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The Dresden Files => DFRPG => Topic started by: Dwaleberry on November 06, 2010, 06:16:32 PM

Title: Blood Magic - Repercussions?
Post by: Dwaleberry on November 06, 2010, 06:16:32 PM
Hi,

One way to reach the needed shifts for a high level Thaumaturgy ritual is to inflict consequences on yourself and others. Are there any repercussions one gets when regularly sacrificing the blood of others and/or regularly handing out such sacrificial blood donations?
I have a Thaumaturge in my group as well as a were-creature with Supernatural Recovery. Together they pulled off a high level ritual since the were-creature agreed to accept a minor, moderate and severe consequence, which it healed completely in a very short time, i.e. didn't really feel any real drawbacks to being used as a magic battery.
Since this carries quite an abuse potential in the future, I wanted to inquire whether or not there are any lasting consequcnes associated with either using sacrifices and/or being the sacrifice, perhaps black stains on one's aura readily detectable by Wardens, psychological derangements or some such.
Thanks for your input.
Title: Re: Blood Magic - Repercussions?
Post by: Tbora on November 06, 2010, 06:44:20 PM
So long as no one dies (First Lawbreaker) the wardens cannot due jack as none of the LoM were broken.

What you did was perfectly valid and from a story standpoint nothing was done wrong, if for some reason you as the GM feel it should not be done then simply rule against it.

Its as simple as that really.
Title: Re: Blood Magic - Repercussions?
Post by: Belial666 on November 06, 2010, 07:55:43 PM
Consider this;

Supernatural Recovery costs 4 refresh. With 4 refresh, you could take foci and specializations to increase your Complexity for your favorite thaumaturgy by 7 (+5 focus, +2 specialization) and improve your favorite evocation element by +1 Power too.
This means that EVERY spell of your favorite thaumaturgy is going to be improved by 7 whole shifts - more than equal to paying a mild and a moderate consequence. In addition, this is included in your base thaumaturgic strength, meaning you can do such thaumaturgies without preparation - i.e. only in a couple of minutes.So, for supernatural recovery on yourself, it is about equal to spending the extra refresh in magic.


For supernatural recovery in others, yes, they can heal it really fast. So? In the same scene or so, they are still going to suffer the consequences. They could just as easily use their highest skills on maneuers on you to help you - each successful maneuer is +2 shifts and failed maneuers don't prevent you from casting.

If the other guy is a spellcaster instead of a guy with supernatural recovery, they could just as easily use a 4-shift evocation spell to apply 1 aspect on you to tag in ritual preparation. They do that 4 times without consequences. That's 4 aspects, or +8 shifts. I.e. they create a powered circle for you, forge a magical link to some nearby source of power, invoke lots of magical energy and magically help you focus flavor-wise. You could even do that by yourself - and that's without paying ANY consequences.
Title: Re: Blood Magic - Repercussions?
Post by: Drashna on November 06, 2010, 10:10:11 PM
That, and it's a fine line to walk. How long till you need that extra power and "accidently" kill somebody?  By involving them in the rituals, you expose them to risks also. What happens if the ritual falls apart? fallout can be very deadly, very quickly.
Title: Re: Blood Magic - Repercussions?
Post by: Selrach on November 07, 2010, 02:13:46 AM
I think the serious thing here is that the wizard in question is perfectly fine with sacrificing parts of himself and others to fuel his magic. Once is no big deal. Twice and people might look at him funny. Thrice and I'd say he once of his Aspects might start changing.
Title: Re: Blood Magic - Repercussions?
Post by: Tbora on November 07, 2010, 02:16:56 AM
I think the serious thing here is that the wizard in question is perfectly fine with sacrificing parts of himself and others to fuel his magic. Once is no big deal. Twice and people might look at him funny. Thrice and I'd say he once of his Aspects might start changing.

Aspects only change when a Law is broken.

No one dies, no aspect is changed, as the corresponding Lawbreaker power is not added.

simple as that.
Title: Re: Blood Magic - Repercussions?
Post by: Richard_Chilton on November 07, 2010, 02:27:52 AM
It doesn't technically break any of the laws of magic, but I could see a Warden having problems with someone using blood magic.

Richard
Title: Re: Blood Magic - Repercussions?
Post by: Selrach on November 07, 2010, 02:34:57 AM
Aspects only change when a Law is broken.

No one dies, no aspect is changed, as the corresponding Lawbreaker power is not added.

simple as that.


I agree by RAW "safe" blood magic does not break laws and thusly change aspects but at the same time it seems like a serious action which has the large possibility of invoking (pun unintended) a change in a character.

I mean sure its no problem when you use someone with increased recovery for a spell, but then wouldnt that wizard start viewing people as spell components?
Title: Re: Blood Magic - Repercussions?
Post by: Tbora on November 07, 2010, 02:39:18 AM
that is the case for first lawbreaking ritualists.

If no corruption of thought occurs (per aspect change) then that really does not make much sense imo.
Title: Re: Blood Magic - Repercussions?
Post by: Belial666 on November 07, 2010, 02:43:16 AM
Aspects also change at milestones. And at extreme consequences.
Title: Re: Blood Magic - Repercussions?
Post by: Richard_Chilton on November 07, 2010, 02:58:56 AM
that is the case for first lawbreaking ritualists.

If no corruption of thought occurs (per aspect change) then that really does not make much sense imo.

There are the metaphysical laws of magic, then there's the White Council laws that the Wardens enforce.

When it comes to prospected warlocks the Wardens don't need a reason - they need an excuse.  Especially if the "perp" isn't part of the White Council.

Why would they see it as bad? Because it's the first step on the road to human sacrifice.  You tap friends for normal spell and when you REALLY need help you're tempted to tap them just a bit more.  And then a bit more because this spell really needs to go off.  And then one day things go a bit too far (a bad dice roll) and you've stepped over the line.  The Wardens know that few people would ever go straight to murder for magic - they need to escalate and the Wardens have seen too many people step on that "I'll just take a bit of your blood to fuel my magic" road that leads to murder.

Richard
Title: Re: Blood Magic - Repercussions?
Post by: Selrach on November 07, 2010, 03:06:18 AM
Thank you Richard you've seem to understand the point I was trying to get across.  I realize I phrased it poorly in the beginning but I was trying to point out that blood magic is the edge of a slippery slope and could lead a character into very bad things.

As for Warden involvement, I see them falling on this like a house on a wicked witch. Once again, the repeated use of blood magic says disturbing things about the mindset of a wizard in my book. Last I checked Wardens were against that kind of things.
Title: Re: Blood Magic - Repercussions?
Post by: Richard_Chilton on November 07, 2010, 03:16:18 AM
Here's a little quote from Last Call (a short story that first appeared in Strange Brew and then in Side Jobs) that sums up how the Wardens deal with practitioners.  It's one of the stories covered by the game, but since some people might not have seen it I'll spoiler tag it:
(click to show/hide)

That's how a lot of Wardens operate, and that's how the non-white council spell slingers see them.  Even Mac (in White Night) thought that it was possible that Dresden was kicking up people almost at random and killing them.

Richard
Title: Re: Blood Magic - Repercussions?
Post by: sinker on November 07, 2010, 06:30:37 AM
Of note, part of the power gained for taking a consequence for a ritual lies in the fact that someone is sacrificing something. If it isn't a problem for them to bleed out then maybe it's a little less effective.
Title: Re: Blood Magic - Repercussions?
Post by: crusher_bob on November 07, 2010, 08:35:28 AM
Also remember that the consequences inflicted don't have to be of the bleedy type.  You can dance or, erm, engage in other physical activity until you are exhausted and power thaumaturgy that way too.  Or you could get really stoned or something instead.  And those are mechanically identical to cutting people, or whatever.
Title: Re: Blood Magic - Repercussions?
Post by: Richard_Chilton on November 07, 2010, 07:28:36 PM
But cutting people is faster - that's why people do it.

It's an easy shortcut that can lead to breaking the first law.

Richard
Title: Re: Blood Magic - Repercussions?
Post by: Dwaleberry on November 08, 2010, 10:44:22 AM
Hi,

Just wanted to thank you all for your very helpful input. I have come to the conclusion that Blood Magic per se isn't that much of a problem in-game wise, except for the whopping risk of a ritual going haywire and possibly killing the voluntary sacrificee (?), resulting in the thaumaturge becoming a Lawbreaker.
Title: Re: Blood Magic - Repercussions?
Post by: Becq on November 08, 2010, 06:42:39 PM
My two cents: if participation in the ritual is non-lethal, then it's fine as far as the Laws are concerned; if someone dies you get the Lawbreaker power, voluntary or not.  The Wardens will cause you problems if the participation was either coerced OR lethal.  That is, if you force someone to participate, the Wardens are going to take a dim view, whether or not a death was involved.

As to your particular example, the rules technically allow it.  That said, I think it has a great potential of becoming a problem, and I'd handle it this way, with one simple rule:

Sacrifice always counts as satifying your Catch.

Consequences of this sort represent a physical or mental draining more than actual trauma, which is what the Recovery powers are really geared toward.

If you need justification it would make perfect sense to discuss how metaphysically, the benefit to the casting is based on making a sacrifice, with greater sacrifice being worth more than lesser sacrifice.  Without this rule, the character with supernatural recovery who gives a severe consequence is making a sacrifice equivalent to a normal character who gives a mild consequence. 

Another way of looking at it might be to say that in essence, your powers acknowledge your free will to hurt yourself, and don't stand in your way.
Title: Re: Blood Magic - Repercussions?
Post by: Tbora on November 08, 2010, 07:53:34 PM
My two cents: if participation in the ritual is non-lethal, then it's fine as far as the Laws are concerned; if someone dies you get the Lawbreaker power, voluntary or not.  The Wardens will cause you problems if the participation was either coerced OR lethal.  That is, if you force someone to participate, the Wardens are going to take a dim view, whether or not a death was involved.

As to your particular example, the rules technically allow it.  That said, I think it has a great potential of becoming a problem, and I'd handle it this way, with one simple rule:

Sacrifice always counts as satifying your Catch.

Consequences of this sort represent a physical or mental draining more than actual trauma, which is what the Recovery powers are really geared toward.

If you need justification it would make perfect sense to discuss how metaphysically, the benefit to the casting is based on making a sacrifice, with greater sacrifice being worth more than lesser sacrifice.  Without this rule, the character with supernatural recovery who gives a severe consequence is making a sacrifice equivalent to a normal character who gives a mild consequence. 

Another way of looking at it might be to say that in essence, your powers acknowledge your free will to hurt yourself, and don't stand in your way.


I disagree with this completely, the whole point of the catch is that it is the /one/ thing which stops a supernatural being from being super tough or heal really fast.

A fast healer will /always/ heal fast so long as the catch is not involved every time, and their is nothing in canon to support such a house ruling or else it would likely have been included in the books.Plus it is listed as one of the ways to generate power in the Living With Magic section in YS indicating its a perfectly valid method.

Once you start house ruling it becomes a slippery slope, which is not a problem in and of itself, but its easy to take it too far and I'd say this is one of those cases imo.
Title: Re: Blood Magic - Repercussions?
Post by: Becq on November 08, 2010, 09:55:42 PM
I disagree with this completely, the whole point of the catch is that it is the /one/ thing which stops a supernatural being from being super tough or heal really fast.
Right.  The one thing, not counting other stuff that counts as satisfying a Catch.  For example, a WCV doesn't have a Catch with respect to Swords of the Cross ... yet Swords clearly count as Catch-satisfying nevertheless.

A fast healer will /always/ heal fast so long as the catch is not involved every time
I've put in bold the key part of this statement that makes it a non-argument.

Plus it is listed as one of the ways to generate power in the Living With Magic section in YS indicating its a perfectly valid method.
Please note that I am in no way suggesting that anyone should remove the ability of casters to power their spells via sacrifice.  Just that it makes sense that the sacrifice should be a sacrifice.

and their is nothing in canon to support such a house ruling or else it would likely have been included in the books.
While I think the DFRPG books are amazing, I stop short of claiming they are perfect in every detail.

Once you start house ruling it becomes a slippery slope, which is not a problem in and of itself, but its easy to take it too far and I'd say this is one of those cases imo.
As it stands, a rules-abusing player could spend 1 refresh to allow them to gain +19 toward their complexity requirement to Thaumaturgy per scene skipped.  How?  Simply buy Mythic Recovery [-6] along with The Catch: Only Works On Knife Wounds [+5].  Now each scene you skip, you can get the usual +1, plus you can inflict and immediately recovery from three mild consequences (+6), plus you can inflict a mild, moderate, and severe consequence which you will recover from before the next scene (+12).

If he had a partner with the same ability, that would go up to +37 per scene, and at a -1 refresh cost, why not have the entire group take it?  Five players each taking this would make it, what, +91 per scene?  Not only that, but they'd never have to worry about knife-wielding thugs again...

Combine this with a sponsored magic power that grants Thaum at the speed of Evocation, that translates to being able to cast death spells against people in combat simply by stabbing yourself while chanting.  Sure you need to make sure that you don't take another consequence before the end of the scene, but that's doable.

Frankly, I think I feel safer with the risk of maybe going too far down the slippery slope, thank you.

As always, this is my opinion.  I don't enforce rules for other people's games.
Title: Re: Blood Magic - Repercussions?
Post by: Bruce Coulson on November 08, 2010, 10:27:53 PM
A sacrifice that makes no sacrifice is no sacrifice.

And although you may be on safe grounds as far as the Laws of Magic are concerned, raising that kind of power routinely is going to get noticed.

So, I'd let it work; but there would have to be real consequences to the sacrifice, and some powerful players would take notice that your magician was willing to injure others in order to work his/her will.  Maybe they'd be willing to do other things...if the price was right.
Title: Re: Blood Magic - Repercussions?
Post by: Tbora on November 08, 2010, 11:01:24 PM
Right.  The one thing, not counting other stuff that counts as satisfying a Catch.  For example, a WCV doesn't have a Catch with respect to Swords of the Cross ... yet Swords clearly count as Catch-satisfying nevertheless.
The part of the SotC power, and the concept behind is that things are equal before the WG. and that it is leveraging its power to make it happen through the swords, which are a focus to atleast a couple billions worth of individuals belief. THis is the soul exception this (not counting the opposites nature of the Fae Courts magic against each other, and Soulfire, which is arguably from the same source of power as the SotC.)

While I think the DFRPG books are amazing, I stop short of claiming they are perfect in every detail.
As it stands, a rules-abusing player could spend 1 refresh to allow them to gain +19 toward their complexity requirement to Thaumaturgy per scene skipped.  How?  Simply buy Mythic Recovery [-6] along with The Catch: Only Works On Knife Wounds [+5].  Now each scene you skip, you can get the usual +1, plus you can inflict and immediately recovery from three mild consequences (+6), plus you can inflict a mild, moderate, and severe consequence which you will recover from before the next scene (+12).

If he had a partner with the same ability, that would go up to +37 per scene, and at a -1 refresh cost, why not have the entire group take it?  Five players each taking this would make it, what, +91 per scene?  Not only that, but they'd never have to worry about knife-wielding thugs again...

Combine this with a sponsored magic power that grants Thaum at the speed of Evocation, that translates to being able to cast death spells against people in combat simply by stabbing yourself while chanting.  Sure you need to make sure that you don't take another consequence before the end of the scene, but that's doable.

Frankly, I think I feel safer with the risk of maybe going too far down the slippery slope, thank you.

As always, this is my opinion.  I don't enforce rules for other people's games.

One major problem with this - blood sacrifice raised the /power/ of rituals not the complexity, which can be gained by ordinary means safely and efficiently with zero problem against the ritual, blood sacrifice is just faster.Its a short cut, but hardly game breaking - that is the mistake your making in this argument.

And another thing thing, sponsored magic is not just the speed but the /method/ of evocation.Your not raising complexity as with normal thamaturgy, your raising power and control with rolls like normal, even if you were right.

And also even if they were preforming normal thaumaturgy in combat, even at the fastest speeds it is still several minutes worth of effort.In that time you have been trying to raise that Uber Spell of Doom you know what has happened, the monster has taken your head off your ritual has been disrupted, and you have to deal with the massive amounts of backlash from the massive amount of power you just tried to harness and failed.

So in my opinion, your over reacting, and this is just my argument, but I feel you are well and truly wrong in this case.

Tbora
Title: Re: Blood Magic - Repercussions?
Post by: Sanctaphrax on November 08, 2010, 11:45:39 PM
I would just tell the player that what he is doing has the potential for abuse, and ask him not to abuse it. It's worth a shot, at least.

The rules for thaumaturgy have numerous problems, the worst of which is that there is no limit to what even the worst caster can do. It's just really easy to increase the complexity of a ritual. So if the real world worked according to the game rules, just about every wizard would have a strength 30 ward on his house.

You could houserule this, but I think Tbora is right about the slippery slope. Just try not to break the game, because it isn't all that hard and nobody will be impressed if you do.
Title: Re: Blood Magic - Repercussions?
Post by: Becq on November 09, 2010, 12:46:13 AM
The part of the SotC power, and the concept behind is that things are equal before the WG. and that it is leveraging its power to make it happen through the swords, which are a focus to atleast a couple billions worth of individuals belief. THis is the soul exception this (not counting the opposites nature of the Fae Courts magic against each other, and Soulfire, which is arguably from the same source of power as the SotC.)
That's a growing list of exceptions to The Catch mechanics.  I'm confused why you feel as though its somehow heretical to assume this list is not necessarily all-encompassing?

One major problem with this - blood sacrifice raised the /power/ of rituals not the complexity, which can be gained by ordinary means safely and efficiently with zero problem against the ritual, blood sacrifice is just faster.Its a short cut, but hardly game breaking - that is the mistake your making in this argument.
No, sacrifice is used to make up the complexity deficit ("For every consequence you are willing to take or inflict on others for the sake of preparation, add the value of the consequence in shifts toward the deficit").  So what you do is add +20 consequences (serious, moderate, and up to five milds if you have Endurance 5, otherwise four milds -- including the three insta-cleared milds from Mythic Recovery) worth of sacrifice to your Lore, then skip a scene (+1), which clears those consequences automatically (Mythic Recovery), and repeat.  And I'd forgotten the possible bonus mild consequence from Endurance 5 earlier; sorry.

You can also use the physical consequences to aid in your casting attempt by channeling more aggressively, then using the physicals to manage backlash.  This is a bit harder to control, though.

And another thing thing, sponsored magic is not just the speed but the /method/ of evocation.Your not raising complexity as with normal thamaturgy, your raising power and control with rolls like normal, even if you were right.
I don't see anything that says that Thaumaturgy-at-the-speed-of-Evocation can't use blood sacrifice as can any other Thaumaturgy.  Evocation can't use outside power sources, but Thaumaturgy can.

And also even if they were preforming normal thaumaturgy in combat, even at the fastest speeds it is still several minutes worth of effort.In that time you have been trying to raise that Uber Spell of Doom you know what has happened, the monster has taken your head off your ritual has been disrupted, and you have to deal with the massive amounts of backlash from the massive amount of power you just tried to harness and failed.
Right, which is why I mentioned the need for an appropriate Sponsored Magic if combat casting is desired.  But just the non-combat Thaumaturgy issues are enough for me to see a problem.

I agree with Sancta regarding player counseling as a solution, but it also appeals to me to come up with ways to make the system a bit more bullet-proof.  And saying that wound inflicted by ritual sacrifice qualify as The Catch is a simple, elegant way to plug this problem and make it so that Recovery cannot boost Blood Magic.

YMMV.
Title: Re: Blood Magic - Repercussions?
Post by: Belial666 on November 09, 2010, 04:45:16 PM
Well, there is not real reason to use consequences to fuel a ritual. Let's say that my ritualist has Lore 5 (naturally), Discipline 5, Conviction 4, Resources 4.
In the same scene they make skill navel-gazing maneuvers as follows;
Lore: construct a "magic circle with arcane symbolism" (i.e. a circle with obscure runes), using "appropriately symbolic materials" (i.e. iron and copper wire for fae-summoning)
Discipline: focus to "clear mind of all disruption" and "chant preparatory spells in perfect cadence"
Conviction: call forth power to create "magically charged atmosphere" and rationalize for "believe truly it needs to be done"
Resources: buy "high-quality items" (NOT play-doh)
Then, having done all that, he tags the 7 aspects for +14 shifts of complexity. In the next scene, he simply repeats with other aspects - the only limit would be his creativity.


Secondly, someone with Evocation or any supernatural power that can do maneuers with a high chance of success, could apply a similar number of aspects using magic. Every single scene. And tag them for another +14 or so of complexity per scene.






So, why spend Refresh and consequences (which do pose a problem if someone interrupts the preparations) when you can do the exact same thing without spending anything at all? You can even do it faster and cleaner, too.
Title: Re: Blood Magic - Repercussions?
Post by: zerogain on November 09, 2010, 07:56:41 PM
Loopholes are easy to find in rules.  If the player's character is consciously exploiting loopholes to rules-lawyer the game, then the player should play an appropriate character.  His method of play indicates that unless an aspect already covers this, he should have one that indicates he's a weasel.  Obviously, it's very important to this character to walk the line and justify it, and then crow about getting away with it because the deed falls "in the rules".  By their very definition, that's an aspect.

Now, it'll help him walk the line, true, but it also means that others know he's that way, or will soon enough.

While he is perfectly by the book in using his ally's blood in this fashion, what exactly does the were-creature get out of this, WHY for the love of the fates, is he willing to sit in a sacrificial circle and bleed out for this wizard?  That's a HUGE commitment.  So again, the were-creature should have an aspect indicating his utter devotion and trust for this rascally rules-lawyer wizard.

If there's no such indications in place, then pick either a survival-based aspect or such and compel away.
Title: Re: Blood Magic - Repercussions?
Post by: Belial666 on November 09, 2010, 08:13:36 PM
Harry Dresden summons the Erlking. In one scene. He uses multiple skill-created aspects to do so - in fact, he uses the same aspects I noted or very similar ones, except for the Resources one.
Similarly, a two-bit sorcerer ca do 32-shift heart-exploding spells repeatedly and pornstar witch wannabees perform major curses by drawing power from Outsiders.


High-power rituals are supposed to be possible. That is what makes wizards so terrifying if they are allowed to prepare.
Title: Re: Blood Magic - Repercussions?
Post by: Morfedel on November 09, 2010, 11:29:15 PM
Just my $0.02, the novels have continually noted the effects of moral justification and the road to black magic, warlock status, etc. If someone does x wig magic, it means that somewhere, deep down, they thinly its OK to do x.

 
Victor Sells didn't start off a bloodthirsty warlock, he evolved into one.

If I had a player do this one ime, just once, I'd probably let it ride. If they did it again... they just earned either an aspect change or a new aspect added.to the lot. Maybe like "The Road to Hell..." or "The Ends Justify the Means" or "Its Not Black Magic, no Laws Were Broken, So I'm Sure Just Once More Shod be Ok!" Or "The Slippery Slope," etc etc.

Then compel the hell out of it.   :)
Title: Re: Blood Magic - Repercussions?
Post by: Becq on November 09, 2010, 11:46:02 PM
Just as an aside, spending consequences on spellcasting is not automatically 'Blood Magic".  For example, you might give yourself the consequence "Dead tired after spending the night preparing".  Or you might simply be "Fatigued" by the drain of the spellcasting.  Other participants could likewise be "Fatigued" in lieu of having "Slashed wrists".  To a large degree, its about narrative.

Of course, if they die of massive fatigue ... well, dead is dead, with or without a knife involved.  Oh, hi, Mr. Warden!  How are you this fine day.  My, what a shiny sword you have there...
Title: Re: Blood Magic - Repercussions?
Post by: toturi on November 10, 2010, 04:51:19 AM
Loopholes are easy to find in rules.  If the player's character is consciously exploiting loopholes to rules-lawyer the game, then the player should play an appropriate character.  His method of play indicates that unless an aspect already covers this, he should have one that indicates he's a weasel.  Obviously, it's very important to this character to walk the line and justify it, and then crow about getting away with it because the deed falls "in the rules".  By their very definition, that's an aspect.
The problem is that the character is not the one exploiting the loopholes to ruleslawyer the game. The character shouldn't know that he is in a game. The player does, not the character.
Title: Re: Blood Magic - Repercussions?
Post by: MyNinjaH8sU on November 10, 2010, 01:04:50 PM
Not to be dense, but how is that anything more than semantics?
Title: Re: Blood Magic - Repercussions?
Post by: devonapple on November 10, 2010, 08:15:32 PM
My observation is that this is becoming more of a game style issue than a mechanics issue. The rules as stated don't seem to penalize a regenerating PC from contributing energy (consequences, blood, etc.) to a ritual. Theoretically, if a villain got the drop on the players right after that ritual, most of those consequences could still be hanging like an albatross around the regenerating PC's neck, so it is still something of a consequence.

This could even spark a Threat, when a power-hungry warlock realizes the potential of having regenerating ritual blood batteries, and begins enthralling local werefolk to serve as willing and regenerating power sources. Guess where the warlock got the idea? And guess who is on the warlock's list to get kidnapped next?
Title: Re: Blood Magic - Repercussions?
Post by: Jack B on November 10, 2010, 09:14:18 PM
Well, there is not real reason to use consequences to fuel a ritual. Let's say that my ritualist has Lore 5 (naturally), Discipline 5, Conviction 4, Resources 4.
In the same scene they make skill navel-gazing maneuvers as follows;
Lore: construct a "magic circle with arcane symbolism" (i.e. a circle with obscure runes), using "appropriately symbolic materials" (i.e. iron and copper wire for fae-summoning)
Discipline: focus to "clear mind of all disruption" and "chant preparatory spells in perfect cadence"
Conviction: call forth power to create "magically charged atmosphere" and rationalize for "believe truly it needs to be done"
Resources: buy "high-quality items" (NOT play-doh)
Then, having done all that, he tags the 7 aspects for +14 shifts of complexity. In the next scene, he simply repeats with other aspects - the only limit would be his creativity.

I don't want to go off on a tangent here but I thought that
a) maneuvers are only used in a conflict situation and;
b) only perception and knowledge skills can be used for declarations.

If this is the case then only the Lore example above would be applicable.
Title: Re: Blood Magic - Repercussions?
Post by: MyNinjaH8sU on November 10, 2010, 09:26:09 PM
Your b) is not correct, actually. While that usually is the case, there are many things, like the Martial Arts stunt, that allow for declarations with another skill.

Point well made, however.
Title: Re: Blood Magic - Repercussions?
Post by: Richard_Chilton on November 10, 2010, 09:40:39 PM
Why is a PC acting like a person and not exploiting the game's rules important?

Metagaming is usually bad.  When Harry gets into a grey situation he doesn't say "Okay, I can do X but not Y" because Harry doesn't know that X is allowed and Y isn't.  He doesn't know that he need a certain number of shifts for a given action.  That's what makes him real in the game world.

I've read a lot of game fiction - and the worse ones were when it was clear that the PC was exploiting the rules... For example, there was a Forgotten Realms bit where the text made it clear that someone had just leveled and soon after he was caught in a situation where he needed to cast a spell that he had memorized but didn't have the material components at hand - but he tries to cast it anyway and "discovers" that during leveling he gain that feat that let you cast spells without material components.  That scene ruined that book because it was so false.

Richard
Seriously, if the character knows how things work he isn't going to try something he knows isn't going work any more than most people do.  If a character knows that he can't cast spells without the gunk then he isn't going to 'just try' to do so anymore than I'm going to jump out a window and hope that I can fly.

A Dresden game example:
If a character is into voodoo then he's into voodoo.  He uses the voodoo motif and trappings.  The player knows that his PC has thaumaturgy on his sheet, the same thaumaturgy that every character uses, but that doesn't mean that his PC should ever use it for anything except voodoo themed magic.  The player knows that the power covers all styles of magic but the character doesn't.

A real life example:
Drugging people to have sex with them is wrong.  Buying someone a drink generally isn't.  How many drinks can you buy before it becomes wrong to sleep with them? That's a grey area.  Without blood tests or a breathalyzer you can't really be sure if someone is legally drunk (and thus can't provide consent) so how drunk someone can be is a judgment call.  If real life had a rule book we could just cross reference someone's constitution and the potency of the drink and come up with a solid figure, but it doesn't.  Sometimes there's a point where you can tell that the other person is too drunk, but if someone has only three or four drinks on an empty stomach they could be at that point and you not realise it.

In Dresden, blood magic is like that.  Your PC knows that killing someone is wrong but using blood is a grey area.  The PC doesn't think in terms of consequences but has to wonder "how badly would it hurt that person if I stuck him with this knife - would it kill him or not?".  As a player you know just how what sort of damage you are looking at so know that it will be safe, but the PC doesn't and shouldn't know that.


Then there are the Wardens.  When they see someone doing blood magic they don't look for metaphysical markers like "Lawbreaker -2" but assume that the person is (or soon will be a warlock) and move to arrest him.  And if he resists arrest, well, that's why they have those Swords and why blood doesn't stick to their cloaks.  If at the end of the investigation they find out that he hasn't killed they give him a stern warning about how (if he keeps on this path) he will soon find himself breaking the laws of magic.

See, Wardens know that Warlocks rarely go straight to killing.  That the Warlock has to work up to it, to escalate.  That's the way it is for the vast majority of the Warlocks they have to deal with and (since they confuse correlation with causality) they assume that virtually everyone who does blood magic will eventually end up killing.
Title: Re: Blood Magic - Repercussions?
Post by: Richard_Chilton on November 10, 2010, 09:44:13 PM
I don't want to go off on a tangent here but I thought that
a) maneuvers are only used in a conflict situation and;
b) only perception and knowledge skills can be used for declarations.

If this is the case then only the Lore example above would be applicable.

You might want to read:
http://www.rickneal.ca/?p=639 (http://www.rickneal.ca/?p=639)

It was written by one of the playtesters and gives 5 ways that every skill could be used for thaumaturgy.

Richard
Title: Re: Blood Magic - Repercussions?
Post by: Belial666 on November 11, 2010, 11:29:59 AM
Quote
When Harry gets into a grey situation he doesn't say "Okay, I can do X but not Y" because Harry doesn't know that X is allowed and Y isn't.
Totally wrong. Wizards do just that; know the rules for magic and use them - that's what the Lore skill does. Harry even comments on it. In addition, Harry has Bob, a spirit of intellect specifically bound by Kemmler to track the rules of magic and serve as an advisor for exactly that kind of thing.

Quote
A Dresden game example:
If a character is into voodoo then he's into voodoo.  He uses the voodoo motif and trappings.  The player knows that his PC has thaumaturgy on his sheet, the same thaumaturgy that every character uses, but that doesn't mean that his PC should ever use it for anything except voodoo themed magic.  The player knows that the power covers all styles of magic but the character doesn't.
Nope. That character does not have Thaumaturgy. They got the much more limited Ritual: Voodoo Magic. Someone with Thaumaturgy is like a wizard; they can do Voodoo, summon demons, curse people, pull meteors from the sky, raise the dead, try to become gods, tear holes in the fabric of the universe and whatever else they could possibly imagine. That's another reason why wizards with enough experience to know how to use Thaumaturgy best are terrifyingly powerful.


Quote
In Dresden, blood magic is like that.  Your PC knows that killing someone is wrong but using blood is a grey area.  The PC doesn't think in terms of consequences but has to wonder "how badly would it hurt that person if I stuck him with this knife - would it kill him or not?".  As a player you know just how what sort of damage you are looking at so know that it will be safe, but the PC doesn't and shouldn't know that.
Again, almost certainly wrong. If you have Recovery, you have probably used it to heal from wounds already. So you already know that you can recover from those wounds or similar and lesser wounds. I mean, if a Lycanthrope recovers from several broken bones or being bitten by a ghoul (i.e. can recover from moderate consequences), a bleeding wound from a knife, being much smaller (a mild consequence) is not going to faze them much.
Ditto for toughness. Dresden knows a pistol's bullets would simply bounce off an Ogre because he has seen it before or others have seen and documented it.

Quote
Then there are the Wardens.  When they see someone doing blood magic they don't look for metaphysical markers like "Lawbreaker -2" but assume that the person is (or soon will be a warlock) and move to arrest him.
If they find you having bound some people with chains over an altar and are cutting them to fuel your ritual? Sure. If they see you standing with your werewolf buddy and using his blood, willingly given, to fuel said ritual whith the two of you joking about the red robe reccomendation in your book of spells, not really. It is all about context.
Title: Re: Blood Magic - Repercussions?
Post by: UmbraLux on November 11, 2010, 02:55:11 PM
Nope. That character does not have Thaumaturgy. They got the much more limited Ritual: Voodoo Magic. Someone with Thaumaturgy is like a wizard; they can do Voodoo, summon demons, curse people, pull meteors from the sky, raise the dead, try to become gods, tear holes in the fabric of the universe and whatever else they could possibly imagine. That's another reason why wizards with enough experience to know how to use Thaumaturgy best are terrifyingly powerful.
Not certain I agree.  A powerful houngan or mambo (one with Thaumaturgy) could accomplish the same things as any other thaumaturgist, they simply use different trappings.  The houngan may sacrifice chickens and create a blood circle while a druid weaves his circle out of woven holly and the wizard simply uses salt.  The end result is the same. 

-----
On a slight tangent - assuming the wizard and werewolf pair in question have just completed their ritual and they're attacked.  The werewolf still has most if not all of the consequences, hasn't had time to heal.  If he is killed by one of the attackers who tags the consequences received from the wizard's ritual, how does that affect lawbreaker status?  Separately, how will wardens react?
Title: Re: Blood Magic - Repercussions?
Post by: Belial666 on November 11, 2010, 03:21:55 PM
A wizard can do a salt circle. Or a blood circle. Or woven holly. He can also do it with a cheap marker bought at the wal-mart or do it in his mind. Full thaumaturgy isn't limited by trappings beyond what the wizard chooses out of habit, belief or familiarity. As long as said houngan believes it would work, he could use pink crayons and do it just as well as in a blood circle. (as long as the social consequence he'd take from being a cheapskate would be the same level as the physical from drawing a circle in blood)


As for being caught with consequences, other people cannot tag consequences for free - only the guy that dealt them. So, only the wizard could tag said consequences. On the other hand, the GM can compel them instead.
Title: Re: Blood Magic - Repercussions?
Post by: UmbraLux on November 11, 2010, 03:40:35 PM
A wizard can do a salt circle. Or a blood circle. Or woven holly. He can also do it with a cheap marker bought at the wal-mart or do it in his mind. Full thaumaturgy isn't limited by trappings beyond what the wizard chooses out of habit, belief or familiarity. As long as said houngan believes it would work, he could use pink crayons and do it just as well as in a blood circle. (as long as the social consequence he'd take from being a cheapskate would be the same level as the physical from drawing a circle in blood)
From an external PoV, I think it would be difficult to tell the difference between a houngan ritualist and a houngan thaumaturgist with refinements specializing in a particular ritual theme.  For that matter, don't the books state one of the senior council
(click to show/hide)
is trained in a different tradition?  To me, this means different trappings may be used to get the same results.  Not that trappings limit you to lesser results.

Quote
As for being caught with consequences, other people cannot tag consequences for free - only the guy that dealt them. So, only the wizard could tag said consequences. On the other hand, the GM can compel them instead.
Meh, the terminology is one thing I dislike about FATE.  The point was, if that attacking character, PC* or NPC, spends a couple fate points to take advantage of those consequences, does the wizard share some responsibility for the werewolf's death?

*I suspect this is far more likely to be a PC attacker with NPC wizard and werewolf - at least if I'm GMing.  It's too much like intentionally killing a PC otherwise.
Title: Re: Blood Magic - Repercussions?
Post by: Belial666 on November 11, 2010, 03:46:40 PM
You can defeat someone with magic, tie him up, blindfold him and deliver him personally to his executioner and it isn't going to be a law violation because you did not, personally, kill him with magic. Yes, you are a murderer but not a Lawbreaker. Hell, do it enough times for a certain type of reasons and you'll be a Warden.
Title: Re: Blood Magic - Repercussions?
Post by: MyNinjaH8sU on November 11, 2010, 04:13:45 PM
From an external PoV, I think it would be difficult to tell the difference between a houngan ritualist and a houngan thaumaturgist with refinements specializing in a particular ritual theme.  For that matter, don't the books state one of the senior council
(click to show/hide)
is trained in a different tradition?  To me, this means different trappings may be used to get the same results.  Not that trappings limit you to lesser results.

This is true on the surface, but I think you might be missing part of it (or at least I'm not seeing it represented here):

Basically, you can take Ritual (Voodoo). This allows you to use any effect that is appropriate to voodoo, which you will have to define at the point of taking it with your GM, since it's outside of the set thaumaturgy themes and stuff. That's fine, but you pretty much explain it when you do it.

If you spend the extra Refresh to get to Thaumaturgy, then the whole game changes. Basically, you can do absolutely everything that the character with Ritual (Voodoo) can do, but it is literally a minute fraction of the power and options you have before you. You can do anything in the book in the Thaumaturgy section. It's an absolutely tremendous increase in power and versatility.

Also, with Thaumaturgy, you can take Refinement. You also have a Specialization, which could be in Voodoo, making you automatically better than the guy who took Channelling.

Now, both the Channeler and the full on Thaumaturge can be Voodoo priests. Both of them can use the trappings of Voodoo, and both of them can come from that background. But one has gone WAY beyond the other.

Please pardon me if this isn't what was confusing you, I may have misunderstood. Otherwise, I hope I helped.
Title: Re: Blood Magic - Repercussions?
Post by: Morfedel on November 11, 2010, 07:02:22 PM
Frankly, I don't think it entirely matters if the regenerating "victim" is willing or not.  Well, it does matter, but, even.if willing, it also says you are willing to hurt people to power spells.

These guys still generally feel pain. Think about it, how would Billy react if Harry walked up and said, "Hey, Billy, I need your help with something, and it wont hurt... for long."

Even if the person is willing, and will recover quickly, it still is a dark path to tread.

After all, Victor Sells didn't START with the orgies and sacrifices... he slid down the slope to there.
Title: Re: Blood Magic - Repercussions?
Post by: babel2uk on November 11, 2010, 07:15:33 PM
I seem to remember a line in the section on the First Law (I may be wrong on the location of the line - it may be in the inflicting consequences to power a spell section), that seems to say that hurting a willing victim to power a ritual is as bad or worse than harming an unwilling person.

I'd agree with the general point of view that using someone with supernatural regeneration as a living battery for thaumaturgy is likely to change your personality for the worse over time. It's not as immediate as gaining Law Breaker, but it's certainly something I as a GM would be looking at if it was a regular occurance. And if it became too regular I'd probably insist that one of the character's minor milestones was spent re-wording an aspect to reflect the change to a slightly darker view. If the willing victim was the same one time and again I'd probably insist on a similar aspect change for the victim.

You'd arguably reach a stage where the wizard simply starts assuming it'll be OK to use the victim to power a spell, and the victim will reach a stage where they will quite happily bleed to death (or have their minds reduced to jelly) because "the wizard would never hurt me!"
Title: Re: Blood Magic - Repercussions?
Post by: Belial666 on November 11, 2010, 07:35:11 PM
Quote
These guys still generally feel pain.
Painkillers. Lots of them. Or an evocation spell that applies an aspect of "no pain". Besides, blood loss is not painful; if you bleed someone in the safe and clean way, they'll barely feel a sting - just lots of dizziness from the blood loss.

Quote
hurting a willing victim to power a ritual is as bad or worse than harming an unwilling person.
1st Law is about killing. Hurting is in no way part of the Laws.
Besides, the solution is easy. Say the following three times;

"Upon my Power, and my hope for salvation and rebirth, I, [insert true name] will never violate the Laws of Magic"



No wizard, especially a dark wizard, will violate that oath because it will do horrible things to their own Power. The more they violate it, the more it will eat at their power and that is the one thing a power-hungry wizard will never do. A good wizard might violate it, sacrificing their Power to do good, but once they fall to the Dark Side, they will no longer want to do dark things, lest they lose their power. Nice standoff, don't you think?
Title: Re: Blood Magic - Repercussions?
Post by: ralexs1991 on November 11, 2010, 07:46:19 PM
Painkillers. Lots of them. Or an evocation spell that applies an aspect of "no pain". Besides, blood loss is not painful; if you bleed someone in the safe and clean way, they'll barely feel a sting - just lots of dizziness from the blood loss.
1st Law is about killing. Hurting is in no way part of the Laws.
Besides, the solution is easy. Say the following three times;

"Upon my Power, and my hope for salvation and rebirth, I, [insert true name] will never violate the Laws of Magic"



No wizard, especially a dark wizard, will violate that oath because it will do horrible things to their own Power. The more they violate it, the more it will eat at their power and that is the one thing a power-hungry wizard will never do. A good wizard might violate it, sacrificing their Power to do good, but once they fall to the Dark Side, they will no longer want to do dark things, lest they lose their power. Nice standoff, don't you think?

you could always whip up something like that braclet McCoy gave Dresden in BR I would treat it as a potion personally

and as for the oath I guess that would be an accpect where whenever you stood to break a law the GM could compel for a consequence against your conviction??

something like "Oath bound to follow the laws of magic"
Title: Re: Blood Magic - Repercussions?
Post by: Belial666 on November 11, 2010, 08:33:35 PM
A grudgingly given oath from Dresden forced his own powers to attempt to fulfill it. He had serious trouble. Now consider the heaviest, most binding oath a wizard can give, given three times. What do you think will happen to their power if they break it?
Title: Re: Blood Magic - Repercussions?
Post by: Richard_Chilton on November 11, 2010, 08:40:04 PM
Totally wrong. Wizards do just that; know the rules for magic and use them - that's what the Lore skill does. Harry even comments on it. In addition, Harry has Bob, a spirit of intellect specifically bound by Kemmler to track the rules of magic and serve as an advisor for exactly that kind of thing.

The Lore skill does not tell you the rules.  

Nope. That character does not have Thaumaturgy. They got the much more limited Ritual: Voodoo Magic. Someone with Thaumaturgy is like a wizard; they can do Voodoo, summon demons, curse people, pull meteors from the sky, raise the dead, try to become gods, tear holes in the fabric of the universe and whatever else they could possibly imagine. That's another reason why wizards with enough experience to know how to use Thaumaturgy best are terrifyingly powerful.

As others have pointed out, having a motif means you follow it.  The results might be the same but the style is different.  Can you see Harry ever slitting the throat of a goat? Of course not - his motif is European wizard, not voodoo practitioner.  He'd do something else, which mechanically would give him the same bonus, but with a completely different look to his magic.
 

Again, almost certainly wrong. If you have Recovery, you have probably used it to heal from wounds already. So you already know that you can recover from those wounds or similar and lesser wounds. I mean, if a Lycanthrope recovers from several broken bones or being bitten by a ghoul (i.e. can recover from moderate consequences), a bleeding wound from a knife, being much smaller (a mild consequence) is not going to faze them much.
The character would have to be into pain for it happen.  Besides, you are assuming that the PCs KNOW THE RULES!!!!!!!!!

From a PC's point of view, one guy is stabbing another.  Knife wounds aren't always the same, especially the ones that require consequences.  Sure, we all know that you can take a severe consequence to cancel a single point of stress, but from an in character point of view you are stabbing someone and leaving "Walk it off", "Man, you really should go take care of that/get some rest.”, and “Man, you really need to go to the ER/get serious help.” type damage.  You are coming that close to killing someone.

Just for power.  You have mentally entered a state you feel that it's okay to almost kill someone because they will get better.

If they find you having bound some people with chains over an altar and are cutting them to fuel your ritual? Sure. If they see you standing with your werewolf buddy and using his blood, willingly given, to fuel said ritual whith the two of you joking about the red robe reccomendation in your book of spells, not really. It is all about context.

You did read that bit where I said that Wardens confused correlation and causation, right?

Okay, let me use one of the most famous examples of that.  A while ago they did a study of heroin addicts in prison and discovered that 95% of them had tried weed before going on to heroin.  They published the rest that 95% of weed smokers went on to become heroin addicts - which really offended a group of statisticians who did another survey.  They found that another substance was much worse because a number approaching 100% of inmates had used it - statistically it was 100%! They then published that study and said since almost 100% of inmates were given milk as children than 100% of those given milk as children would go to prison.

Then they explained the different between correlation and causation.  Correlation means that when you look at thing A you usually see thing B.  Causation means thing B causes thing A.  To get a good percentage of weed smokers who were also on heroin you would need to look at all weed smoker and see how many of them went on to heroin, not ask the heroin addicts if they had ever used weed.

So when the Wardens look at those who break the first law they almost always see someone who had to work up to it so in their minds they see blood magic as the escalation process to murder.  They don't see the people who dabble in blood magic and never go further than slicing someone a bit so they assume (falsely) practically everyone who starts with blood magic will end up killing.


In Storm Front, when Morgan has his sword out over Toot-Toot being summoned, Harry doesn't say:
"Check my aura - I don't have Lawbreaking for that law so FU!".  No, he has to explain his actions and argue that he hadn't broken the law so shouldn't have his head cut off.  If Harry hadn't been able to explain himself then the series would have been much shorter.  That's how Wardens work.  They see something that they think is wrong and they assume the worse.

It's like if a cop spots someone running in some neighbourhoods they will chase him even though they haven't seen him do anything.  They assume that since he's running he must have done something and that's enough for them.  A lawyer might argue that running is not suspicious behavour so they had no reason to chase him, but that doesn't stop them from chasing him.

Richard
Title: Re: Blood Magic - Repercussions?
Post by: UmbraLux on November 11, 2010, 08:53:02 PM
Now, both the Channeler and the full on Thaumaturge can be Voodoo priests. Both of them can use the trappings of Voodoo, and both of them can come from that background. But one has gone WAY beyond the other.
Agreed.  One has far more learning / power than the other.  My point was simply that, to an external observer, there's very little to tell the two apart.  Both will look to voodoo rituals as the solution - one because that's all he can do and the other because he just that good at it.

Back to the point of the thread though - I still think the wizard chances Lawbreaker status (even if only in the eyes of the local Warden) simply because those consequences could contribute to the donor's cause of death. 

Premise:Conclusion:  A sacrifice, contributing to death, is dark gray at best.  It would almost certainly be seen as Lawbreaking by wardens and would probably have the same mental affect as #3 above.  Given the tone of the books, I'd play it that way.
Title: Re: Blood Magic - Repercussions?
Post by: MyNinjaH8sU on November 11, 2010, 09:23:00 PM
Agreed.  One has far more learning / power than the other.  My point was simply that, to an external observer, there's very little to tell the two apart.  Both will look to voodoo rituals as the solution - one because that's all he can do and the other because he just that good at it.

Back to the point of the thread though - I still think the wizard chances Lawbreaker status (even if only in the eyes of the local Warden) simply because those consequences could contribute to the donor's cause of death. 

Premise:
  • A willing sacrifice of temporary consequences is 'white' or allowable magic.
  • A sacrifice causing death, willing or not, is 'black' or lawbreaking.
  • A sacrifice resulting in death, even when unintentional is still 'black'.
Conclusion:  A sacrifice, contributing to death, is dark gray at best.  It would almost certainly be seen as Lawbreaking by wardens and would probably have the same mental affect as #3 above.  Given the tone of the books, I'd play it that way.

I agree with everything you say here 100%. I would like to point out that were I to have players who wanted to sacrifice themselves on a regular basis for the Wizard's rituals, I absolutely would begin changing and compelling aspects for this. That's serious mind-screwery.

Alternatively, if they wanted to play the Recovery game with me, I would probably simply say that blood that doesn't carry significant amounts of a subject's life force within isn't very magically potent, and that instead, they could easily sacrifice something more valuable, like their minds, and get there.

Let's see the Recovery powers get you out of Mental Consequences, Werewolf...
Title: Re: Blood Magic - Repercussions?
Post by: Morfedel on November 11, 2010, 09:56:58 PM
I still think that harming someone else for power, even from a regenerating create, is evil.

Example: you could get me to agree to good me.down and torture me in such a way that I will have no.lasting, long-term harm... say, waterboarding. I will not even have heal from that,.and.if its short term, I may not suffer even any long term psychological issues.

That doesn't make it ok to do it, even if the intentions are good. So what.if torturing me gives you the power to defeat the skinwalker, its still pretty vile, even if I'm willing.

Of course, if it was a one-time thing, in the most desperate of times, I might understand, that once. Desperate times calling for desperate actions and all that.

But if it became a whole "hey, duracell, get over here" thing, that's the cheapening of life, The developing callousness towards suffering.

I had a friend once who was into BDSM. He showed me a picture of a woman who had been tied up and had these long needles shoved all the way through her breasts. He called her a "pain slit," and thought it we just fine. Did she have the right to live like that? Sure. Is it healthy, and normal? In my opinion, absolutely not.

And thats.the point. If harry performs blood magic on a willing billy, who will recover from.it, and quickly, he isn't breaking one of the Laws. That doesn't mean it isn't that dark, treacherous slope allowing you to find it easier to justify more and more extreme behavior.

Sure, he isn't a lawbreaker. But he's taking those moral justification steps  that will make it easier to justly doing it in the future.
Title: Re: Blood Magic - Repercussions?
Post by: Richard_Chilton on November 11, 2010, 10:01:09 PM
Sure, he isn't a lawbreaker. But he's taking those moral justification steps  that will make it easier to justly doing it in the future.

Exactly!

Richard
Title: Re: Blood Magic - Repercussions?
Post by: MyNinjaH8sU on November 11, 2010, 10:23:19 PM
But if it became a whole "hey, duracell, get over here" thing, that's the cheapening of life, The developing callousness towards suffering.

Oooh, this made me think of one more thing I can add here.

So, in the Dresdenverse, the trappings (see: Aspects) of thaumaturgy and magic on a whole are significant because they represent emotional and mental triggers in the mage casting. He uses these to focus, and, though he doesn't technically need them, things are much harder without.
(click to show/hide)

I posit that blood isn't a power source. Rather, it is the representation of that blood to the sorcerer in question. It is lifeblood. It is sacrifice. It is given or taken, and both acts hold significance.

However: if the taking of the blood is none of those things, if no life is in danger, and no worry is to be had, perhaps it is no longer so significant to the mage, because it holds none of the emotional content it would in a moment of sacrifice.

Agree with me or not, but that is the difference between:

"The wizard crouched low over his friend who lay broken and half dead, his blood running freely. His regenerative abilities might allow him to recover from that wound in time. Hell, he'd as much seen him come back from worse. But that wouldn't be worth a bit if they couldn't make it out of this giant snafu their informant lead them into with their lives. He looked into his friend's eyes, and they shared a mutual, horrible thought. 'Do it,' his wounded ally said, 'just be sure you get the smug bastard.' The Wizard nodded, took a deep breath, and, wincing, laid his palm on his friend's wound, calling upon the power of the blood within, and adding his own copious strength atop it, even as he burned a circle of ash into the ground around them with a flick of his will. The spell was going to be big, and they might not survive the backlash, but damnit, the Warlock was going to see what a real Wizard could do. More than anything though, he was going to pay."

and...

"The Wizard looked over at his buddy. 'Hey, dude, come here, I need some juice to get the ritual working!' Rolling his eyes, the werewolf shambled over to his annoying roommate, picking up a kitchen knife as he went. 'Ok,' he said, bored, 'but make it snappy! Teen Wolf is coming on AMC tonight!'

I just know which one sounds cool, and since the world and the books pretty much runs on the Rule of Cool, I know which one I'd be happy seeing in a game.
Title: Re: Blood Magic - Repercussions?
Post by: devonapple on November 11, 2010, 10:26:46 PM
'Do it,' his wounded ally said, 'just be sure you get the smug bastard.' The Wizard nodded, took a deep breath, and, wincing, laid his palm on his friend's wound, calling upon the power of the blood within...

Goosebumps. Yes, thank you - it is clear which is more thematically appropriate.
Title: Re: Blood Magic - Repercussions?
Post by: MyNinjaH8sU on November 11, 2010, 10:30:05 PM
Goosebumps. Yes, thank you - it is clear which is more thematically appropriate.

I'm happy to help! I'm totally one of those people who can get bogged down all day feeling like a rules lawyer, and have to remind myself to take a step back and look at what I'm talking about, so I figured I'd share while I did.
Title: Re: Blood Magic - Repercussions?
Post by: babel2uk on November 12, 2010, 10:15:39 AM
1st Law is about killing. Hurting is in no way part of the Laws.

I didn't say it was, but I couldn't remember whether the line I'd read was in the section under the First Law where it talks about grey areas, or whether it was just in the powering a ritual using consequences section. I did point out that I couldn't remember which of the two it was in - it turns out that it's in the inflicting consequences to power a spell section. No, hurting someone to power a ritual isn't a first law violation. But it's the first step on a slippery slope towards that end if it's something that is repeated often.

From YS Page 269:

Quote
Of course, truly desperate or sociopathic wizards go beyond just self-sacrifice, harnessing the power that comes from the physical and emotional sacrifice of others. The torture or murder of another sentient being is perhaps one of the most heinous acts that a wizard can commit in the pursuit of magic, even (or especially) if the victim surrenders to it willingly.

And from a paragraph later:

Quote
This sacrifice essentially represents that the wizard is willing to go to greater extremes. He enters that territory where, in order to get what he wants, he’s willing to enter a conflict with someone, put his own emotions and health on the line, or complicate his life and the lives of others.

The section then goes on to discuss killing and the First Law - which is why my memory had linked it with the First Law section of the rule book.
Title: Re: Blood Magic - Repercussions?
Post by: Morfedel on November 12, 2010, 01:43:49 PM
Oooh, this made me think of one more thing I can add here.

So, in the Dresdenverse, the trappings (see: Aspects) of thaumaturgy and magic on a whole are significant because they represent emotional and mental triggers in the mage casting. He uses these to focus, and, though he doesn't technically need them, things are much harder without.
(click to show/hide)

I posit that blood isn't a power source. Rather, it is the representation of that blood to the sorcerer in question. It is lifeblood. It is sacrifice. It is given or taken, and both acts hold significance.

However: if the taking of the blood is none of those things, if no life is in danger, and no worry is to be had, perhaps it is no longer so significant to the mage, because it holds none of the emotional content it would in a moment of sacrifice.

Agree with me or not, but that is the difference between:

"The wizard crouched low over his friend who lay broken and half dead, his blood running freely. His regenerative abilities might allow him to recover from that wound in time. Hell, he'd as much seen him come back from worse. But that wouldn't be worth a bit if they couldn't make it out of this giant snafu their informant lead them into with their lives. He looked into his friend's eyes, and they shared a mutual, horrible thought. 'Do it,' his wounded ally said, 'just be sure you get the smug bastard.' The Wizard nodded, took a deep breath, and, wincing, laid his palm on his friend's wound, calling upon the power of the blood within, and adding his own copious strength atop it, even as he burned a circle of ash into the ground around them with a flick of his will. The spell was going to be big, and they might not survive the backlash, but damnit, the Warlock was going to see what a real Wizard could do. More than anything though, he was going to pay."

and...

"The Wizard looked over at his buddy. 'Hey, dude, come here, I need some juice to get the ritual working!' Rolling his eyes, the werewolf shambled over to his annoying roommate, picking up a kitchen knife as he went. 'Ok,' he said, bored, 'but make it snappy! Teen Wolf is coming on AMC tonight!'

I just know which one sounds cool, and since the world and the books pretty much runs on the Rule of Cool, I know which one I'd be happy seeing in a game.

Exactly! And, way cool btw. :)
Title: Re: Blood Magic - Repercussions?
Post by: Morfedel on November 12, 2010, 01:46:12 PM
I didn't say it was, but I couldn't remember whether the line I'd read was in the section under the First Law where it talks about grey areas, or whether it was just in the powering a ritual using consequences section. I did point out that I couldn't remember which of the two it was in - it turns out that it's in the inflicting consequences to power a spell section. No, hurting someone to power a ritual isn't a first law violation. But it's the first step on a slippery slope towards that end if it's something that is repeated often.

From YS Page 269:

And from a paragraph later:

The section then goes on to discuss killing and the First Law - which is why my memory had linked it with the First Law section of the rule book.

Thanks for locating that, Babel!

Which means, as we were positing, that while the rules don't say "If the character does this, give him an aspect to reflect it," but it does say that these actions are a serious problem.

Thus, I think using aspects to reflect these activities would be very appropriate... if the Wizard does so more than once, or does so even once if it wasn't for any but the most desperate times.
Title: Re: Blood Magic - Repercussions?
Post by: ralexs1991 on November 16, 2010, 01:33:39 PM
Oooh, this made me think of one more thing I can add here.

So, in the Dresdenverse, the trappings (see: Aspects) of thaumaturgy and magic on a whole are significant because they represent emotional and mental triggers in the mage casting. He uses these to focus, and, though he doesn't technically need them, things are much harder without.
(click to show/hide)

I posit that blood isn't a power source. Rather, it is the representation of that blood to the sorcerer in question. It is lifeblood. It is sacrifice. It is given or taken, and both acts hold significance.

However: if the taking of the blood is none of those things, if no life is in danger, and no worry is to be had, perhaps it is no longer so significant to the mage, because it holds none of the emotional content it would in a moment of sacrifice.

Agree with me or not, but that is the difference between:

"The wizard crouched low over his friend who lay broken and half dead, his blood running freely. His regenerative abilities might allow him to recover from that wound in time. Hell, he'd as much seen him come back from worse. But that wouldn't be worth a bit if they couldn't make it out of this giant snafu their informant lead them into with their lives. He looked into his friend's eyes, and they shared a mutual, horrible thought. 'Do it,' his wounded ally said, 'just be sure you get the smug bastard.' The Wizard nodded, took a deep breath, and, wincing, laid his palm on his friend's wound, calling upon the power of the blood within, and adding his own copious strength atop it, even as he burned a circle of ash into the ground around them with a flick of his will. The spell was going to be big, and they might not survive the backlash, but damnit, the Warlock was going to see what a real Wizard could do. More than anything though, he was going to pay."

and...

"The Wizard looked over at his buddy. 'Hey, dude, come here, I need some juice to get the ritual working!' Rolling his eyes, the werewolf shambled over to his annoying roommate, picking up a kitchen knife as he went. 'Ok,' he said, bored, 'but make it snappy! Teen Wolf is coming on AMC tonight!'

I just know which one sounds cool, and since the world and the books pretty much runs on the Rule of Cool, I know which one I'd be happy seeing in a game.

majorly BA  :o

Thanks for locating that, Babel!

Which means, as we were positing, that while the rules don't say "If the character does this, give him an aspect to reflect it," but it does say that these actions are a serious problem.

Thus, I think using aspects to reflect these activities would be very appropriate... if the Wizard does so more than once, or does so even once if it wasn't for any but the most desperate times.

After reading that part from the book I'm tempted to make a house rulling giving Blood magic users warped, perverted or even new aspects
Title: Re: Blood Magic - Repercussions?
Post by: Kaldra on November 16, 2010, 01:56:24 PM
dare i even ask some one to stat out a power?
Title: Re: Blood Magic - Repercussions?
Post by: MyNinjaH8sU on November 16, 2010, 02:39:44 PM
What kind of thing do you want statted, exactly?
Title: Re: Blood Magic - Repercussions?
Post by: Kaldra on November 16, 2010, 02:47:02 PM
it seems like there is the potential for not quite a sponsored magic, not quite a lawbreaker, and also not quite full blown casting sort of power here, something akin to blood magic from dragon age origins perhaps. of course one could just wrap it all up in cosmetics, much like voodoo but it seems like this has a potential for being a bit more. meh might just be the lack of sleep again, i tend to lurk forums while suffering from insomnia.
Title: Re: Blood Magic - Repercussions?
Post by: Belial666 on November 16, 2010, 05:29:54 PM
[-1] Blood Sorcery; the character has Mythic Recovery vs magic. They could potentially recover swiftly from being beaten badly in a magical fight but the real use of this ability is that they can sacrifice their blood and even small body parts to power their spells - and recover rapidly for it.




Basically, you take the "recovery-powered magic" suggestion and take it to the extreme, having the character's recovery be cheaper but ONLY work for such uses. It is kind of rules-lawyery and some GMs might argue against it. Having actually used this power in a campaign and having made it look awesome, I can also say that it could drastically improve your character's flavor. You just have to make sure you don't abuse it. (i.e. intentionally limit yourself for flavor purposes)