Voted best in category in the Users' Choice awards.
Being one dispel away from going splat on the ground is not my idea of fun.
Consider non-travel uses; Being able to do three dimensional jumps and hops across the room would make us a jedi. Being able to move at a thought could easily get us line of sight for a more stable teleport. Being able to fly would make us immune to, say, pit traps.
 
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If we go windherder I would just go fly form Azyr, it's a pretty easy spell for them so I have hopes we can get good mileage out of it and the advantages from being able to more in three dimensions are hard to overstate.
The risk there is that enchanted items tend to be very vulnerable to dispelling, and if we can't cast fly ourselves...
 
@chocolote12, you mentioned Arcane Marks being exclusively bad; are you sure that's true? I understand that as a table top game they apply a malus, but I think in this game investigating them likely teaches a Wizard a lot about their relationship with their wind. I bet a lot of the special traits and such arise from these marks after you have some control of them.
 
All right, let me just ask.

@BoneyM is an "always on" version of Aethyric Armour enchanted robes (for permanent tirelessness) something that Mathilde thinks is theoretically achievable, or does it look impossible without some sort of additional reagent/insights and at best optimizing might get an activation time measured in hours rather than tens of minutes? Hoping that having actually tried it once she'll have a better sense of what the upper level of potential is.
 
We can teleport with a thought. More to the point I was imagining invisible fly more than anything. The kind of scouting that would allow...
Invisibility does not work against people with good Windsight.
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.
And I rather share Boney's thoughts that our teleport and skywalk serves us generally well enough.
 
The guard of steel is a lot less impressive when you remember that we can't mentally direct it without being a Chamon User.

I agree that multi-wind robes would be neat, but there are a lot of options more attractive than that particular example, and we've got to remember that Windherder was confirmed to do more than only allow Skyrim style 'two normal enchantments on one object' enchanting.

So, rather than thinking about 'just' a two-enchantment robe, think about how we could combine two spells into one really cool spell. I think that that would get a lot more traction.
'cracks neck' let's do this.
Lore of ShadowGold robes Ver1
(shadow) Aethyric Armour + Curse of Rust = weapons that strike the armoured robes becomes pitted and useless.
(shadow) Aethyric Armour + Fault of Form = gold flaked Mist bellows out from the robe, all weapons of those surrounding you become less suited to combat; any inherent flaws, unreliability or dangers are greatly increased.
(shadow) Aethyric Armour + Secret Rune = the robes of Ranald, robles that are covered in the holy symbols of the trickster god, yet no one can see them, he is most pleased.
 
@chocolote12, you mentioned Arcane Marks being exclusively bad; are you sure that's true? I understand that as a table top game they apply a malus, but I think in this game investigating them likely teaches a Wizard a lot about their relationship with their wind. I bet a lot of the special traits and such arise from these marks after you have some control of them.

There are ones that are purely beneficial.

All right, let me just ask.

@BoneyM is an "always on" version of Aethyric Armour enchanted robes (for permanent tirelessness) something that Mathilde thinks is theoretically achievable, or does it look impossible without some sort of additional reagent/insights and at best optimizing might get an activation time measured in hours rather than tens of minutes? Hoping that having actually tried it once she'll have a better sense of what the upper level of potential is.

Possible but much more difficult than something activated that lasts long enough to be effectively identical. And I think I might need to point out once more that it would not give extra AP.
 
Hmmm. Can we spend Dwarf favor to have them accept an investigator from the colleges? We can't stay and find out what happened, but this is clearly very important and something that we would dearly like to not have explode in the wrong direction.
 
We have skywalk. As Regimand shows, you can fly with that (and recklessness). So it stands to reason that you can slow a fall with it.

You can stop a fall with it. If you have a lot of momentum while doing so, you die. I can't stress enough how extremely possible it would be to die if you start flying around without any in-built flying capabilities.

Hmmm. Can we spend Dwarf favor to have them accept an investigator from the colleges? We can't stay and find out what happened, but this is clearly very important and something that we would dearly like to not have explode in the wrong direction.

No, but Barak Varr has already hired a Jade Wizard to assist in the investigation.
 
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You know, after having dealt with this fog spell and it's targeting array, I reckon we could figure out some form of reactive armor.
 
There are ones that are purely beneficial.
Oh? I guess all I hear about are the horrible ones, like 'no one can ever recognize your face again' , or 'oh shit my beard is smoke' . The last one is only horrible is you have a good relationship with your facial hair granted, but I'll have to pull up the Ulgu List.

Any confirmation that investigate arcane marks can lead to traits for spell creation by chance?
 
Dunno if we need in-built flying capabilities, just in-built landing capabilities. How hard would it be to adapt Skywalk, Move, or Aetheyric Armor into a mechanism for absorbing or bleeding off potential energy to make falling survivable or to slow our descent until our equipment can take care of it? Or figure out a "solid fog" spell and cast it on the ground before we hit it. Alternatively, this sounds like something that Runecraft would have a solution for.

Orrrr we could depend on the Seed of Regrowth to save us while we're doing R&D, lol.
 
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I don't know about others, but I am quite happy how our spell creation turned out, and am looking forward to trying out all those nifty spell ideas stashed in one of the threadmarks.
 
Oh? I guess all I hear about are the horrible ones, like 'no one can ever recognize your face again' , or 'oh shit my beard is smoke' . The last one is only horrible is you have a good relationship with your facial hair granted, but I'll have to pull up the Ulgu List.

Any confirmation that investigate arcane marks can lead to traits for spell creation by chance?

All winds have Mark of X. That just gives a flat +1 magic and is basically the nugget of gold at the bottom of the pile of compacted manure that is most arcane marks.
 
Oh? I guess all I hear about are the horrible ones, like 'no one can ever recognize your face again' , or 'oh shit my beard is smoke' . The last one is only horrible is you have a good relationship with your facial hair granted, but I'll have to pull up the Ulgu List.

Any confirmation that investigate arcane marks can lead to traits for spell creation by chance?
Most arcane marks are just mild annoyances, with only a few being outright terrible or providing significant boosts.
 
You can stop a fall with it. If you have a lot of momentum while doing so, you die. I can't stress enough how extremely possible it would be to die if you start flying around without any in-built flying capabilities.
Yeah, but this was specifically in context of having flight on our robes and getting it dispelled mid flight. The emergency alternative to just plummeting. My idea was to keep casting it on the way down, so no drop because lethally large. Biggest issue would be the very first casting, when there's still a lot of horizontal speed, because depending on how skywalk works, that might be like running right into a wall, just high in the sky.

Of course, it's totally possible I've misunderstood how that spell works, but to my understanding it works if you just want to get to earth without making a big splash.
 
@chocolote12 I cant do it. I'm trying to think out what is interesting but not broken but there isn't any information to work with,

Windherder is not well explained, not intuitive, and boney refuses to explain how they would see the general interactions behaving. (we didn't even know that it wasn't Skyrim style until wayyyyy later.)

the only way would be to literally vote to bash two winds together in an enchantment to see what boney says it does. because there is no way of knowing what they are thinking about it.

you know what, I'm just not going to mention windherder again unless we are actually doing something with it. the way it has been implemented just annoys me.
 
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Flight on robes isn't for traveling a thousand feet up to go fight somebody personally; that's dumb and deadly.

Flight is exceptionally useful closer to the ground, where a dispel might leave us with a few bruises at an inopportune time, and otherwise multiplies our capacity for maneuvering and stealth.

Invisibility and flight lets us hover over a crowd like a ghost, personally cut our target apart, and then abscond from the room without getting stuck in a crowd. No possibility of getting hurt by a fall except that we might land on somebody else.
@chocolote12 I cant do it. I'm trying to think out what is interesting but not broken but there isn't any information to work with,

Windherder is not well explained, not intuitive, and boney refuses to explain how they would see the general interactions behaving. (we didn't even know that it wasn't Skyrim style until wayyyyy later.)

the only way would be to literally vote to bash two winds together in an enchantment to see what boney says it does. because there is no way of knowing what they are thinking about it.

you know what, I'm just not going to mention windherder again unless we are actually doing something with it. the way it has been implemented just annoys me.
Here we see the sight that Teclis saw, when he realized that the human mind cannot stand to wield more than a single wind of magic. :V
 
If you've got free rein to feed someone psychoactives, there's already a dizzying array of well-documented options.

Most of them are detectable after the fact though. With mushrooms, you could serve them to your boss, or a diplomat, or a visiting noble and then continue to be friends afterwards. Difficult to do so with most psychoactives, cuz the victim tends to realise they have been drugged after the fact.
 
@chocolote12, you mentioned Arcane Marks being exclusively bad; are you sure that's true? I understand that as a table top game they apply a malus, but I think in this game investigating them likely teaches a Wizard a lot about their relationship with their wind. I bet a lot of the special traits and such arise from these marks after you have some control of them.

Looking at the Arcane Marks possible, and what we have:

1. Flicker( Light is uncomfortable in your presence. Candles flicker, lanterns dim and fires burn low when you are around)
2. Insubstantial (Your body becomes slightly insubstantial)
3. Mantle of Mist (Mist, fog, smoke and other vapours are drawn to your side)
4. Forgettable (People literally can't remember your face - your new distinguishing feature is that no one can describe what your face looks like)
5. Disturbing Eyes (Your eyes become grey and swirl with unnatural darkness)
6. Unnatural shadow (Your shadow does not behave itself, moving of its own accord)
7. Mark of Ulgu (The rune of Ulgu appears somewhere on your body, granting +1 Magic)

Of these, we already have 1, 3, and 6.
I think that's the complete list of the Ulgu Arcane Marks used for this quest?
 
Any confirmation that investigate arcane marks can lead to traits for spell creation by chance?

Try it and find out.

Yeah, but this was specifically in context of having flight on our robes and getting it dispelled mid flight. The emergency alternative to just plummeting. My idea was to keep casting it on the way down, so no drop because lethally large. Biggest issue would be the very first casting, when there's still a lot of horizontal speed, because depending on how skywalk works, that might be like running right into a wall, just high in the sky.

Of course, it's totally possible I've misunderstood how that spell works, but to my understanding it works if you just want to get to earth without making a big splash.

Trying to cast a spell over and over and over again while you're smashing into solidified air every few meters like a cartoon character falling down a tree is much easier said than done.

@chocolote12 I cant do it. I'm trying to think out what is interesting but not broken but there isn't any information to work with,

Windherder is not well explained, not intuitive, and boney refuses to explain how they would see the general interactions behaving. (we didn't even know that it wasn't Skyrim style until wayyyyy later.)

the only way would be to literally vote to bash two winds together in an enchantment to see what boney says it does. because there is no way of knowing what they are thinking about it.

I don't think that it's unreasonable that you can't neatly chart a course in advance through something that is completely unprecedented and in fact considered impossible under Teclisean theory. It's rather grating that for 2500 pages I've had people look at the price-tag of one AP to get a better idea of what it would allow and decide to complain that their lack of knowledge is a fault of implementation instead of a result of thread priorities.

you know what, I'm just not going to mention windherder again unless we are actually doing something with it. the way it has been implemented just annoys me.

The way to not mention something is to not mention it. To check out of a conversation in the same post that you deliver your criticism isn't that.

Flight on robes isn't for traveling a thousand feet up to go fight somebody personally; that's dumb and deadly.

Flight is exceptionally useful closer to the ground, where a dispel might leave us with a few bruises at an inopportune time, and otherwise multiplies our capacity for maneuvering and stealth.

Invisibility and flight lets us hover over a crowd like a ghost, personally cut our target apart, and then abscond from the room without getting stuck in a crowd. No possibility of getting hurt by a fall except that we might land on somebody else.

This could be done with Skywalk.

Look, the problem with a flight enchantment is twofold. First, it's 100% a Celestial Wizard thing and 0% a Grey Wizard thing, which I think at least deserves a mention. Second, it puts 100% of the onus on me to thread the needle between capitalization and risk management. For all that you talk about how it would only be used for guaranteed no-risk activities, a significant amount of people who vote for it will be imagining Super-Mathilde flying over a battlefield. If Mathilde doesn't use it when the thread thinks she could have, I'll get pages of complaints. If she does use it and gets injured because it's inherently dangerous, I'll get pages of complaints. If I put it up to a vote each time, the pace of the thread will grind to a halt and, once more, I'll get pages of complaints. It puts me in a no-win situation.
 
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