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For me it's about the theme.

Riders, even if it's just two, is just perfect for the legend.

Also, I feel like 'how many' is equal to 'how strong'

The spell might be limited to 'two strong, old Red Riders'

But we might be able to have '9 young Red Riders'
 
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Nope, the next step is to attempt capture.
I think BoneyM said something about needing an apparition to experiment on to create the binding spell.
Hmm...
Merriam-Webster said:
Definition of apparition

1a: an unusual or unexpected sight : PHENOMENONstrange apparitions in the sky
b: a ghostly figure
HMM...

[ ] Attempt to capture an Apparition (optional: specify which)
-[ ] The ghostly apparition of a Witch Hunter Elector Count

The odds of this working strictly speaking aren't zero!
 
I gathet we want an Ulgu Apparation so no Dhar, and also hunger for a nonUlgu resource so binding it doesn't empower it.

Not really a fan of selecting these risky options where a bad roll could kill us when there isn't immediately good payoff. Apparition binding will just lead us to take more risks.
 
Nope, the next step is to attempt capture.
I think BoneyM said something about needing an apparition to experiment on to create the binding spell.
Damn, not even in character investigation on types of apparitions?

It's still a force multiplier.

And if just 2 Golden hounds are apparently potent enough to be a popular battle magic spell, I don't think we'll be disappointed with just two apparitions.
And 1 or two 2 riders would no doubt be powerful as well.
As would 1 or 2 handmaidens.
I'm not discounting the power of the apparition involved, i just find some of the ideas about cavalry charges and battle lines a bit optimistic about scale.

And my biggest issue with riders (apart from being much more interested in the style of handmaiden summon) is not power, but size.
Red Riders are riders, i want a spell that can be used indoors, and cavalry is not great indoors.
 
It's still a force multiplier.

And if just 2 Golden hounds are apparently potent enough to be a popular battle magic spell, I don't think we'll be disappointed with just two apparitions.
Apparently the hounds aren't actually killable from what I can tell, they just keep mauling the target until the duration runs out on the spell and the caster has to resummon them. Because they aren't actually dogs, they're a blender spell effect piloted by hatehounds to kill that one guy in particular with a bunch of hits, and the spell effect won't die no matter how you stab it.

If we're doing it LIKE the Golden Hounds, then it'd create basically a phantom knight to charge down a target with a greatsword, while ignoring all attempts to stab it to death before it disperses. You can dispel it or try to survive until it pops.

E: Looking it up the Flock of Doom is the same. You can slash at the crows all you want, they'll keep pecking you until the spell runs out.
E: Dwellers Below nada. You can't stab the hentacles, just wrestle them and try not to be dragged into the shadow realm before the spell runs out.
 
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Apparently the hounds aren't actually killable from what I can tell, they just keep mauling the target until the duration runs out on the spell and the caster has to resummon them. Because they aren't actually dogs, they're a blender spell effect piloted by hatehounds to kill that one guy in particular with a bunch of hits, and the spell effect won't die no matter how you stab it.

If we're doing it LIKE the Golden Hounds, then it'd create basically a phantom knight to charge down a target with a greatsword, while ignoring all attempts to stab it to death before it disperses. You can dispel it or try to survive until it pops.

Depending on how much of the innate properties of the Apparition affect the spell, I think the Rotwrym might be the best bet for a "fuck that guy in particular" spell, because it has the "not subject to physical laws" part.
 
@BoneyM : What happens when Mathilde hits something with the flat of her blade? Since we don't actually want to kill the red rider.

The flat of a blade is about as lacking in sharpness as an actual cannonball. Doesn't stop it from being a bad time for anyone hit by it.

... Hm. Actually, thinking on the "Familiar link" thing some more... I wonder what happens if you have multiple Familiars? Probably bad things or risky things? Not just because of the Familiar Obsession risk, but due to being emotionally and psychically linked to multiple beings. Multiple viewpoints and emotions and perspectives. If you have too many Familiars, you probably get influenced or pulled in too many directions mentally/emotionally...

It's an open question. People who collect a lot of familiars tend towards eccentricity, but it's difficult to say whether that's because of the familiars or it's what lead them to prefer the company of familiars. And Wizards aren't exactly the most stable bunch in the first place.

we might not be able to have more than one normally

This is not the case. Many Golds stick to one, but not all.

but what if we used our enchanter trait? I am talking about 9 rings with binding spell on it that rather than bolting rider to our soul it bolts to enchanted ring which just happens to woven with control spells to a master ring we create. That way we can have our ringwraiths without risking familiar obsession to a appration.

Best part is we can make this work without actual dark magic. All the cool looks of the bad guy without the draw backs and it can even be inherited by our apprentice if we take any or Grey Collage if not. Talk about legacy.
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@BoneyM can we get an option to see if we can turn apperition binding spells to an enchantment? I want to try and find out wheter we can crate this.

Binding it to your soul means you're not going to lose them and you have a very strong leash to yank on if you really need to. Having them tied to a ring instead is possible and the Gold College has a horn that's like that, but it's easier to lose a ring than it is to lose a soul.

Damn, not even in character investigation on types of apparitions?

The thread has access to the same general information that Mathilde does. The investigation is taking place here in the thread.
 
Use-magic-to-manipulate-magic wound up unexpectedly coming in for the Skywalk to Fog Path development process, which probably wasn't an application most people thought 'Ulgu Tongs' would have anything to do with. I figure that the most likely result of 'Ulgu Tongs' research is definitely not going to be something like "can cast with more than one Wind", but rather something a bit weirder or more liminal and also more limited. Basically, I think if it works at all, what it will do will probably to give a few more options in how to use magic or interact with magic. No opening up an entire field or step-1-of-400-to-getting-High-Magic like some hope for. But more 'Well, there's some use to this, I wonder where or how...'

For another example that might be related to inter-magic interactions, there's Windherder and multi-Wind enchanted items.

And...

I figure that we'll get some practice with "using Ulgu to touch other magic stuff or enchantments or Winds" when binding Apparitions. If we want to bind some Dark Hounds or Red Riders or what have you. Of course, Gehenna was saying that they're not of Aqshy so Chamon isn't touching Aqshy doing this, so it's a bit different. But I think there's some similarity to, say, the way Mathilde got an idea for how to try out her Skywalk research of Ulgu-poking-Ulgu; namely, we'll be using Ulgu to touch a mass of magic. Possibly undifferentiated magic, or whatever it is Apparitions are made of. But still potentially some magic interactions.

Again, this is all speculative though.
Oh doh, I was rereading a few random parts of the quest, and I'd run into another probably-much-better example of meta-magic stuff: it's how we made the Orcs Greenskins! The Waaagh and Peace lectures were what reminded me of it.

======================
The second phase of lectures focuses on spell disruption, and where previous attempts went wrong. Your audience remains about the same size but grows in prestige, as Apprentices drop out but Battle Wizards and Lord Magisters read the transcripts so far and decide to see the rest in person. You explain to them that you can't kick away at the foundations when the air is thick with the energy the foundations are built upon, as those energies rush in to fill the void you just created and you may as well have not bothered. But if you blast those loose energies away - much easier than doing so to the energies being actively shaped by a Shaman - then the strength becomes a weakness as the spell begins to dissolve as the energies are drawn to the many small vacuums this results in. Or if you must strike directly, strike at the centre rather than at the foundations, and let the spell collapse inwards, resulting in every facet of it becoming weaker and less controllable, making it possible to combat it more conventionally.

As the phase draws to a close, you explain the most finicky but most potentially devastating method of indirect interference - charging the air with Winds to make it more or less resistant to the Waaagh and thus either direct them away from the Shaman and weaken them, or to them and overload them. This is the least developed possibility for the simple fact that you can and have tested how Waaagh reacts to Ulgu-energized air - very favourable for the Little Waaagh and somewhat unfavourable for the Big - but can't replicate the experiment for the seven other Winds yourself. So you leave that in the hands of your audience, and hope to see a series of supplemental papers emerge in coming years as your colleagues in other Colleges try it for themselves.

The third phase, in your opinion, is where the real meat of the lectures are. This is where you describe not how to merely prevent the casting of hostile magic, but to turn it back on the Shaman and sometimes any greenskins unfortunate enough to be in the blast radius. Enhancement spells being used as a channel to drain away the Waaagh from an area completely and psychologically devastate the greenskins is your personal favourite, but using the previously described air-charging method to steer a spell without touching it directly is pleasingly elegant too. The trickiest part is when a Shaman calls for the direct intervention of Gork or Mork, but while you very much emphasize how inadvisable it would be to try to directly counter a God, the energies a Shaman uses to suggest a target are fair game, and while moving them about without disrupting them would require a great deal of control, just about anyone could muster enough strength to scatter them and leave it up to luck for the God to decide where to intervene. As you're witnessed, They have no compunction against stomping their own believers.
======================

Our dramatic miscast-inducing counterspelling in the final battle of the expedition -- and even earlier, when we had the very first battle against the Greenskins and first made a Shaman miscast! -- both involved manipulating the energy in the air in such a way to make the enemy Shaman overreach, grasp too hard, and literally blow up.

Really, given how the theory came from Necromancy and the secrets of Dhar, and how we have a Dhar-dispelling knowledge skill too, it probably shouldn't be too surprising. I think the Ulgu Tongs idea might end up being more useful for its Counterspelling possibilities, then for any multi-Wind-casting ideas.

Which would be cool. A specialty in counterspelling would be pretty cool.
 
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Staying on dispel duty and sending apparitions to hunt the mage whose spells we are dispelling seems cool. We might not be able to induce head-popping miscasts with other wizards, but can probably keep them from doing anything too impressive until the rider comes collecting.
 
Binding it to your soul means you're not going to lose them and you have a very strong leash to yank on if you really need to. Having them tied to a ring instead is possible and the Gold College has a horn that's like that, but it's easier to lose a ring than it is to lose a soul.
I don't really consider that a downside. Or rather it is a downside that comes with its own upside. We can lose it more easily but that means we can lend them out as well. Becomes a strategic weapon on itself rather than being part of us.
 
I honestly think there's more room for Ulgu tongs than just improved dispelling. Whilst I'd be happy to have that result from the experimentation I think it'd ultimately represent a failure state of the core idea.
 
I don't really consider that a downside. Or rather it is a downside that comes with its own upside. We can lose it more easily but that means we can lend them out as well. Becomes a strategic weapon on itself rather than being part of us.

But being able to bind it to us is very likely a requirement to binding it to a ring.
 
I think Ulgu Tongs to manipulate other winds will yield something completely novel, but is not a pathway to high magic. But more stretched out Ulgu Spells.
 
Staying on dispel duty and sending apparitions to hunt the mage whose spells we are dispelling seems cool. We might not be able to induce head-popping miscasts with other wizards, but can probably keep them from doing anything too impressive until the rider comes collecting.
That sounds more like a handmaiden tactic, riders do not sound like apparitions with enough patience to make us wait.
 
@BoneyM, a few spell ideas to run by you using the Avatar trait as a basis, and focusing on the 'boundaries' aspect of Ulgu.

Could we creat a spell that:

  1. While standing in shadow (as in Substance of Shadow), allows us to specifically open ourselves up as a conduit between the warp and the material plane for Ranald's power specifically? A bit like a priest, but instead of calling on our god for aid to do some specific thing, we're basically opening a hole in the wall of reality and saying, "Well? Door's open you irritating bastard, go nuts!"
  2. A spell that allows us to facilitate communication between two deities? (I admit, this one is mostly about the image of Mathilde getting the Ultimate Cosmic Migraine as two deities argue in her head.
  3. A combination of 1+2, allowing two or more deities to use their power together through Mathilde?
 
Reminder that developing an apparition based spell involves binding it to our soul. We should probably think of getting control of our own soul before binding any Aethyric Not!Daemons to it. Let's get those Arcane Marks down first.

And since it's likely those two actions don't involve dice rolls, post-expedition would be the perfect time for them.
I honestly think there's more room for Ulgu tongs than just improved dispelling. Whilst I'd be happy to have that result from the experimentation I think it'd ultimately represent a failure state of the core idea.

Or maybe it's an additional benefit we could gain, or research action we could investigate.
 
@BoneyM, a few spell ideas to run by you using the Avatar trait as a basis, and focusing on the 'boundaries' aspect of Ulgu.

Could we creat a spell that:

  1. While standing in shadow (as in Substance of Shadow), allows us to specifically open ourselves up as a conduit between the warp and the material plane for Ranald's power specifically? A bit like a priest, but instead of calling on our god for aid to do some specific thing, we're basically opening a hole in the wall of reality and saying, "Well? Door's open you irritating bastard, go nuts!"
  2. A spell that allows us to facilitate communication between two deities? (I admit, this one is mostly about the image of Mathilde getting the Ultimate Cosmic Migraine as two deities argue in her head.
  3. A combination of 1+2, allowing two or more deities to use their power together through Mathilde?

1. As a general rule, anything that punches holes in the fabric of reality is a very bad idea.
2. Even if Gods are unable to communicate with each other, there's the Grand Conclave to set up intermediaries if they want to.
3. No.

Trying to backdoor Mathilde into being a dual arcane/divine caster is never going to work, period.
 
Something other to do when Mathilde chills with her - 10 debuff would be looking into the vacuum light flash made by Branulhune under water. :)
 
focusing on the 'boundaries' aspect of Ulgu.
I suggest you focus on 'edge cases' instead, which is similar but narrower and less prone to run into the Delicious Burrito Clause.
Spell Creation: if you could use the exact same justification to create a delicious burrito, you're probably on the wrong track. This applies [...] to spells that blur the lines between an empty plate and a plate that holds a delicious burrito
I figure 'edge cases' helps with finding a case first as a starting point for Ulgu to muddy the waters.
 
Hmm, say, currently we can only get Empire, Dwarf, and Bretonnian books, right? Well... what about taking courses at the Colleges in order to learn more languages?

That way, we can buy even more books for our library! Classical, Tilean/Estalian and Arabyan, perhaps. Maybe Breton directly, so we can be more certain of the information in any of our Bretonnian books. ... Not sure which language to make a start on though. Maybe Classical? Arabyan? Tilean/Estalian? We don't even have any books from Araby though. Picking up Tilean/Estalian would mean we'd be able to start getting books from Tilea and Estalia though, which might be pretty worth it. So, probably that, then. Tilean and/or Estalian as a language to pick up!
And since it's likely those two actions don't involve dice rolls, post-expedition would be the perfect time for them.
I figured those would take rolls as well.
 
Hmm, say, currently we can only get Empire, Dwarf, and Bretonnian books, right? Well... what about taking courses at the Colleges in order to learn more languages?

That way, we can buy even more books for our library! Classical, Tilean/Estalian and Arabyan, perhaps. Maybe Breton directly, so we can be more certain of the information in any of our Bretonnian books. ... Not sure which language to make a start on though. Maybe Classical? Arabyan? Tilean/Estalian? We don't even have any books from Araby though. Picking up Tilean/Estalian would mean we'd be able to start getting books from Tilea and Estalia though, which might be pretty worth it. So, probably that, then. Tilean and/or Estalian as a language to pick up!

I figured those would take rolls as well.
Looking into the Arabyan magical tradition could be useful for apparition related stuff.
 
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