Voted best in category in the Users' Choice awards.
Voting is open
This was... 800 years before Vlad came to power? And Sylvania at the time was ruled by Stirland. They achieved independence following the Night of Restless Dead in 1661.

You... if they had accepted wizardry earlier i bet atleast some of the empires problems wouldn't have happened.

I mean any celestial could have told you that this would have a bad outcome.
 
Well, we're already thinking that our Assault Transport would have to be off-the-books; it's entirely reasonable that we'd have to build it by setting up a full-blown black site populated by outcast dwarven engineers and wind-users who are very definitely not associated with the Colleges, nope, no magisters here.

edit: The real question is what we'd name our secret SCIENCE installation.
Aerial Zhufokrul Research Institute of Learning, Dawi Recognition Evaded, Knowledge Keeping Experts(Deniable)
 
Shadow Knives is a ranged spell. You have to throw them: you can't hold a shadow knife and stab your enemies with it. Yet.
Our Mastery lets us do it. Which was the topic at hand.
Could be any book he was reading. We have a lot of expensive and rare books, including weirder stuff like that atlas of Cathay or our eclectic collection of various Skaven books.
He's grumbling about Khazalid, Mathilde with her high Dwarf Reputation and ability to spend 'free' Dwarf Favors means she has one of the best collections of Karaz Ankor books on metaphysics in the world not in the hands of a dwarf.
I don't think Tzeentch daemons are the most vulnerable of daemons to change.
Well...
I don't think it's the change per se that is being speculated about here, it's the demand for a particular state response that should follow normal physics. The daemon-body in this context is pretending to follow physics so that reality won't notice anything needs fixing, so to speak. If you hit the Tzeentch-daemon-body with a sword, it can go "missed!" as it flickers and rearranges around the weapon, and look vaguely plausible to reality's metaphorical auditors. If you hit the Tzeentch-daemon-body with a burst of intense cold, it has to either suffer the cold and take real damage, or blatantly ignore the cold and reality will notice something's up.
...this basically. Force it into a single state, use an attack which would damage them regardless of which phase state they are in.
 
@BoneyM

Are there any ulgu BM spells that have unique effects or rather magical frameworks that cant be derived from existing spells that Mathilde knows? To contextualise my question with Melkoths we have learned a spell mechanism to screw with time that we didnt have before are there other oddities in the Ulgu BM spells that we could learn for spell creation or enchanting purposes?

It strikes me if Ulgu can do extra dimensional spaces via enchantment thats from pit of shades.

Ulgu can make a decent meat locker using ice and time stasis to slow decay. Just thinking about the potential what the remaining spells can do.
 
Are there any ulgu BM spells that have unique effects or rather magical frameworks that cant be derived from existing spells that Mathilde knows?

It seems like Mathilde doesn't know anything special about the operation of Grey Battle Magic compared to us - MMM messing with time was a surprise to her too.

So in that context, various Battle Magics having sub-components beyond the obvious seems to be in "learn them and find out" territory.
 
I'm not sure we have, we learned to do it as part of a concrete effect. I don't think that exactly means we have a deep enough understanding of the underlying mechanism to re-purpose it to other projects though.

That just means we have to study it my dude..

Actually if you ratchet the time fuckery up enough you could probably make something hilariously lethal, just have parts of a body going way fucking faster than the rest.

"It was the strangest thing sirs! The lord's heart just pounded right out of his chest!"
 
So. Everything Hysh does, Ulgu seems to mirror somehow.

Hysh creates light? Ulgu creates darkness. Hysh sees through illusions and confusion? Ulgu induces them. Hysh can heal people? Ulgu can make them do the sleeping beauty thing.

Hysh can accelerate time? Ulgu can disrupt time. Hysh can untether you from time? Ulgu can go back in time.

So, a thought. Hysh can banish unnatural powers, or force them not to do things.
Banish: Attempts to banish a nearby daemon back to the Realm of Chaos, or exorcise a possessed creature.
Daemonbane: Attempts to banish all daemons in a large area back to the Realm of Chaos.
Light's Demand: Holds in place all Chaos creatures caught in a cone of light for several rounds. This spell is particularly hard to resist.
Hey daemon, leave that person alone. Hey daemons, all ya'll need to go back to the warp now. Hey daemons, leave me alone, you hear?

It seems to me that Ulgu could be... suspiciously good at something similar.

Hey daemon, bother that person.

Hey daemons, join this party.

Hey daemons, you see that location over there? It's free real estate.

Why stretch with 'chains of ulgu' or trying to mind control something mostly mindless when we can just lean on The Hysh Precedent, and go 'You know exorcism? Do the opposite of that.' Hysh uses searing beams of light to drive out and destroy unnatural existences; a cool mist that diffuses light could probably create an environment where they can exist when they otherwise might not. Hysh uses symbology and personal sacrifice to compel unnatural existences to go away and not harm people. I bet if we had somebody else's possessions we could probably use symbology to sic a monster on them.

We have to explain how we came up with the apparition-binding techniques somehow. We might as well crib from our own fake notes.
 
Always great to see Reggie, and a fine example of how hard won experience can be of help, whatever any (real or imagined) natural talent or technical skill level differences can be. If you don't think to stab the second heart, then stabbing the first one might not do what you hope.
Also, he provides a reference point to see how Mathildes' capabilites have grown- compare her reactions to his stealth shenanigans when she was say getting Knighted in Eagle castle- she knew she'd not be able to see through his cloaking.

Hope for some social turn options with Melkoth, he's a fun eccentric. Maybe a 'show Reggie and Melkoth around our magical facilities and the Karak' option?

He's grumbling about Khazalid, Mathilde with her high Dwarf Reputation and ability to spend 'free' Dwarf Favors means she has one of the best collections of Karaz Ankor books on metaphysics in the world not in the hands of a dwarf.
I expect he was grumbling about not being able to read half of our library, which is written in Khazalid.
You dismiss the dagger and reform the energies into a chisel. "Cantrip to replace enchantment paraphernalia. Learned it from who I think was one of Algard's Hands."
...
Times using Shadow-Chisel cantrip to kill things: Several.
Times using Shadow-Chisel cantrip to leave graffiti: At least once.
Times using Shadow-Lenses cantrip to create telescopes and other light-manipulating arrays that would be the envy of every Celestial Magister the Empire over: Many.

I'd say this Enchanting Magister Grey who taught us really misses their fieldwork.
Could this be thread thinking (or... maybe insight?) making it into Mathildes thoughts, perhaps? :)
Melkoth's very own Mystifying Miasma. The secret behind it is that it doesn't actually affect the mind of those caught in it, which could be resisted by the strong-willed - it alters reality in such a way that to those inside it time runs just a little bit slower, indirectly slowing reaction speeds and disorienting even the most highly-trained of combatants.
Neat! That was a hell of a roll. Like SSS, I wondered if it could have hit 200...

[Activate tongue in cheek mode]
So, Melkoth is also probably the guy we want to help out when we get around to developing our time-travel spell, Mathildes Momentous Movement of Moments.
Between MMM, and his time-sense-blurring here:
Some Apprentices who can't let the puzzle go have their sense of time compromized for weeks or even months afterwards,
(Having said that, this turned into not-entirely-unserious theorycrafting...)
The spell could perhaps utilise elements from Algards trick to confuse the sky about where the Sun should be (as the position in the sky also depends on time, in the usual run of things).

You could, hmm, perhaps move the moment you are in now so that (you think?) it happened then. Move the moment, at least momentarily. Clearly some of Johann's magics allow 'lived experience' of earlier times, running at different subjective time speeds. An actual time travel spell might just need to add an element of confusion about whether you might have actually been there at the time, and thus able to impact events. After all, the historical record can be foggy and uncertain, and differing accounts quite confusing.

Aside from Melkoth's clear skill at temporal manipulation, they have a shared spell-naming sensibility.

Speaking of, the only reason we've not seen those aggrieved atemporal Apprentices assiduously attempting ahistorical assassination yet might be that time travel will turn out to be one of those things where you can't travel backwards in time to a time before the time time travel was invented.
(Timey wimey.)

So, we can expect a massive ambush right about time time we succeed on the MMMM spell creation roll. Probably.
Plus, another reason to pull Melkoth in- he'd be around to provide backup. :)
 
Last edited:
@BoneyM

Are there any ulgu BM spells that have unique effects or rather magical frameworks that cant be derived from existing spells that Mathilde knows? To contextualise my question with Melkoths we have learned a spell mechanism to screw with time that we didnt have before are there other oddities in the Ulgu BM spells that we could learn for spell creation or enchanting purposes?

It strikes me if Ulgu can do extra dimensional spaces via enchantment thats from pit of shades.

Ulgu can make a decent meat locker using ice and time stasis to slow decay. Just thinking about the potential what the remaining spells can do.


MAthilde's Portable Prison?

pocket dimension plus, time fuckery to keep prisoners in stasis!
 
Hey daemon, bother that person.

Hey daemons, join this party.

Hey daemons, you see that location over there? It's free real estate.

Why stretch with 'chains of ulgu' or trying to mind control something mostly mindless when we can just lean on The Hysh Precedent, and go 'You know exorcism? Do the opposite of that.'

If you're going to go full-on daemon summoning, you may as well do it with Dhar. It's better at it, and once you're breaking one Article you may as well break more. You can't be burned at the stake more than once after all.
 
[Activate tongue in cheek mode]
So, Melkoth is also probably the guy we want to help out when we get around to developing our time-travel spell, Mathildes Momentous Movement of Moments.
Between MMM, and his time-sense-blurring here:

What would we even do with a timetravel spell?

Use it for redo's of important moments?
 
If you're going to go full-on daemon summoning, you may as well do it with Dhar. It's better at it, and once you're breaking one Article you may as well break more. You can't be burned at the stake more than once after all.
Oh, is it the word daemon (not being derisive, I'm just trying to clear up any confusion)? I thought my post was fairly clear that I was referring to our research into apparition-ology, using daemon as a catch-all for spiritual entities, but if the word is polarizing enough I can see how there might be confusion.

Replace it with Apparition; it's just easier to touch-type 'daemon'. Sorry.
 
Last edited:
Hope for some social turn options with Melkoth, he's a fun eccentric. Maybe a 'show Reggie and Melkoth around our magical facilities and the Karak' option?

I'd vote for this. We've basically seen every wizards we invite go through the library almost before they set their luggage down. It'd be cool to see a discussion between the three of them focused on this magical fortress Mathilde had put together, pros and cons.

Getting a critical look at it from these two would be very good for insight into how we need to move with regards college politics later.
 
As opposed to getting a 1 on the battlefield and instantly dying?
And then regenerating instantly.

Meanwhile, a 1 on Battle Magic...
"Miscast whatever he was trying to do in the city, and tore himself asunder. Now several blocks burn with white fire."
We ain't regenerating from that.

Mathilde also has some thoughts about the risks of Battle Magic:
the dangers of it are, from what little you know of Runic magic and Anvils, entirely limited to those in the admittedly considerable blast radius of the Anvil itself. You mentally compare it with some of the way's you've seen magic gone wrong, like your long ordeal with the Thorned One and what that blithering idiot Sunscryer did when you needed him to- when he was needed at Drakenhof. In that light, you suppose there's a point to be had.
Mathilde compares Anvils, where miscasts can use the term "blast radius", to Battle Magic and finds the anvil safer.

There are too many things that can happen on miscasts that we just don't have an answer for, but we are excellently equipped to survive mere phsyical trauma.
 
What would we even do with a timetravel spell?

Use it for redo's of important moments?
Combine it with the growing legend of the Dammerlichtreiter, the thread idea of Ulgu-ifying our own Apparition, and our existing reputation for arriving unexpectedly fast, the probability of the answer to "could Mathilde have been there?" being "yes" increases to approach 100%. :V

Has there always been a Dammerlichtreiter in Stirland? Hmm?
 
Last edited:
If an Engineer radicals severely and publicly enough to become famous for it, they're probably on a swift road to a Grudge. The closest thing would be Burlok Damminsson and Sven Hasselfriesian, and the former renounced his radicalism while the latter was banished and spent his years under the protection of Marienburg.
Are there any non-Engineer and non-Slayer radicals of renown?
It was almost entirely human. So... yeah.
How exactly did that go off? Did all landowners and their farmers get forcefully resettled, no matter how minor? Where non-landowning non-farmers (like craftsmen and such) literally run out of their little towns? Are humans still not allowed to settle in the Moot?
All of that only sounds possible with a large army and at least a few massacres.
 
Voting is open
Back
Top