Jump to content

[✗] [Amendment] Blood Magic


HIGH_FIRE
 Share

Recommended Posts

Original:

Gilding - Noncombative

Arms enchanted with the rune of draining in this rite make for weapons fit for gruesome, bloody deeds.

Spoiler

Mechanics: 

Coveted as implements of brutality, arms which undergo the ritual of gilding are commonly called weeping weapons on account of their inclination to profusely weep like lethal wounds and amplify the carnage and gore of combat. Weeping weapons conduct blood meaning genus-having blood will trail up their lengths and augment their edges and surfaces, from the fine blade of a dagger or spearhead to the spikes of kanabo or maces. Being wet with blood activates the weapon’s key magical features in that wounds they inflict are applied as though the weapon were serrated, a minor yet torturous effect intended to ensure lasting wounds difficult to mend, keen to bleed, and viciously ache. Additionally, weeping weapons’ manifestation of the rune of draining causes genus to be tugged at and stripped from blood upon contact not to drain their victim but to satiate its own enchantment and in doing so proliferate the splatter and carnage of battle; weeping weapons excessively multiply bloodshed as dramatic and gruesome splatters and gushes of inert, genus-less blood. This is purely a visceral aesthetic and does not cause additional blood loss. Walls may be painted and floors may gather pools with this amplification. Lastly, because of this stripping of genus that gathers in the weapon, siliti and corcitura may magically feed via touch with the armament should they spill an equivalent amount of blood from a victim (one fourth). 

The gilding ritual requires the circle to be inscribed similarly to an elemental ritual wherein a large rune of mortality is drawn and the emblematic rune of draining is put in its crescent. The circle is then added to with runes of metal, draining, and power and activated with a uniquely expensive sacrifice of genus to satiate the rune of draining. 

Once the ritual circle is prepared at least two blood mages must activate it by placing open wounds against its outer edge, one of which must be at least tier 4. Then, the ST event actor presiding over the summoning will briefly teleport away to somewhere hidden to roll out of 20 in secret, add the appropriate modifier (see Blood Rites under Abilities), and return to roleplay the result of the ritual.  

Roll 1-4: the ritual catastrophically fails and may produce, among other effects, a violent elemental explosion, the summoning of a hostile entity such as a Voidal terror or inferis, and/or the appropriate mutation of the intended subjects spinning off  the runes and/or magics used, etc. The immediate result (e.g. explosion) should not be lethal but what follows may be (e.g. a terror) if the ritualists are ill-prepared.
Roll 5-11: the ritual fails with complications and produces, among other effects, an elemental explosion, the summoning of a hostile entity such as a lesser Voidal terror or inferi imps, a gravity well, blinding and choking smoke,  etc. The immediate result (e.g. explosion) should not be overly damaging and may knock back/over, wound, and/or impair but what follows may be more dangerous (e.g. imps) if the ritualists are ill-prepared.
Roll 12-20: the ritual succeeds as intended. If decided by the ST, even successes may have unintended results.

 


Gilding is a ritual that does not require an emote count but should take around 4-5 emotes to perform, including the drawing of the circle and its runes in fresh blood and the ritual activation. This ritual requires 3 units of genus. 

Red Lines:

-Requires at least 2 blood mages, one of which must be at least tier 4.

-Weeping weapons are only relevant to flesh wounds and otherwise are normal weapons which retain their edge (unless the item has a fire ensorcellment wherein they still break apart) akin to metal ensorcellment. 

-The excessive multiplication of blood shed with weeping weapons have no mechanical effect and are mostly an aesthetic wherein battle becomes impossibly bloody and rooms may be painted and pools may form. Rationally, stone-like floors that collect pools of inert blood may become slippery because of this. As well, this inert blood is ineffectual and cannot be used for blood magic, for consumption by other creatures or magics, and does not trigger blood-related effects in other magics or creatures (e.g. striga will not be overcome with bloodlust in the presence of the immense gore alone). The blood is still physical however and will cling and collect as per usual.

-Weeping weapons require ST approval.

-The weeping weapon effect can be stacked with any other enchantment such as Voidal or Dark ones but does not negate their detriments. For example fire ensorcellment overrides a weeping weapon’s ability to retain its edge.

-Should gilding be performed on arrows or other ammunition then the effect can be applied to a maximum of 10 pieces.

 


 

Change:

 

Spoiler

Once the ritual circle is prepared at least two blood mages must activate it by placing open wounds against its outer edge, one of which must be at least tier 4. Then, the leader of the ritual will roll out of twenty with their tier and return to roleplay accordingly. Depending on tier, if the roll is at or below the threshold the ritual results in a failure and the ritual circle violently releases the element in question. This will at most cut, bruise, knock back, and/or impair the blood mage. Such failures tend to produce scars. Critical failures - rolling a 1 - results in which a lesser threat is conjured by mishap hostile to the blood mage such as 1-3 celestial horrors, 1-3 inferi imps, or an otherwise caustic effect that may cause worse damage than typical failure. The item bears no mark and is permanently enchanted unless broken or outright destroyed by any physical or magical means.

Tier 4: Roll 8 or lower.

Tier 5: Roll 6 or lower.

Red Lines:

-This ritual cannot be used to mass produce enchantments; a blood mage may create 1 object per day (with any amount of allowed effects as listed with repeated uses of the ritual) with a maximum of 2 objects in 3 OOC weeks; for example, a blood mage can create 1 object one day, 1 the next day, and then are unable to for 3 IRL weeks following the first ritual. If the ST deem a blood mage to be overproducing enchantments they may be denied signage and warned and if disregarded possibly punished as seen fit by management. For example reaching the 2 items per  weeks limit for multiple months in a row may signal overproduction to staff.

 

-Requires at least 2 blood mages, one of which must be at least tier 4.

 

-Weeping weapons are only relevant to flesh wounds and otherwise are normal weapons which retain their edge (unless the item has a fire ensorcellment wherein they still break apart) akin to metal ensorcellment.

 

-The excessive multiplication of blood shed with weeping weapons have no mechanical effect and are mostly an aesthetic wherein battle becomes impossibly bloody and rooms may be painted and pools may form. Rationally, stone-like floors that collect pools of inert blood may become slippery because of this. As well, this inert blood is ineffectual and cannot be used for blood magic, for consumption by other creatures or magics, and does not trigger blood-related effects in other magics or creatures (e.g. striga will not be overcome with bloodlust in the presence of the immense gore alone). The blood is still physical however and will cling and collect as per usual.

 

-Weeping weapons require ST approval.

 

-The weeping weapon effect can be stacked with any other enchantment such as Voidal or Dark ones but does not negate their detriments. For example fire ensorcellment overrides a weeping weapon’s ability to retain its edge.

 

-Should gilding be performed on arrows or other ammunition then the effect can be applied to a maximum of 10 pieces.

 

 

Original:

Engorge - Noncombative
Reaching for the powers of ancient blood magic, the application of the rune of power allows blood mages who are enfeebled by magic to temporarily cast off their yoke at the expense of their magic. 

 

Spoiler

Mechanics: 

Dubbed the ritual of engorging on account of its notion of filling one’s self with blood and therein power, blood mages can utilize clothing, armor, or other attire enchanted to embody the rune of power to undergo a quelling process to silence their enfeebling magics in order to temporarily undo its weakening effect on their body, most commonly employed to counteract the enfeeblement of Void magics. By willing the rune of power to take hold the blood mage becomes overwhelmed with lethargy for 10 emotes or 15 narrative minutes, making them wholly unfit for combat. As such blood mages engage their engorged attire far in advance of combat, often hours, lest they be caught off guard and effortlessly felled. This flip restores the blood mage to the bodily strength they would otherwise have - meaning a mage who studies and lives a sedentary lifestyle would have the typical strength of someone with such a lifestyle rather than being subject to Voidal or other weakness - and does not truly empower them, only restore them. In doing so an active mage may forsake their arts so they may efficiently take up a blade and heavy armor. Once the user chooses they may deactivate the rune to restore their magic and therein accept its weakness but doing so brings on the same acute lethargy and weakness protracted over 1 narrative hour or 15 OOC minutes, something done in seclusion and safety.

This ritual is conducted by inscribing a ritual circle with runes of flesh, mortality, binding, and silence, wherein a rune of power is put in the rune of mortality’s crescent just like ensorcelling and the article of clothing is put atop it. If successful a blood mage wearing the article can sense the rune of power’s effect and choose to embrace it, therein silencing their weakening magic for the trade of having their strength return. 

Once the ritual circle is prepared at least two blood mages must activate it by placing open wounds against its outer edge, both of which must be at least tier 4. Then, the ST event actor presiding over the summoning will briefly teleport away to somewhere hidden to roll out of 20 in secret, add the appropriate modifier (see Blood Rites under Abilities), and return to roleplay the result of the ritual.  

Roll 1-4: the ritual catastrophically fails and may produce, among other effects, a violent elemental explosion, the summoning of a hostile entity such as a Voidal terror or inferis, and/or the appropriate mutation of the intended subjects spinning off  the runes and/or magics used, etc. The immediate result (e.g. explosion) should not be lethal but what follows may be (e.g. a terror) if the ritualists are ill-prepared.
Roll 5-10: the ritual fails with complications and produces, among other effects, an elemental explosion, the summoning of a hostile entity such as a lesser Voidal terror or inferi imps, a gravity well, blinding and choking smoke,  etc. The immediate result (e.g. explosion) should not be overly damaging and may knock back/over, wound, and/or impair but what follows may be more dangerous (e.g. imps) if the ritualists are ill-prepared.
Roll 11-20: the ritual succeeds as intended. If decided by the ST, even successes may have unintended results. 

Engorge is a ritual that does not require an emote count but should take around 4-5 emotes to perform, including the drawing of the circle and its runes in fresh blood and the ritual activation. This ritual requires 5 units of genus.

 

 

Red Lines:

-Requires at least 2 blood mages, both of which must be at least tier 4.

-Engorge has no effect on individuals not practicing physically hindering magics, i.e. engorge could be used to make a human mage as strong as a human knight, but not a human knight as strong as an orc. 

-Only blood mages can use engorged attire.

-Because of how the ritual magically exhausts participants, those who participate in or lead the ritual cannot participate in or lead another group ritual for 1 IRL day.

 

Change:

 

Spoiler

Once the ritual circle is prepared at least two blood mages must activate it by placing open wounds against its outer edge, both of which must be at least tier 4. Then, the leader of the ritual will roll out of twenty with their tier and return to roleplay accordingly. Depending on tier, if the roll is at or below the threshold the ritual results in a failure and the ritual circle violently releases the element in question. This will at most cut, bruise, knock back, and/or impair the blood mage. Such failures tend to produce scars. Critical failures - rolling a 1 - results in which a lesser threat is conjured by mishap hostile to the blood mage such as 1-3 celestial horrors, 1-3 inferi imps, or an otherwise caustic effect that may cause worse damage than typical failure. The item bears no mark and is permanently enchanted unless broken or outright destroyed by any physical or magical means.

Tier 4: Roll 8 or lower.

Tier 5: Roll 6 or lower.

Red Lines:

-This ritual cannot be used to mass produce enchantments; a blood mage may create 1 object per day (with any amount of allowed effects as listed with repeated uses of the ritual) with a maximum of 2 objects in 3 OOC weeks; for example, a blood mage can create 1 object one day, 1 the next day, and then are unable to for 3 IRL weeks following the first ritual. If the ST deem a blood mage to be overproducing enchantments they may be denied signage and warned and if disregarded possibly punished as seen fit by management. For example reaching the 2 items per 3 weeks limit for multiple months in a row may signal overproduction to staff.

 

-Requires at least 2 blood mages, both of which must be at least tier 4.

-Engorge has no effect on individuals not practicing physically hindering magics, i.e. engorge could be used to make a human mage as strong as a human knight, but not a human knight as strong as an orc. 

-Only blood mages can use engorged attire.

-Because of how the ritual magically exhausts participants, those who participate in or lead the ritual cannot participate in or lead another group ritual for 1 IRL day.

-Engorged armours require ST approval.

 


 

Reason for Change:

Many players, even outside of Blood Magic, have expressed disappointment that a lot of the rituals have to have oversight from ST during the riual to complete. This amendment would allow Blood mages to do a few more rituals by themselves, but then also have ST check the RP after as with ensorcellments. Seeing as this rituals bear similarity to ensorcellments in that they are enchanting items, it makes sense they would be dealt with similarly- however as they are more advanced rituals, the fail rate should be higher so the tiers have higher rolls to succeed and production limit should be tighter.

Link to post
Share on other sites

I know it's inconvenient, but it isn't that hard to coordinate with ST to oversee these rituals for you. I think instead of this sort of change we could just explain that people should reach out to the jannies for this sort of thing to get the appropriate OSHA approved Green Tag to run your event for you instead of being in ticket hell until Valannor catches you at a good time. 

 

The reality of player-administered failures is that rolling anything other than success is an inconvenience tax. You're never going to PK or seriously injure your character when you fail a ritual you run without supervision. There are no consequences beyond wasted invisible mana points (genus), and that is okay for Krillin-level items.

 

Gilding and Engorge are at like a 3000 Dragon Ball Power level, which is a bit below Piccolo (3500). Obviously these items aren't making someone Goku, but they are too impactful to be as uncontrolled as ensorcellments are. 

Link to post
Share on other sites

18 minutes ago, Benleft said:

I know it's inconvenient, but it isn't that hard to coordinate with ST to oversee these rituals for you. I think instead of this sort of change we could just explain that people should reach out to the jannies for this sort of thing to get the appropriate OSHA approved Green Tag to run your event for you instead of being in ticket hell until Valannor catches you at a good time. 

 

The reality of player-administered failures is that rolling anything other than success is an inconvenience tax. You're never going to PK or seriously injure your character when you fail a ritual you run without supervision. There are no consequences beyond wasted invisible mana points (genus), and that is okay for Krillin-level items.

 

Gilding and Engorge are at like a 3000 Dragon Ball Power level, which is a bit below Piccolo (3500). Obviously these items aren't making someone Goku, but they are too impactful to be as uncontrolled as ensorcellments are. 


The matter is while it isn't hard to coordinate with ST to oversee them, they are often unable to actually do it within a quick time and people may often stuggle with arranging a good time. Blood Magic rituals are either ensorcellments, sealing or require an ST to watch it. There's a lot you will struggle to actually get done without actually being able to do it.

Of course you can increase the damage you can receive for failing it, but at the end of the day, doing a gilding or engorging ritual is rarely ever going to pk anyone or seriously injure them at all. All this is doing is opening up Blood Magic so people can actively do more with it, without the hinderance of waiting for ST, as this has annoyed people who use blood magic as well as people who were interested but were turned away because of the reliance on ST.

Link to post
Share on other sites

7 hours ago, Benleft said:

but they are too impactful to be as uncontrolled as ensorcellments are

I don't know much about engorge but gilding is 99% aesthetic isn't it? It can't actually provide mechanical benefit according to the redlines and is just a visual quirk. Personally gilding shouldn't even require such a demanding creation ritual imo and I'd hardly call it "impactful" outside of, again, aesthetic flavor RP

Link to post
Share on other sites

52 minutes ago, Unwillingly said:

mechanical benefit

 

For the most part yeah. The cool but of gilding is the blood splatter bit, but the 2 main benefits you get are 1) they store blood so corcs can feed from them(if you've cut someone enough), 2) essential have the metal rune's sharpening, and 3) unlike normal ensorcellments, they can be enchanted. Even then, they are kinda small benefits as opposed to other rituals, like quiet being able to silence an entire area

Link to post
Share on other sites

I am in support of this amendment, though Ben's points are salient & clear. I think it could fall either way, though I think less ST oversight is generally a good thing. 

Link to post
Share on other sites

Guest
This topic is now closed to further replies.
 Share

  • Recently Browsing   0 members

    No registered users viewing this page.



×
×
  • Create New...