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.
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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.
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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.