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[✗] [Magic Lore] Blood Magic


Benleft
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Hey dude you forgot high elves have more blood/genus/ego than other descendants ;( 

 

Pretty neat +1 

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applauding how succinct this is and easy to read

 

if every magic was written in this style the server would be more new-player friendly

 

death to esoterica hot topic rpers 

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The rewrite looks good! There's only one issue of concern for me: blood magic and shamanism. If blood magic isn't compatible with templarism or paladinism (both deific magics), would it make sense that it would be incompatible with shamanism, too? I understand a lot of shamans use blood magic currently and would push against this on the grounds that BM does not impact the soul, but that would no longer be true if this magic passed (I.E, bloodshard). Even beyond that small detail, however, there is the matter of genus manipulation conflicting with the spirit's power. If the spirits dislike their shamans using any other power which conflicts with their own (you could argue a blood magic that causes lethargy does that) then would they truly permit it's use?

 

At the very least, it may make sense to localize disdain of blood magic to specific spirits that would not favor it due to it's deleterious effects on the body, like Scorthuz. Maybe a spirit like Gazigash or Kinul might favor it, but it wouldn't make sense for a spirit like Akezo or Scorthuz to be too thrilled about it.

 

Any thoughts? Other than that this is a much needed rehabilitation for a legendary magic.

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2 minutes ago, Boknice275 said:

The rewrite looks good! There's only one issue of concern for me: blood magic and shamanism. If blood magic isn't compatible with templarism or paladinism (both deific magics), would it make sense that it would be incompatible with shamanism, too? I understand a lot of shamans use blood magic currently and would push against this on the grounds that BM does not impact the soul, but that would no longer be true if this magic passed (I.E, bloodshard). Even beyond that small detail, however, there is the matter of genus manipulation conflicting with the spirit's power. If the spirits dislike their shamans using any other power which conflicts with their own (you could argue a blood magic that causes lethargy does that) then would they truly permit it's use?

 

At the very least, it may make sense to localize disdain of blood magic to specific spirits that would not favor it due to it's deleterious effects on the body, like Scorthuz. Maybe a spirit like Gazigash or Kinul might favor it, but it wouldn't make sense for a spirit like Akezo or Scorthuz to be too thrilled about it.

 

Any thoughts? Other than that this is a much needed rehabilitation for a legendary magic.

I would think that blood magic is incompatible with paladinism and templarism due to their nature as deific magics. Inherently 'holy' whereas things like druidism, shamanism, etc don't have that issue and should still be compatible? That would make sense to me, at least. I hope the amendment doesn't get rid of the cool aesthetic combinations people have made over the time since blood magic became a solid thing again.

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2 minutes ago, rukio said:

I would think that blood magic is incompatible with paladinism and templarism due to their nature as deific magics. Inherently 'holy' whereas things like druidism, shamanism, etc don't have that issue and should still be compatible? That would make sense to me, at least. I hope the amendment doesn't get rid of the cool aesthetic combinations people have made over the time since blood magic became a solid thing again.

I will grant that shamanism as a whole does not have a 'holy' aspect, but certain spirits in shamanism (Scorthuz, Akezo, etc) are very much aligned to concepts traditionally practiced by holy magics. I'm not sure how a spirit of purity could justify ravaging oneself with sickness for power, or how a spirit of health could justify the same.

 

But some spirits like Kinul (who is disease based) or Gazisgash (whose theme is blood) would probably very much appreciate BM. I just think there should be redlines for particular shaman archetypes who wish to practice BM.

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12 hours ago, Benleft said:

2 Units: Musin

Just wanted to ask, why do they get genus? As of now it says that Genus is only a greater soul thing.

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1 hour ago, Turbo_Dog said:

Just wanted to ask, why do they get genus? As of now it says that Genus is only a greater soul thing.

If i recall it said you need a greater soul to practice blood magic not have genus. 

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Still reading but the 24 week pk time is pretty glaring to me. I don't see why it should be changed from the original.

 

Edit: Honestly this looks pretty good and straightforward to me. I feel like this gives more options for a blood mage to rp on their own and still maintain the inherent need for a coven. For the bad I do think the 24 week PK time, assuming it does not start after reaching tier 5 which seems to be the case in the comments, but I did not ascertain in the lore itself. I also think the rite of commutation is unneeded and harms the overall need for blood mages to need other blood mages, I think the blood shard and the rolls available for tiers is more than enough. I would also like to see the rune effects of runescribing described as I think it is necessary to prevent powergaming and lend to the idea of specific use whether it be for malintent or good. I would also like to see something like call calamity and engorge return as I think it did add to the rp side of blood magic even if the uses were limited. Maybe even something like the siliti communication mirrors as I think things like that builds on blood magic's inherent need for community.

Edited by __WaterFox__
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2 hours ago, MeteorDragon said:

You need both

Why do you need genus? Cant you just use someone else's? 

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On 10/31/2023 at 11:28 PM, Benleft said:

It is almost impossible to use the Rite of Retrieval to accurately summon something as large as a manor

 

im watching you.

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I've got a few questions and remarks. 

 

1. Small discrepancy; Demi-Djinn have varying amounts of genus depending on the Phase they're in. If you wish to include this in your genus list (by no means necessary, since it's in the Demi-Djinn lore), you might want to define genus per Phase.

Question for the Olog genus count; why is it so high? 

 

2. So the drawback in the form of the Serpent Sickness is arguably much worse than before, even though it no longer seems to include the vulnerability to blood-based diseases and Azhl poisoning. In the same breath you also refer to the solution, so I'm going to assume you essentially aim for every Blood Mage to become a Klone or die. Oddly enough, that's where the consequences... Stop? Why doesn't the sickness just reset? Your new body (unless it's, as always has been, some special CA) would still be subjected to the strain of the magic, no?

 

3. The way Rebound is formulated seems confusing to me. It feels like the effect is instantaneous, can you prepare for it? Can one experience a Major Rebound without being wounded at all (theoretically possible in the previous iteration)? It's as if a Rebound is either lethal or it isn't. If it is, then it's much like a one-shot kill. If it isn't, then the worst that can happen is being heavily wounded.

Though I like the idea for self-RP, it loses the versatility of the previous failures. Can otherworldly guardians still be accidentally summoned if this is ran by an ET? Can one prepare? Also, do the wounds carry over to new Klones, or only this vaguely defined 'deeper insight' into BM? 

 

4. Why do disconnected BM's lose all their knowledge? To me it seems like there is no need for this. A disconnected BM could very well remain part of a Coven or be involved in these activities. Perhaps they're forced to disconnect to stay alive, but don't want to just be cut off from their entire RP world. Seems to me like this is for BM's to 'protect' knowledge. But a BM could make notes... They could re-study whatever they might forget. BM's woud KNOW they'd lose their knowledge after a while, or if someone is disconnected they know. 

With this I mean to say: Knowledge is dysfunctional if they're disconnected, so why strip them of their memories? It's as if disconnected BM's are like... Traitors, and they have to be silenced via this rule. Heck, this even affects relationships.

 

5. Am I missing something with the Runescribing spell? What is the purpose of this? The introductory sentence made it seem like this 'helps' you with remembering rituals and runes, but it's more like a requirement. Per tier a rune on the body, if the runes are gone you can't cast? A rune is added by a teacher why knows how to carve the rune? Why would you on one hand encourage the use of new bodies like Klones (because the drawbacks are much greater in this version), but also force one to carve the runes each time? You also track this yourself... Like, why wouldn't you just keep new spells on the forums (one-time effort of ST like it is now), but RP having a corresponding rune (if you wanted that flavor)?

 

6. Why would you add this Rite of Commutation? Is it solely to get more modifiers? Wouldn't the simple answer be to find a bigger coven? Same thing for the Rite of Preservation, but then with genus.

 

7. The Rite of Revocation. 'Overwrites' seems like a very powerful and smooth process. Simply erasing a soul (because it doesn't mention a swap, which might have been interesting) through this ritual (and therefore setting the precedent of BM's being able to do actual Soul-meddle-stuff) has implications which are, in my opinion, not justified in this piece of lore. It's also strange to add this, because it seems to me that it serves to include a way to circumvent drawbacks in your own rewrite. Do you also need to carve the runes back into this new body? And if the victim can just respawn... I don't see it right now, but it may very well become an interesting concept to work with.

 

8. The Rite of Advancement. At a great cost... What great cost? Why wouldn't you make these shards? Can you make a set of them and store them, then just replace broken ones like fixing a lightbulb? Another roll-bonus as well as lowering the risk? This also seems to imply a normal Major Rebound IS usually lethal and instantaneous which is problematic from the other end of the spectrum in that you can't mitigate it unless you use this shard.

 

9. The Rite of Revelation. Why add the creation of spells? Any redlines to those, or is it just to be left up to MArt-judgement whether a spell should be given to a BM? Completely freeform is interesting, but spells have to come from somewhere... Are all of these spells, at their core, genus-powered for example? Just like some more information on the spell part as to your vision.

 

10. Rite of Embarkation. So... One genus per 48h is so little you can essentially open up a portal, and keep it open permanently at a very low cost. You also added charms for more genus, so one mage could maintain a set of multiple portals. I get that you'd want a way to keep it open to freely explore, perhaps this can be done differently or worked out differently?

 

11. Most central point of your rewrite... The combative aspects. I like the idea of combative BM, but perhaps it can be worked out further? The limb-control blood-bend, does an opponent have any way to block this? General impact of anti-magic protection against such blood-bending? I do like the idea of healing, always interesting to have some combative support, perhaps more eggs in that basket? 

 

12. EDIT 1: I've been told Naztherak can summon 5 imps outside of combat. Each imp can offer 2 genus, this can make the need for any genus-gathering or sacrifices obsolete. 

 

Anyways, if I have misread things, feel free to simply correct me. Just asking questions. I like the idea of a rewrite to make it more accessible for players, and your formatting and structure sure work. Just think that the actual reason for change, the combat, can be defined more and take on a thought-out aesthetic. Bloodbending is a unique take, and so could the focus on healing be. Blood-projectiles make it come across, to me, as a blood variant of a voidal evocation. On the numerous reworks which strongly influence the difficulty of the rituals, teaching, drawbacks, I'd suggest a reconceptualization of such.


 

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