask and the Candle.I mean, there's no reason to not keep the rod. It's a thin piece of copper, it ain't exactly over-encumbering Mathilde.
The candle is an incredibly specific piece of equipment. But not having it when needed is just about the worst fate that is just a death, and not eternal damnation.I feel like if we were going to replace a "just in case" activated item it should definitely be the Candle before the Rod.
Andres was quoting from The Old World. Boney hasn't said anything about The Old World's canonicty, but I presume it would be Tier 5, noncanon by default.My gut feeling is that introducing elementalists would not be too helpful to understanding or building waystones, but may be really quite helpful to understanding leylines and the points on which nexus are built. I haven't gone in depth into the lore, but it certainly seems that the asur-dawi network was built over the bones of the geomantic web, and that the location of nexus points (and leylines) is not completely arbitrary. One thing that is quite difficult otherwise but may be easier with help from elementalists is the mapping of leyline networks and locating of lost waystones/nexuses - the Athel Yenui nexus we found from a map and comments from the Grey Lords, but Mathilde didn't notice it with mystical senses until inside the ruins.
....
Edit: While writing this post I forgot about the one thing that prompted me to make it: The thing which intrigued me as a possible elementalism-waystone network link was how exactly Laurelorn was detecting the reconnection of K8P. I mean sure, Thorek (and presumably other runelords) recorded disturbances that they correlated to world events, but Laurelorn seem to be able to detect waystone network activity in a fairly profound way. I don't ever recall finding out how they did this and this jumps to mind - mostly due to a lack of me thinking of possibilites rather than as a comment on how plausible that is.
"Not with that much energy pouring out of it," Johann replies. "There's definitely no leylines coming into here, right?"
"Unless it's coming deep underground and from the west, no," you say firmly. "So where's the energy coming from?"
....
"Well, if it's not coming from a leyline and it's not coming from the Aethyr, what else is left?" Max asks.
"The Reikwald's Dreaming Wood? It can't be, Cadaeth told me that it's dormant," you reply.
"Did she say why?" Max pushes.
You search your memory. "'The magic that once sustained it disappeared'," you reply slowly. "Well. I guess we found where it went."
Johann looks the nexus up and down. "They turned a Nexus into a massive Aethyric shunt draining the magic out of the Dreaming Wood?"