Voted best in category in the Users' Choice awards.
I'm not a computer that needs properly-formatted commands, as long as you input something in coherent English I'll figure out what it is that people are trying to do. I don't think ignorance of how to phrase it is what's keeping it from being used, it's that the options it allows aren't gripping people.
I don't think there's a phrasing issue but I do think there's some uncertainty as to what the options actually are.

I'd like to go over some of the things that I think Windherder might allow but I'm not sure about.

I know we can make items that have two enchantments from different winds bound into them, but what about:

1) Enchanting an item with a combined effect that neither wind could achieve alone - for instance Shadow Daggers that explode into flame after hitting

2) Using magical light for Burning Shadows.

3) Inventing spells that require two co-operating mages of different winds to know their part

4) Inventing spells that require an Ulgu mage to know their part, and a mage of a different wind to do a very simple provision of energy that requires no special training.
 
I'm not a computer that needs properly-formatted commands, as long as you input something in coherent English I'll figure out what it is that people are trying to do. I don't think ignorance of how to phrase it is what's keeping it from being used, it's that the options it allows aren't gripping people.

It's not your confusion that's the problem; it's that I don't think anyone has a great idea for what options it can provide. If we don't really understand how to use it, we can't be gripped. Like, take the next turn. A lot of people want to have Mathilde do some enchantment by enchanting her robes. Is this something that Windherder can make better?

[ ] Enchant an item: Work with Max to enchant your Robes with a combination of Mathilde's mastered version of Aerthyic Armor (Indefatigable) and Gold Magic based on Law of Form that causes the robes to become even more resistant to damage upon receiving an impact.

Would that... do anything useful? When it comes to Windherder and enchantment, do we have to name a specific spell from the other college, or is it enough to specify and effect that should be generally in the wheelhouse of the Wind?

I feel like if we're making enchanted robes, Gold magic could make them even tougher than normal by doing a "turn briefly to steel when hit" thing, but maybe that's a step too far if we're also combining it with trying to impart a mastery? Or is it that it's two difficult things, but they don't make each other more difficult?
 
I'm not a computer that needs properly-formatted commands, as long as you input something in coherent English I'll figure out what it is that people are trying to do. I don't think ignorance of how to phrase it is what's keeping it from being used, it's that the options it allows aren't gripping people.
I will also raise my hand as someone who would like example actions.

I do think your looking at their question wrong if you take it as a fault on your side.

the fault is on our side, people aren't sure what a 'windhurder' action looks like, what is its limits, what are the prerequisites etc etc.
 
I'd like to go over some of the things that I think Windherder might allow but I'm not sure about.

I know we can make items that have two enchantments from different winds bound into them, but what about:

1) Enchanting an item with a combined effect that neither wind could achieve alone - for instance Shadow Daggers that explode into flame after hitting

2) Using magical light for Burning Shadows.

3) Inventing spells that require two co-operating mages of different winds to know their part

4) Inventing spells that require an Ulgu mage to know their part, and a mage of a different wind to do a very simple provision of energy that requires no special training.

1) For that example specifically yes, but 'combined effect that neither wind could achieve alone' is broad enough to include literally anything.
2) Yes.
3) Yes.
4) Possibly, depends on the desired effect.

It's not your confusion that's the problem; it's that I don't think anyone has a great idea for what options it can provide. If we don't really understand how to use it, we can't be gripped. Like, take the next turn. A lot of people want to have Mathilde do some enchantment by enchanting her robes. Is this something that Windherder can make better?

[ ] Enchant an item: Work with Max to enchant your Robes with a combination of Mathilde's mastered version of Aerthyic Armor (Indefatigable) and Gold Magic based on Law of Form that causes the robes to become even more resistant to damage upon receiving an impact.

Would that... do anything useful? When it comes to Windherder and enchantment, do we have to name a specific spell from the other college, or is it enough to specify and effect that should be generally in the wheelhouse of the Wind?

I feel like if we're making enchanted robes, Gold magic could make them even tougher than normal by doing a "turn briefly to steel when hit" thing, but maybe that's a step too far if we're also combining it with trying to impart a mastery? Or is it that it's two difficult things, but they don't make each other more difficult?

Trying to make Aethyric Armour more armour-y is a flat no. Allowing it to scale based on magical power is already hugely generous and borderline broken. Also, Max doesn't know enchanting.

I will also raise my hand as someone who would like example actions.

I do think your looking at their question wrong if you take it as a fault on your side.

the fault is on our side, people aren't sure what a 'windhurder' action looks like, what is its limits, what are the prerequisites etc etc.

[ ] Enchant a wand of Shadow Daggers that explode into flame after hitting (5 CF for Bright College enchanter)
 
[ ] Enchant a wand of Shadow Daggers that explode into flame after hitting (5 CF for Bright College enchanter)
Enchanted items that do not just contain multiple effects, but can combine them into one multi-wind effect are an example of a thing I didn't know it could do.

I thought it was just, like, a Skyrim-style 'you can put a normal enchantment on this weapon, but twice' perk.
 
I feel the need to point out once more that trying to enchant a mastery is already immensely difficult and that trying to add even more things on top of that is really stacking the deck against yourself.
 
don't care about mastery, want flying robes.
It's come up before, and it was pointed out that this is not especially a safe thing to do.
I found a spell that's...pretty good, to the point it's surprising we don't have it given how useful it is and how cheap it is.
Getting boots with Wings of Heaven has a tiny cost of 3 favour; we plan to spend 4 on books this turn. This is multi-minute true flight at the speed of a wolf's run. Compare that to Skywalk, which lasts for less than a minute, operates at walking speed, and has a height limit of 6 yards. Wings of Heaven is a bewildering mix of fantastic utility and highly affordable cost.
My initial thought is that Smoke and Mirrors is a safer method of getting from A to B in most scenarios. Getting further off the ground than Skywalk allows puts Mathilde's life in the hands of a single enchantment.
Mastery robes are definitely going to be better for the inside of Karag Dum, where we can neither fly nor use Shadowsteed.
 
If we want any form of flying, we'd have better luck seeing if Alkharad's mist form was a spell thing or a vampire thing anyways. Maybe it's just a vampire thing and we can write another paper on it, but maybe it's a spell thing and then it's ours.
 
If we want any form of flying, we'd have better luck seeing if Alkharad's mist form was a spell thing or a vampire thing anyways. Maybe it's just a vampire thing and we can write another paper on it, but maybe it's a spell thing and then it's ours.
If I remember from previous arguments, the problem with a mistform spell is that you have to test turning into mist with no guarantee you're gonna be able to turn back.
 
I like the idea of the Shadow Knives wand, but feel that a Hysh burst has more potential, specifically against daemons. That, or arcs of lightning between the knives.
 
Mastery robes are definitely going to be better for the inside of Karag Dum, where we can neither fly nor use Shadowsteed.
hmmm.

[ ] Enchant a Robe with Shadow: Aethyric Armour and Gold: Guard of Steel (5 CF for Gold College enchanter)

because im not interested in a mastery robe that boneyM has pointed out is not ask good as your making it.

Indefatigable, rather than tireless. She still has to sleep, and because of Shadowsteed physical limitations weren't really a factor in how much she can scout.

Compared to rewriting the college books on wants possible.
 
If I remember from previous arguments, the problem with a mistform spell is that you have to test turning into mist with no guarantee you're gonna be able to turn back.
That's what we have chickens for.

Mist chickens.

hmmm.

[ ] Enchant a Robe with Shadow: Aethyric Armour and Gold: Guard of Steel (5 CF for Gold College enchanter)

because im not interested in a mastery robe that boneyM has pointed out is not ask good as your making it.



Compared to rewriting the college books on wants possible.
We're not making these robes as an academic piece. We can rewrite the books just fine with a wand of elemental annihilation or whatever, but the robes are for long-term buffs that we'll want to have on constantly, and Tirelessness is the best of the constant buffs we know of, unless you'd care to suggest another.
 
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If we want any form of flying, we'd have better luck seeing if Alkharad's mist form was a spell thing or a vampire thing anyways. Maybe it's just a vampire thing and we can write another paper on it, but maybe it's a spell thing and then it's ours.
From the bit where we wrote the paper on it, it appears to have been a form of telepresence allowing for remote interaction, instead of "your normal body turns into mist and allows for travel from point A to point B":
You close the cover of your notebook, pleased with the progress you've made, and turn to the paper on Alkharad's gaseous form.

[Writing paper: Learning, 79+27+20(Necromantic Insight)+6(Library: Vampires)=132.]

Magic, you know, is often spoken of as if it has laws, but what it actually has is tendencies. An Apprentice will first be taught things like propagation speed of magic through the air, and then taught all the different circumstances under which that might not apply. So while most Wizards would happily say there'd be no way for a Wizard to be present and active in real time in two different places hundreds of miles away at once, they'd likely start adding disclaimers and provisos if you asked if it would apply to an ancient and studious Necrarch Vampire. So while it is definitely news that there exists at least one spell that can break that particular norm, it is not particularly shattering news, as the origin of magic makes it fundamentally antithetical to limitations and predictability.

It does, however, remain a very important paper to write. If this particular ability was not limited to Alkharad - who won't be causing any trouble from his position on your shelf - then it could very well be used to mislead and befuddle Vampire Hunters across the Empire and beyond. If a Vampire could be a province away while still interfering with matters through a form of mist, they could lead any pursuer on a merry chase in any direction they pleased. So you put pen to paper and describe everything you saw of the Vampire's ability to be active in two places at once, and after some thought split the paper into two sections, the first describing the characteristics of the spell in terms a layperson could understand and not getting into the technical side of things until the second half of the paper.

You're quite pleased with the result, feeling you've managed to write a paper that could be equally of use to an uneducated Vampire Hunter as it would be to a scholarly Wizard. When you label and address the paper to be sent back to the Grey College, you give instructions that the Light College pass it on to the Templar Witch Hunters, and the Amethyst College to the Fellowship of the Shroud.

[Observations on a Necrarch's Extreme-Range Real-Time Interaction Ability. Subject: Rare, +1. Insight: Revolutionary, +2. Delivery: Compelling, +1. Precious, +1. Accessible, +1. Tactically Significant, +2. Total: 8.]
because im not interested in a mastery robe that boneyM has pointed out is not ask good as your making it.
I know how good it is and I'll thank you not to pretend I haven't been following all the arguments closely. You quoted him talking about "you still need to sleep" and "Shadowsteed is the main factor causing scouting effectiveness," which was completely irrelevant to what I actually said.
Mastery robes are definitely going to be better for the inside of Karag Dum, where we can neither fly nor use Shadowsteed.
If we're running around on our own two feet, the ability to not get physically tired is important.
 
From the bit where we wrote the paper on it, it appears to have been a form of telepresence allowing for remote interaction, instead of "your normal body turns into mist and allows for travel from point A to point B":
I mean, that's still a mist thing I'd want to investigate to determine spell-or-vampireness about.
 
hmmm.

[ ] Enchant a Robe with Shadow: Aethyric Armour and Gold: Guard of Steel (5 CF for Gold College enchanter)

No good.

Trying to make Aethyric Armour more armour-y is a flat no.

There's also the fact, of course, that Aethyric Armor is a spell common among all the colleges, so there's really no point in Mathilde trying to do windherding to mix it in with another college's magic.
 
I recognize that it's a fine hair to split, but Guard of Steel would be fine. It's not making the robes better at taking a hit, it's a different defence entirely.
 
Allowing it to scale based on magical power is already hugely generous and borderline broken

Not disagreeing here with the fact that Aethyric armour shouldn't be more armoury, because it shouldn't. But I kind of disagree with this sentence in particular. Considering how WHF lore scales, I do not think its broken, its the only way for powerful wizards to stay alive. Without this feature, Malekith, Teclis, Slann archcasters etc. would be vulnerable to basic shankings or attacks of opportunity and would be long dead.

Moreover, making magicians that squishy actually imbalances the setting hugely in favour of Khorne, who would basically rule the setting because no wizard would survive long enough without an accident finding him. Maybe the orcs, Dawi and Skaven factions could mount a resistance, seeing as they orcs rely on facepunchiness more than shamans and the Dawi and Skaven rely on tech trees mostly, but the magical factions would face huge attrition of their stronger members.

Moreover, it doesn't actually destroy the meaning of a wizard. Yes, low level wizards are meant to be squishy, but low level facepunchers are meant to be unable to use magic. But in WHF, most high level facepunchers get artifacts and miracles. Yes, the artifacts in WHFRP are "extremely rare", but so it a wizard who has scaled his magic stat enough to solve his armour problem sufficiently enough to be competitive, Artifacts seem a lot more common in WHFTT, and that is ptrobably because higher power levels are involved. In all honesty, looking at people like Teclis, or Malekith, or Gotri, the claim that WHF is not like DND because magic items and artifacts are super rare is not quite ccorrect, its just that you aren't allowed to play one of the guys powerful enough to hold them/lucky enough to find an artifact powerful enough that it doesn't matter, because the system refuses to powerscale that high even when the lore allows it. But by the time a wizard's magic armour reaches the point where it outpaces a fighter, the fighter of equivalent achievement would likely still be more sturdy by being divinely blessed or finding double forged gromril or something, because at that point you are allready at a level higher than the WHFRP allows (if you can go toe to toe with Damsels, you aren't in low fantasyy land anymore). So the balance remains.

What I want to say with this short essay is that I think that making magic armour non scalable actually breaks the balance at higher levels (which WHFRP does not cover) by hardcapping wizard defense and has no real impact on lower levels.
 
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