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Windherding is an explicit spell creation trait. We can make entirely novel spells that use more than one wind. We should be able to generate spells such as:

Ulgu+Hysh

Shimmering Fog: Create an area of blinding fog, marking out multiple foes selectively who are fully visible through that fog.
False Revelation: Target falsely believes in a sudden insight that comes to their mind (Resistable).

Ulgu+Chamon
Fault of Skill: One target becomes notably less skilled*; They are much more prone to errors.
Rusting Fog: Metal objects within a fog begin to rapidly rust.

*Likely combat by default

We could probably also create some Battle Magic spells with truly wild effects.
 
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@Boney

Out of interest in the description for windherding it does mention spellcasting alongside enchantment, how does that work exactly is it possible to make spells that use two winds to be greater than the sum of their parts?

Yes.

I'm sort of confused on the potential utility of this if they can't interact directly.

By interacting indirectly. One wind does a thing, the other wind does a thing that makes that first thing more powerful or useful.

We probably don't yet truest the Eonir enough for them to try, but I wonder if the Grey Lords could learn anything from Von Tarnus' armour.

 
Is Windherding kind of basically like the principles of Necromancy (Use Dhar to corrupt and empower Shyish), but with other winds instead? Use Chamon to empower and let Ulgu act logically, for example.
 
Is Windherding kind of basically like the principles of Necromancy (Use Dhar to corrupt and empower Shyish), but with other winds instead? Use Chamon to empower and let Ulgu act logically, for example.

Absolutely not. The Winds do not touch at any point and the fundamental natures of those Winds remain completely unchanged. It's having the expertise to be able to keep Winds from touching even while spells of those Winds are being cast in close proximity, so that the effects of those spells can interact.
 
Is Windherding kind of basically like the principles of Necromancy (Use Dhar to corrupt and empower Shyish), but with other winds instead? Use Chamon to empower and let Ulgu act logically, for example.
You can do it now, but to be clear this doesn't mean entirely new 'hybrid' spells, it means being able to cast or enchant two spells very close to each other in order to take advantage of any synergies there might be.
Weber'd by Boney
 
When thinking of "how Windherding works", I think the best example for this thread is our Tower at night.

The Bright Spell makes the Light.
The Grey Spell makes the Shadows made by the Magic Light Deadly.
At no point do Bright and Grey Magic touch. Yet they still work together.
 
Just be able to filter out and adjust for the Chamon on the fly, that's my advice.
The armor Asur mages wear is inevitably Ithilmar, a literally blessed by a god magic metal, one made specifically for the "everyone has magic" elves. I imagine that you suffer a lot less issue casting in it than steel.

And interestingly the Druchii and Asrai casters who don't have access to Ithilmar tend to be lightly armored. This suggests that Ithilmar rather than elven skill is actually the key.
 
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By interacting indirectly. One wind does a thing, the other wind does a thing that makes that first thing more powerful or useful.

Hmm. This makes me wonder about an even more indirect form of this, where you use the Powerstone of one (or more) Winds to influence reality in such a way that a second (or third, etc) Wind that's actively used in a spell or enchantment does something more powerful or more useful within that area of effect.
 


Mathilde looked at the paper and squinted before shaking her head.

"I am sorry, but I can't read broke," she said.
Quoting LotR « It's some kind of broke-ish. I can't read it »

Absolutely not. The Winds do not touch at any point and the fundamental natures of those Winds remain completely unchanged. It's having the expertise to be able to keep Winds from touching even while spells of those Winds are being cast in close proximity, so that the effects of those spells can interact.
So what you're saiying is that it's not gay Dark Magic so long as the balls winds don't touch ?
 
The point of redoing the robes has nothing to do with increasing the level of armor, which is already past the point of diminishing returns. The point is that the robes are largely a convenience item that currently aren't really doing anything but saving Mathilde a bit of cast time. The original intended design of the current robes kinda just failed, as people wanted the AA and mastery to be always-on and instead got a hardened robe with all the extra effects on-activation-only with an uncertain duration.

If the We-silk does turn out more conducive to magic, we wouldn't be chasing a quantitative improvement to armor but a qualitative one of keeping it always active (possibly also with the inclusion of more power stones than the 1 in the original design).

Windherding creates the possibility of adding synergistic effects on the same item. That doesn't mean trying to stack more armor, it means having options like Leaf Fall which creates physical concealment, or Portent of Amul which negates crits, or even really petty stuff like Crown of Fire or Death's Messenger to make Mathilde inspiring or scary.
Wait, so the robes we made were intended to be an "always on Aethyric Armor" and instead came out as a simple convenience of not having to cast the spell when activating it? Huh.

But yeah, We-silk armor would be an improvement over our current setup because it's silk armor that can stop a blade reliably. So even if we are up against antimagic again, we have something that would reduce such a hit to blunt force trauma rather than being gutted or cut in half. But even without that, we have Windherding.

So we could make our enchanted robes with We-silk be something truly special by incorporating more than one spell into it, from more than one Wind.
 
It's always fun when humans/human wizards pull off some absurd solution to a problem that bamboozles the elves. Stuff like being able to show the Eonir new ways of communicating with trees, or teaching an Ulgu spell that they're convinced can't work and then decide that it shouldn't work when it's demonstrated that it does, or replicating the functional duties of the extremely complex Waystone enchantment with Hysh cantrips and mono-Wind enchantment.

Of course, the elves get many opportunities to show off in return, so it goes both ways, but it's nice that it does go both ways.

---

If we make new We-Silk enchanted robes, we should absolutely take advantage of Windherding enchantment to make them a substantial improvement on top of the blade-proof and fire-resistant silk material being used as a base.
 
Wait, so the robes we made were intended to be an "always on Aethyric Armor" and instead came out as a simple convenience of not having to cast the spell when activating it? Huh.

The idea was to make always on Aethyric armour incorporating an always on version of Mathilde's MAstery so she would never get exhausted even in long running battles.
 
If we make new We-Silk enchanted robes, we should absolutely take advantage of Windherding enchantment to make them a substantial improvement on top of the blade-proof and fire-resistant silk material being used as a base.
As was mentioned multiple times in the last pages, the fact that Aethyric Armor (which at our current level is equivalent to plate armor) and regular armor doesn't stack means that the blade-proofness of the we-silk only matters if we encounter some kind of anti-magic capable of dispelling AA, which would also disable any magic enhancing the materal properties of the silk as well. As such the windherded spell should be either offensive, utility, or indirect defense (i.e. Radiant Sentinel) one.
 
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The Armor of von Tarnus vibosity factor makes me wonder what kind of Enchantmemt rule breaking we could achieve on a Mathilde Vibosity-based Enchantment.
 
The Armor of von Tarnus vibosity factor makes me wonder what kind of Enchantmemt rule breaking we could achieve on a Mathilde Vibosity-based Enchantment.

If we wanted to push it to develop a signature style we should probably get Battle Magic enchantment level tuition, then dig into the Von Carstein ring notes and reverse engineer elven enchantment, along with developing Windherding.

Unless Bony says it won't work I'm particularly interested in investigating combining Ulgu enchantments with Powerstones of other Winds.

For example, what would a Burning Shadows spell/Enchantment do when cast within the influence of a Hysh Powerstone. Would being in an area of reality softened in a 'Hysh-wards direction' strengthen the light casting the shadow in an analogous to how Sigmar's light did, for example.

In a more complex way, if that may not work, perhaps casting Burnign Shadows in a region affected by both an Ulgu and Hysh Powerstone would have a positive effect, as reality is softened to behave in a away more like Hysh and more like Ulgu simultaensouly.

We've seen in our apparatus to create Orbs that Powerstones of different Winds can be in close proximity without issue even when high energy magic is happening.
 
Friendly reminder that nobody's every successfully enchanted an item to cast Mindhole, but occasionally wizards that get the idea to try spend a while stumbling randomly on something they can never seem to find in their lab :V
 
The armor Asur mages wear is inevitably Ithilmar, a literally blessed by a god magic metal, one made specifically for the "everyone has magic" elves. I imagine that you suffer a lot less issue casting in it than steel.

And interestingly the Druchii and Asrai casters who don't have access to Ithilmar tend to be lightly armored. This suggests that Ithilmar rather than elven skill is actually the key.
There's nothing saying ithilmar is blessed by any god (although an Elf could probably argue it's blessed by Vaul because a smith worked on it, there's not, AFAIK, anthing saying there's like, actual power in it). Also, Elven mages also don't wear ithilmar, unless they're Loremasters, who (at least by tabletop rules) can cast in any armour, not just ithilmar.
 
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