Voted best in category in the Users' Choice awards.
Nothing about a duration in the spellbook, so my assumption is no. At a guess, it's limited by distance from the caster, rather than having a set timer.
Weird. I always took the "carry them across the battlefield at incredible speed" to mean it was mostly a point A to point B type of thing, but at second thought that seems redundant with Smoke and Mirrors being a thing. @BoneyM how exactly does Steed if Shadows work?
 
Weird. I always took the "carry them across the battlefield at incredible speed" to mean it was mostly a point A to point B type of thing, but at second thought that seems redundant with Smoke and Mirrors being a thing.
On the tabletop it probably works differently. Smoke and Mirrors only allows swapping two characters there, rather than actual teleportation.
 
In the Army Book, Engineering Runes are limited to cannons, grudge throwers, bolt throwers, organ guns, and flame cannons, and they've only recently started allowing those last two. Runesmiths are conservative even by Dwarf standards. Thorek has been testing a single rune longer than Gyrocopters have existed.
What's the source of the Rune of Hiding thing on a gyrocopter? A novel? Fan-canon?
 
A to B. Smoke and Mirrors is limited to the caster, Steed of Shadows isn't.
Ah, fair enough. With that, I suppose we could make an enchanted item so other people can move quickly, but it's nowhere near as useful as our regular Shadow Steed. Definitely not something I would want to cast normally.
 
Steed of Shadow already makes a drake or pegasus, and doesn't require a whole bunch of extra research, even if it is Battle Magic.
It sounds easier just to use the Battle Magic version, really. One wind instead of two, and far faster.
I actually asked about this before and had it answered. But basically it seems like battlemagic Steed of Shadow is a no go for standard flying around.
Steed of Shadows takes someone from point A to point B over a finite distance. You'd have to seriously crank up the magic to make point B re-definable on the fly and possibly infinitely far. It'd be a lot easier to work on an Illusion item to make the regular Shadowsteed look different.
 
On the tabletop it probably works differently. Smoke and Mirrors only allows swapping two characters there, rather than actual teleportation.
Before Mathilde got to learn it in this quest I understood it more of being an in-game abstraction of "those were all just decoys all along" type realistic illusions. Less the Wizard actively teleporting non-stop and more the Wizard making it close to impossible for anyone to triangulate his true position on the battlefield.
 
Before Mathilde got to learn it in this quest I understood it more of being an in-game abstraction of "those were all just decoys all along" type realistic illusions. Less the Wizard actively teleporting non-stop and more the Wizard making it close to impossible for anyone to triangulate his true position on the battlefield.
While that's certainly what the name suggests, the tabletop mechnic is to switch two charcaters of the same troop type, and the description says it uses "minor cantrips of teleportation"
 
So I just had a random thought, but you know what the best part of the Balrog cloak would be? Sheer irony. Just wait until we have to hold a bridge with it.
Also, I wonder when someone will make a post for collecting enchantment ideas, like we have for spells and long term plans. I would do it myself, but don't have nearly the dedication or interest required.
 
@BoneyM I think these are the last of these gun-related questions.

1. I'm treating '1D6 hits' as kind of "melting" into the bullet - doesn't do anything on its own. That's the case with Searing Doom and Shem's Burning Gaze, but Banishment is 2D6 hits. Are Banishment bullets viable? If so, would they do 1D6 worth of damage (normal damage) or 2D6 worth of damage (double damage)?
2. Is enchanting a gun with Okkam's Mindrazor so its bullets shoot with the wielder's Leadership possible? If it is, would the wielder be able to teleport after every shot?
 
Last edited:
@BoneyM I think these are the last of these gun-related questions.

1. I'm treating '1D6 hits' as kind of "melting" into the bullet - doesn't do anything on its own. That's the case with Searing Doom and Shem's Burning Gaze, but Banishment is 2D6 hits. Are Banishment bullets viable? If so, would they do 1D6 worth of damage (normal damage) or 2D6 worth of damage (double damage)?
2. Is enchanting a gun with Okkam's Mindrazor so its bullets shoot with the wielder's Leadership possible? If it is, would the wielder be able to teleport after every shot?

1. Double. Would be very bright.
2. No and no.
 
Here's all the potential gun enhancements. Only repeater pistols are being considered. Only one bullet-applying enchantment can be placed per gun. Anything in brackets is if the spell's boosted.

Move
Bullet: No
Purpose: Increase Initiative by enabling faster draw
Cost: 2 CF or free with personal involvement

Cleansing Glow
Bullet: No
Purpose: If all other enchantments are made by our own hands, lets us write a paper on our multi-wind enchantment item the most cheaply; makes Mathilde's life a little more convenient
Cost: 2 CF

Illusion
Bullet: No
Purpose: Drop/eliminate muzzle flash and bang
Cost: 5 CF or free with personal involvement

Shadow Knives
Damage: 4+2d10 drop low
Bullet: Yes
Special: Supernatural accuracy, triple range, ignores armour
Cost: 5 CF or free with personal involvement

Searing Doom
Bullet: Yes
Strength: 4
Special: Supernatural accuracy, double range, ease with which it wounds enemies depends on armour with Strength 4 floor, ignores armour, flaming attacks
Cost: 10 CF

Urannon's Thunderbolt
Bullet: Yes
Strength: 6, armour-piercing
Special: Supernatural accuracy, double [quadruple] range, +S4 damage against flying targets
Cost: 10 [13] CF

Banishment
Bullet: Yes
Strength: 4, armour-piercing
Special: Supernatural accuracy, double [quadruple] range, double damage, one third more damage vs undead/daemons, re-roll successful ward saves
Cost: 10 [13] CF

Shem's Burning Gaze
Bullet: Yes
Strength: 4 [6], armour-piercing
Special: Supernatural accuracy, double [quadruple] range, double damage vs undead/daemons, flaming attacks
Cost: 10 [15] CF


Final words: Unboosted Banishment is better than Shem's Burning Gaze while costing the same. If one of the pistols has Shem's Burning Gaze or Banishment and the other has Shadow Knives, it may end up that one pistol is black and the other is white, just like Alucard and Dante's pistols, but Witch Hunters may think we worship Malal.
 
Last edited:
@BoneyM I'm sorry, I forgot about the Lore of Heaven's Battle Magic. Can Chain Lightning be put into a bullet? The initial hit's easy enough but no idea if the whole chain lightning bit works.
 
Added this to the gun-applied Battle Magic review.
Urannon's Thunderbolt is another spell with a lovely casting value of 10. It's got magic missile's standard 24" range and supernatural accuracy, and it's got the Lore of Heavens' attribute so it does an extra Strength 4 hit's worth of damage to flying targets. What I consider its main effect is that it's Strength 6, which is pretty hefty for a casting value 10 magic missile. The boosted version just ups its range to 48" for an extra 3 CF.
Final evaluation: The lore attribute is near worthless to us, meaning its only real selling point is Strength 6 at a CF cost of 10. It's not a bad selling point, though. I think it's better than unboosted Shem's Burning Gaze since that extra Strength can be useful against more than undead and daemons, and Strength 6 with armour-piercing is enough to beat most forms of armour while being able to wound shielded Vampire Lords just as easily. Banishment's trickier to beat. Double damage alone is enough to give Strength 6 pause, but perhaps not beat it given that Strength beats both Toughness and armour, but the ward save re-rolling and anti-undead bonus damage serve to reinforce Banishment.
 
Last edited:
Here's all the potential gun enhancements. Only repeater pistols are being considered. Only one bullet-applying enchantment can be placed per gun. Anything in brackets is if the spell's boosted.
Just to be clear, @BoneyM; is this understood to mean 'you can fit the spell onto an individual bullet, such that you may fire one bullet per enchanting session and then the ammo is expended', or 'a gun with this enchantment is a magical artifact that causes bullets fired by it to have the effect when all the other criteria are met (i.e a shadow knives gun might need to stock up on Ulgu)', or 'you can make a gun shaped wand that shoots the spell as a normal enchantment effect'?
 
Huh, I thought I remembered you saying we could have an enchantment that applies things to other items like that. Am I remembering wrong, did you change your mind, or is it just these specific effects? Either way, that sounds a lot more effective than I was expecting.
 
Huh, I thought I remembered you saying we could have an enchantment that applies things to other items like that. Am I remembering wrong, did you change your mind, or is it just these specific effects? Either way, that sounds a lot more effective than I was expecting.

An enchanted gun can't put a spell on a bullet that will activate when it hits, but it can change the properties of the bullets as they are fired.
 
Last edited:
@BoneyM, if we want to enchant something with the help of other wizards, do we have to prepay for the favour cost in the shopping vote or can we pay as part of the enchantment action?
 
Back
Top