Late per usual, apologies. If I had to guess we'll probably put a cap on the number of people it can hit but it'll still be "many".
As time goes on I lean further and further into wanting nothing to do with player content. The toys I make get misused or misrepresented (or both). There's an inevitable breakdown in the cooperation of roleplay and either the user or the subject (or both) agonize over their misalignment, bicker about the rules, and leave the argument without closure. They mald in their group chats and proliferate 'takes', uninvolved folks create preconceived notions of x y z, and they stick to those conclusions. I'm of course generalizing but I've had very few successes in remedying this conundrum and see no real solution other than having frank conversations about community behavior, our shared expectations for roleplay, and how we police these things without soiling what modicum of fun we have.
Player content (i.e. the LotC term lore, not the word, that has to do with players like magics and creatures) can't be written to be 'powerful' and trust completely in the good will, virtues, and disciplined constraint of the user; inevitably there's poor roleplayers who misuse, abuse, or otherwise pierce the language of the given piece to inflict their vision of their story on others. Not everyone weighs tension, drama, fun, fairness, etc. as a player and make non-optimal choices in-character for the sake of others (cough cough, cooperation).
On the flip side player content shouldn't be written to cater to the utmost obnoxious, selfish, 'gaming' (without standard virtues), haughty, and cynical players because then we neuter our fun by making our toys drab and boiled down to the point of tastelessness. If every magic was written in the philosophy of rock paper scissors, could only be distinguished by their color, everyone had perfect knowledge of their mechanics, and everyone had an instant remedy/counter to all interactions then where's the fun and inspiration? It would be safe and perfectly balanced (ignoring policing) but homogeneous. Oatmeal.
Anyone writing player content has to navigate that spectrum. They will assuredly fail in one way or another because no matter how much we redline things to hell and back, foresee bad faith use and patch holes, and actively police use, amendments are required. It's just how LotC works. Our lore is alive. We do what we can to thread that needle so everyone has as much fun as possible as often as possible. Too much in either direction is - as we've learned over the years - is not fun. Success is somewhere in the middle and typically leans towards toddler-proofing. It's the internet after all.
All that said, I believe I've sufficiently waged this battle already. It's nothing like the old ability yet satisfies the fantasy. It was a bad spell poorly written and used by knobs, all terrible things individually. The current spell is as neutered and boiled down as I could stomach but it can still be used by knobs. I strongly suspect the issue isn't the lore but the people you're engaging with. Both sides are valid; having a ceremony disrupted by bleeding tears can be both jarring, unwanted, and edgy as well as surprising and thrilling. It's a matter of who is on both ends and what their wants/expectations are. Misalignment makes it unfun but it doesn't matter how it happens. A magic spell, a combat rule, tone like comedy vs seriousness, voice like flowery and long vs concise and punchy, styles of dialogue, modernisms vs archaisms, etc etc. If you don't like how someone plays you should talk to them about it so you can still play together. If that doesn't work out, don't play with them.
I say all this not in defense of lore itself, it can just as bad as the aforementioned virtue-less knobs, but because in this instance I'm quite sure there's more to the problem than the rules as written. I'm sure the team will come up with a number to cap it, we could debate for months about the logic behind what that number is and why it should be higher or lower, but that's the bugaboo of balance. As I already said lore already requires upkeep so logically no piece is perfect and timeless; there's plenty of things that aren't addressed this instant that warrant review. Blood magic isn't perfect and because of the users - LotCers as a whole - and the people they'll teach it'll get amended over and over.
I wish people would talk to me in this spirit. Seeing players echo that mystics and ghosts are dumb, blood mages are edgelords, vampires are virgins, spooks should be avoided/killed at all costs, keep spook players out of communities, blah blah blah it all stings. It's demoralizing to see people sniping at each other and baiting for upvotes. I'm probably being unnecessarily sensitive but it doesn't feel like we have much community camaraderie and therein lies the poison.
Related to this, blood magic is in desperate need of its second half. I posted it and reiterated during revisions that the second slot is very unfinished and there's a lot I cut out so it could be up in a timely manner. The majority of requests I get ask for it to focus more on combat since it's overwhelmingly ritualistic / has little in-hand spells. I hate writing for combat. It exacerbates the struggle I've outlined above because players get heated and abandon fun in their application of the fantasy. If I pour the necessary hours into writing it, slave over revisions (because numbers and I don't get along) to appease ST, and see it through after months of progress it can all still be used by edgelord weebs out to win and dictate their story. Their misuse creates a broad misrepresentation of what I've worked on and when I muster the time and energy to play I hear it reduced down to a single generalization. I feel it's implied by every quip that Zarsies is the factory of evil and everything he touches is to be avoided. We ought to summarily remove the lore. I'm unsure if or when I'll write the addition because y'all can be bummers. :(