Green Flame Rising (Exalted vs Dresden Files)

[X] Plan: Make Ready and Strike plus stunt

The simplest explanation is that wizard bodies were used because they were available inside the wards. Allied wizards cannot effectively fight these warlocks. So, do it for them.
 
This is a really great opportunity for Lydia to show off. She doesn't get that many when Molly is around.
 
The current winning vote isn't really telling the war weavers what to do.
Which is why I mentioned this stuff. Voting for everyone to go in and shoot whoever they find isn't necessarily optimal.
We dont know what the tactical situation is except in the broadest strokes; there's warlocks and notvampire spellcasters down there, but thats all we know. Until we do, we cannot make detailed allocations about who is doing what.

They could be running Time rotes, or Better Body procedures.
They could have additional minions summoned to run security, or they could have wards/rituals to confer magic resistance.
We dont know enough. Yet.
=====
[X] Plan: Make Ready and Strike plus stunt

The simplest explanation is that wizard bodies were used because they were available inside the wards. Allied wizards cannot effectively fight these warlocks. So, do it for them.
Nope, wizard bodies were used because the possessing entities explicitly prefer wizard bodies.
I quote:
"Warden Morgan, are any wizards burried in the Halls themselves?"

"A handful, the Council has only been headquartered here for about five hundred years. Most wizards prefer to be burned or else buried on family plots, but there were a few who were old when Headquarters were new, followers of the old pagan ways who would not lay their heads in a on earth that had been sanctified to the White God, but also didn't trust the old burial grounds that had laid untended for so long."

"Shit, fuckin' ghost Druids," someone mutters Warden Morgan snaps his head at his youngest colleague, though this time his gaze goes awry, for it's one of his own who said it, Zadok, Lydia thinks his name is.

"Worse," Lydia is in no mood to smile. "The souls are long gone, a darkness has been called to dwell in them and it loves well earthly remains of wizards, though it must be coaxed to take ones so old."
"Do not bandy words with them," the voice sounded sterner than when she had taken Tiffany's offer of power—and that worked out alright father, didn't it? she thought with some resentment— but more than that, he sounded afraid.
[] Try to distract the possessed corpses, the ritually made vampires working the geomancy
These bodies were possessed because they were wizards, not because they were available inside the wards.
And they are explicitly spellcasters.
They are the ones doing the geomancy to collapse the Hall. They should be Lydia's priority for interrupting.


Morgan's ilk have experience fighting warlocks.
What they do not have is experience fighting whatever the fuck is riding the dead bodies of these old wizards. And if they make a god of death apprehensive, throwing wizards at them will get them killed.

Leave them to tackle what they know how to tackle while Lydia and Sophia and the Weavers try to keep the vampire things off their backs.
 
Last edited:
We might have been better off bringing raygun shooters rather than war weavers. None of the wizards would give a second thought if the Warlock are killed by raygun fire. But we might have an awkward discussion if the war weavers kill the Warlocks with spells.

It would be best if they focused on the defense.
 
We might have been better off bringing raygun shooters rather than war weavers. None of the wizards would give a second thought if the Warlock are killed by raygun fire. But we might have an awkward discussion if the war weavers kill the Warlocks with spells.

It would be best if they focused on the defense.
There are two sorcerers there, the four weavers are killbots armed with death rays and melee weapons.
 
It is more a empathy thing rather then a strict classification thing. People just like you better when they feel that you share the same values they do.
Sorry to say but that ship already sailed when they got to visit the FFC for multiple days and send reports back all the while. They've been directly exposed to some of the differing cultures of another planet. They should be well aware that their concept of the laws of magic don't apply to them.

In the very least the top brass anyway and if Molly keeps using her troops the rest of the WC will inevitably become more aware of that if they aren't already.
 
It is more a empathy thing rather then a strict classification thing. People just like you better when they feel that you share the same values they do.
That ship sailed when we voted for a multi-species kingdom.
We literally brought wizards to Sanctuary and had them write reports for the Senior Council. Morgan here has met our soldiers, and has some idea how they fight, with spells and weapons.

=====
Current tally:
Adhoc vote count started by uju32 on Sep 24, 2024 at 10:55 PM, finished with 37 posts and 8 votes.

  • [X] Plan: Make Ready and Strike plus stunt
    -[X] Focus on the mortal warlocks, she could kill them far more freely than the wardens and they use their power on the Black Court things
    --[X]Marble Flesh Willpower roll no cost
    --[X] Steel Skin 1 Essence
    --[X] Impervious Skin of Stone Meditation 1 Essence
    --[X] Dexterity Excellency 1 Essence
    --[X] Hunters Bolt No Cost
    -[x][Stunt] Lydia strode forward without fear, but inspiring much as bolts flew from her glowing hand and she ignored all attacks against her. Dead faltering as something far more implacable then death came against them.
    [X]Plan Deaths Angel
    -[X]Try to distract the possessed corpses, the ritually made vampires working the geomancy
    --[X]Marble Skin + Steelskin + Impervious Skin of Stone + Dexterity Excellency + Hunter's Bolt: 3m
    --[X]Flare anima to reveal ghosts and spirits + roll Supernatural Awareness
    --[X]Prepare to activate Warding of Divine Ancestry
    [X] Focus on the mortal warlocks, she could kill them far more freely than the wardens and they use their power on the Black Court things



I will urge people not to forget why we are here.
We are not here to kill warlocks, we are here to stop the magic trying to collapse the Halls.
Send Lydia after the vampire wizards to make them stop the magic. Let the wizards attack the warlocks.
 
[X]Plan Deaths Angel
-[X]Try to distract the possessed corpses, the ritually made vampires working the geomancy
--[X]Marble Skin + Steelskin + Impervious Skin of Stone + Dexterity Excellency + Hunter's Bolt: 3m
--[X]Flare anima to reveal ghosts and spirits + roll Supernatural Awareness
--[X]Prepare to activate Warding of Divine Ancestry
 
I do feel the need to reiterate that because there are five actual Wizards here four of which are people that are excellent at fighting vampires and Powerful themselves like Morgan and his associates or could turn them into charcoal briquettes such a Dresden and the warlocks are the only ones they cannot kill indiscriminately.

So we should dispatch the warlocks so they can just kill the guys that are doing the magic indiscriminately.

There is literally nothing stopping Wizards in Dresden Files or in system from hitting a multiple targets with a single spell and vampires of all stripes are vulnerable to fire. This is before we get to the fact that War Weavers could also hold off the vampires or attempt to squish them or shoot them with laser fire. Dispatching the warlocks just makes it easier for the Wizards on our side to go all out.

All not focusing on the warlocks does is leave them capable of One casting spells because they're not the ones that are doing the geomancy, Two running interference either by casting spells directly at us or directly trying to stifle shots or damage coming out towards the black vampire constructs, three attempt to raise more of these black vampire constructs.

All in all killing the casters or targeting the black constructs only one of those is untargetable with Magic by half of our party the other can be made in the charcoal.
 
These bodies were possessed because they were wizards, not because they were available inside the wards.
And they are explicitly spellcasters.
They are the ones doing the geomancy to collapse the Hall. They should be Lydia's priority for interrupting.
The text doesn't say what you insist it does. I am not sure how you are getting the conclusions that you are getting. The wizard bodies were there, they were the only ones available, they were ritually made into blampires. They weren't made into blampires because they were wizards.

In fact, the text explicitely says that "the darkness" had to be coaxed to take corpses "so old", ie the bodies were suboptimal for the purpose and it took effort to turn them into blampires. So your quotes directly disprove your position.
Shouldn't all of these guys have lots of experience dealing with Warlocks though? It wouldn't be anything new nor is it the only factor to consider.
Ok, let me rephrase - the wizards should be more effective due to more unrestricted arsenal when dealing with non-humans.
 
This one is working on the same concept as storm heart but altered to more fit the typing of one of our allies. As well as establish how Sovereign Elemental sway works on solid materials tldr as far as examples go the only difference is that solid materials treat soak as force spells treat damage which means they have one automatic success for the chart.

Solid objects are normally permanent but the duration of the roll indicates how long they remain either functional if the object is largely nonsensical like a Whip made of stone or how long it maintains It's Supernatural qualities whether that be the distance they can be thrown or the sheer resistance of the construct or the damage beyond the norm the object maintains.

Any feedback would be great. The lack of a system backing for Sovereign Elemental sway Grants a lot of leeway so if anything looks too strong or kind of strange, thoughts would be appreciated.
When Unbound from a bearer the Earthen Rest appears to be an Urn draped in shadowy velvet when bound to a bearer this urn becomes a strange mausoleum, an indentation upon the skin.

A strange symbolism when Unbound it becomes a form symbolic of the death of the flesh but the Ascension of the spirit while bound it becomes a house of the dead truly strange. The bearer of the Rest has the ability to seamlessly melt into and move across Stone up and down up and over the Earth itself Whispers to them of trouble should it find them near. They command a near Divine grasp and manipulation of the earth and its bounties as long as they are lifeless.

The Bearer, if they can support such a transformation can become an embodiment of the divinity of the Earth, of the underworld; to Peak within the mausoleum of the Soul.

System: Construction/Shaping of Stone/Metal objects due to the mastery of their naturally Solid forms Static objects without mechanical complexity or articulation can be be made Reflexively while having small/Differentiated segments or rounded features increases the difficulty ranging from Walls,bricks,beams,Poles(Difficulty 3) to Smaller rounded or pointed forms like spheres or Javelins(Difficulty 4) to handled or sharpened forms like Swords,Shields,Knives(Difficulty 5). Articulated or Flexible constructs require a turn to shape and range from Armor (Difficulty 6) Gauntlets,Claws (Difficulty 7) to Manriki-Gusari,Whips and Bows (Difficulty 8).

Naturally Solid materials can deal Bashing or Lethal depending on make. Armor made with Earth automatically has a -3 dexterity, Metal has a -2 penalty. Single turn constructs can either become mundane versions or dissipate and release their compressed or shaped content. Additional successes on these craft rolls can be allocated in different ways from blast area(range), Dexterity penalty, difficulty of wielding the construct or the soak of said construct (neither of which cannot be lowered by more than three), to the amount of Health levels a construct (1 success per Two health levels) possesses.

Gathering Metal From Wiring, Vehicles, or rebar or Stone to gather from around is due to the stubborn nature of the materials a Strength + Athletics roll; this roll's base difficulty starts at 7 but rises higher if you're trying to alter a large or rarer amount of that element (Gold from a server farm, Stone the size of a building) and can be lowered by favorable conditions (Parking lot full of Cars, Standing on loose stones or gravel). Additional successes on this roll may reduce the difficulty to shape Stone or Metal by up to -3 difficulty.

How long lasting the supernatural quality and how damaging said supernatural quality is in a given construct is follows the Base Damage or Duration table (page 504 Mage: The Ascension 20th Anniversary Edition) as a Force spell rolled with (Splendor rating + Essence,P'o,Faith,Instinct,Arete/2,Ritual,Mana) dice at difficulty 5, duration can't go above a Story. Static(Solid) constructs and Armor count damage as soak (One auto success).

● (Optional) Gather/Compress (Strength + Athletics)(1 action)(Solid)
● Create Quality-Form (Wits + Craft) (Reflexive at Difficulty 5 and below)(1 Action)
● Stats (Splendor rating + Essence,P'o,Faith,Instinct,Arete/2,Ritual,Mana)(Reflexive)
Examples
Thurn the swift reflexively forms a Javelin from the asphalt; A relatively simple form so makes a Wits + Craft roll against difficulty 4; Scoring 4 successes they succeed in shaping the Stick while reducing the difficulty to wield it by three and the range it can be thrown by 10'.

They then roll 6 dice against difficulty 5 and gets 4 successes they allocates 2 duration making the constructs Supernal qualites last a scene the rest are allocated to damage making a Javelin that deals Strength + 4 damage and hits on difficulty 3 if left impaled in a target they take 4 damage when they make a difficulty 9 strength roll to dislodge the construct.

Seeing his injured foes begin to flee he takes a turn to form a Great bow from telephone wire and pole. So he makes a Strength + Athletics roll against difficulty 7 so he scores 5 successes 4 more than he needs, reducing his craft roll difficulty by -3.

He then Forms the Body and Draw of the bow, Starting with one automatic success making a Wits + Craft roll against difficulty 5(8) he scores 5 successes 5 more than he needs and so succeeds in forming the great Bow. Increasing the Range from 120m (Long Bow) to 170m.

He then rolls 6 dice against difficulty 5 and gets 5 successes believing the swiftness of his aim to be enough he allocates only 1 success to duration and the rest to damage making a Bow that has a range of 170 meters and deals eight damage at difficulty six.
Sahre while being pursued by the Vampires through the night needs armor and armaments for the fight about to begin so begins to draw Metal from the nearby Cars she makes a Strength + Athletics roll against difficulty 7 she scores 3 successes 2 more than she needs reducing her craft roll difficulty by -2.

She then makes the gloves and so makes a Wits + Craft roll against difficulty 5(7) she scores 5 successes 4 more than she needs so succeeds in forming the gloves while reducing the difficulty to hit by 3 and the difficulty to block by one Granting his hands the durability of steel.

She then rolls 7 dice against difficulty 5 and gets 5 successes she allocates 2 to duration making the construct qualities last a scene three are allocated to damage making his hands brawl weapons that deal Strength + 6 damage on a successful hit at difficulty 3, block at difficulty 5 and will last a scene.

Though this is not quite enough to protect Her from blood fiends' disciplines so she gathers the Rebar from the road beneath her to compress into armor. She makes a Strength + Athletics roll against difficulty 7 to pull and twist the rebar; she scores 4 successes, 3 more than she needs, reducing her craft roll difficulty by -3. Making a Wits + Craft roll against difficulty (5)8 to compress the The cables of metal around her form but not to constrict her movements.

She scores 5 successes 4 more than she needs and so succeeds in forming the Black steel body plate that blunts the impacts that connect lower Soak difficulties by two and has no dexterity penalty. She then rolls 7 dice against difficulty 5 and gets 4 successes she allocates 2 to duration making the constructed armor last a scene the last two are allocated to Soak (damage as force One auto success ) meaning Sahre has Stamina + 6 Soak dice rolled at difficulty 4 against all damage for the rest of the scene.

She makes a Strength + Athletics roll against difficulty 7 to pull and twist the rebar; she scores 3 successes, 2 more than she needs, reducing her craft roll difficulty by -2. Creating a wall into an escape route she Reflexively formed a more solid featured mass in the alley.

She then makes a Wits + Craft roll against difficulty 3 with two automatic successes making the roll she ends up with 9 successes that she dedicates to the soak difficulty of the wall (-3) and Health levels of the wall (0/0/0/0/0/0/0/0/0/0/0/0). She then rolls 7 dice against difficulty 5 and gets 6 successes she allocates 2 to duration making the Raised wall's supernatural quality last a scene the other 4 are allocated to Soak (damage)one auto success due to solid materials. The Alleyway is blocked by a Asphalt wall with 12 health, 10 Soak, that soaks damage at difficulty 3.

The transformation works largely like the Shintai transformation of The infernal exalted. Except it only cost one mystical resource and one will power rather than two of each. Additional attempts to activate this false shintai requires a roll of (Splendor rating) Dice, beginning at difficulty 6 and increasing by +1 with each subsequent attempt, to a maximum of difficulty 9. If the difficulty Is already 9, No more rolls can be made.

Failure on any of these rolls causes the Door of the Mausoleum to Slide a step, botches cause 2 such steps, after fully opening after four such Failures the Mausoleum opens Releasing a Soul Rot a Sorcerous pseudo disease formed from strange interactions of the bearers soul with the mausoleum. This acts as Toxin Rating Five Disease, Soul Rot [A] that must be soaked twice a day for splendor rating days; the purging of this corrupt essence seals the Mausoleum once more.

Should the bearer survive that brush with annihilation. The Rest cannot be used again until the next story or 28 days past whichever comes first.
As an emulation of innate power no Solar if they possess Supernal - Final Ray of Light, Abyssal should they possess Apocalyptic - Birth of Sanity's Sorrow,No Lunar, Any exalt that possesses Birth of the Perfect Ego Juggernaut Form and Finally as the origin no Infernal may Activate this Graven Mass.
Unlimited Chthonic Shintai
The character assumes a modified version of her own human form, a living Stone Statue flowing with veins of darkness with a veil of death but still fundamentally recognizable as the character as the ground trembles and shifts at their approach.

Strength +4, Dexterity +2, Stamina +4 Appearance ≤ 3
Golem (Earth) Health Levels: 0/0//0//0//0//0//-3//Inc
Arcana Features:
-Elemental Frame (Earth): The Arcana's body is made primarily out of stone or clay. It
reduces the difficulty of soak rolls by one, or by two against harm inflicted by stone weapons.
-Tunneler: The Arcana possesses great digging claws, or perhaps a mystic affinity for a certain
substance that it can pass through easily. In the correct circumstances, the Arcana can dig
through appropriate solid materials at its normal movement rate.
-Reinforced Body : +3 Soak
-Fast: Movement speed and jumping distances are doubled.
-Superior Body: Strength +2, Dexterity +2 Stamina +2
-Unfeeling: The Arcana cannot feel pain. It reduces all wound penalties by two, and takes no
wound penalties at all from bashing damage.
Merit / Advantages:
-Alacrity (6 pts): 3 Extra actions per turn where Willpower is spent for this effect.
-Wall-Crawling (4 pts.) you can cling to and climb across sheer surfaces as quickly and easily as you can walk.
-Earthbond (2 pts.)reduces the difficulty of your perception rolls by -2 if you're trying to spot potential trouble.
-Nightsight (3 pts.) Even in total darkness, a roll of Perception + Alertness (difficulty 8) reveals vague outlines of your surroundings. Certain atmospheric conditions (smoke, mist, dust storms, and so forth) may screw with your perceptions, though, at the Storyteller's discretion.
Form of Ash and Dust (1 pt. Form Element)
The Splendor takes the form of something that is evocative of death. It might be a funeral garment, or an old bone, or decorated with skulls. It might be smeared with crematory ash. This Element defines the Splendor's physical form and gives it a character, and that character is aligned with the power of death. Other Elements may draw upon this fact. The Splendor can be summoned directly into the Underworld when made to manifest, if its owner desires. As the basis for an Adornment, it grants its user the ability to see and interact with ghosts on the other side of the Shroud. As the basis for a Fascination, it can interact with both the land of the living and the Underworld.

Form of Steadfast Earth (1 pt. Form Element)
The Splendor takes the form of something that is solid and durable and sturdy. It might be made of stone, metal, or mineral deposits. It might be a crystal or gemstone. It might be dirty and road-worn. This Element defines the Splendor's physical form and gives it a character, and that character is aligned with the elemental power of earth. Other Elements may draw upon this fact.
The Splendor is extremely rugged, and the first attempt to damage or destroy it in any scene automatically fails. As an Adornment, it grants its user one extra die of soak.

Form of the Hero's Shadow (2 pt. Form Element)
The Splendor manifests in the world as an enchantment embedded in a specific person present at the time of its summoning, chosen by its owner. If it has no other Form Element, then it appears as a mark like a tattoo somewhere on the infected individual's body. Wherever they go, so too goes the Splendor. If it has a physical Form Element, then it appears in the infected individual's possession, and will always return to them at the beginning of each scene even if thrown away, left behind, or given away. If its physical Form is something immobile like a tree, then the targeted individual is going to find that tree wherever they go for the duration of the Splendor's manifestation.
If the Splendor is an Adornment, then this Element allows its benefits to be enjoyed by the person to whom the Splendor is attached, even if they're not its owner and not attuned to it. Even if they're not Exalted at all.

Transformation (3 pt. Root Element)
The Splendor causes a transformation in accordance with its character, as defined by Form
Elements such as Form of Graceful Air. The nature of the transformation depends on the Form or Forms in play, but might include transformation into things like a sparrow (air), pig (earth), a living flame (fire), a fish (water), a stag (wood), a walking corpse (death), a semitranslucent spirit (spirit), or a fantastic beast such as a sphinx (dreams). These are meant to be examples, and not an all-inclusive list.
As an Adornment, this Splendor requires a point of Willpower and a turn spent in transformation to either assume the characteristic form or return to the user's native form.

Sacred Protection (3 pt. Root Element)
This Splendor defines that which cannot threaten those within its influence, according to the Splendor's character as defined by appropriate Form Elements.
It provides immunity to damage from wind, cold, and electricity (air); being crushed, cut, or
pierced by stone or metal (earth); being burned (fire); being drowned (water); being poisoned or struck by wooden objects (wood); disease (death); possession (spirit); or the twisting of the mind by supernatural powers (dreams).

Mystic Fortification (1 pt. Mystic Element)(Sacred Protection)
One of the Splendor's snares or benefits is particularly wicked or potent. Modify one roll associated with the Splendor by increasing or decreasing its difficulty by two, or modify one value associated with activating or resisting its effects (such as the number of points of Willpower that must be spent to shake off a Beautiful Lie) by two.

Sovereign Elemental Sway (1 pt. Mystic Element)
The Splendor manipulates and reshapes that which resonates with its character, as defined by Form Elements such as Form of Crackling Fire and Form of Ash and Dust. The benefits
provided depend on whether the Splendor is an Adornment or Fascination, and on which Form or Forms it has incorporated.
Incorporated into an Adornment, this Element allows the Exalt to use Craft actions to sculpt
wind, water, and fire as though they were clay, creating impossible works of art or short-lived elemental tools. Living wood can be induced to grow into patterns the Exalt desires in the same fashion, while the difficulty to work with stone or metal is reduced by two. The difficulty to craft dead flesh into Arcana may be reduced by two as well. The Exalt can raise or lower the Gauntlet by one degree per success on a Crafts roll to modify it, and can rework the chimerical identity of things.
 
Last edited:
[X]Plan Deaths Angel
-[X]Try to distract the possessed corpses, the ritually made vampires working the geomancy
--[X]Marble Skin + Steelskin + Impervious Skin of Stone + Dexterity Excellency + Hunter's Bolt: 3m
--[X]Flare anima to reveal ghosts and spirits + roll Supernatural Awareness
--[X]Prepare to activate Warding of Divine Ancestry


I think I prefer this one for now. Maybe I come back and look at the votes again later, but most likely voting just closes wherever the votes fall some time after this post.
 
I do feel the need to reiterate that because there are five actual Wizards here four of which are people that are excellent at fighting vampires and Powerful themselves like Morgan and his associates or could turn them into charcoal briquettes such a Dresden and the warlocks are the only ones they cannot kill indiscriminately.

So we should dispatch the warlocks so they can just kill the guys that are doing the magic indiscriminately.

There is literally nothing stopping Wizards in Dresden Files or in system from hitting a multiple targets with a single spell and vampires of all stripes are vulnerable to fire. This is before we get to the fact that War Weavers could also hold off the vampires or attempt to squish them or shoot them with laser fire. Dispatching the warlocks just makes it easier for the Wizards on our side to go all out.

All not focusing on the warlocks does is leave them capable of One casting spells because they're not the ones that are doing the geomancy, Two running interference either by casting spells directly at us or directly trying to stifle shots or damage coming out towards the black vampire constructs, three attempt to raise more of these black vampire constructs.

All in all killing the casters or targeting the black constructs only one of those is untargetable with Magic by half of our party the other can be made in the charcoal.
1) There are an unknown number of warlocks down there, with unknown protections, involved in a necromantic ritual.
Who came prepared for hostile Wardens. Dont just shed blood willy nilly unless you're sure it doesnt empower the damn thing, like we saw with Old Man Mathews back at the Museum.

Thats why you leave the living to the wizards.


2) The main threat here is the geomancy thats bringing down the Halls.
Thats the pressing threat for Lydia to address expeditiously, not the warlocks that hold their leash
There is a non-zero chance that the not!vampires, whatever the fuck they are, are resistant to mortal magic; at the very least, they are possessing the bodies of wizards who would have been good at counterspelling


3) These are not vampires as we understand them, judging from Arawn's reaction.
I would not assuming that the classic vampire banes work against them. Just the fact that they are possessing wizard corpses and casting geomancy means that you expect magical protections are in play.


4) Also, no human wizard is throwing AoE fireballs in an enclosed space unless they are trying to kill themselves; humans burn more easily, and suffer from both smoke inhalation and heat damage.
We have seen this almost kill Dresden twice in Grave Peril.

The text doesn't say what you insist it does. I am not sure how you are getting the conclusions that you are getting. The wizard bodies were there, they were the only ones available, they were ritually made into blampires. They weren't made into blampires because they were wizards.

In fact, the text explicitely says that "the darkness" had to be coaxed to take corpses "so old", ie the bodies were suboptimal for the purpose and it took effort to turn them into blampires. So your quotes directly disprove your position.
I disagree.

The text is plain:The summoned darkness LOVES wizard bodies. It is implied that it likes its bodies fresher, but the fact that the warlocks are using old bodies like this anyway instead of murdering a bunch of youngsters suggests that there are power advantages to using old wizards, even if the bodies have decayed to just bones.

When you want to commit magical demolitions, you want the most powrful proxis you can get.
Ok, let me rephrase - the wizards should be more effective due to more unrestricted arsenal when dealing with non-humans.
Implausible.

The wardens cannot exactly cut loose in an enclosed area they are also occupying; they have to worry about environmental conditions. If Harry, for example tried any of the more enthusiastic spells he's known for, they'd all choke to death of smoke inhalation or heat; the last time he tried something like that, first Michael then Susan had to drag him out of the inferno.

Undead things dont worry about breathing, or heat, or smoke.
 
1) There are an unknown number of warlocks down there, with unknown protections, involved in a necromantic ritual.
Who came prepared for hostile Wardens. Dont just shed blood willy nilly unless you're sure it doesnt empower the damn thing, like we saw with Old Man Mathews back at the Museum.

Thats why you leave the living to the wizards.


2) The main threat here is the geomancy thats bringing down the Halls.
Thats the pressing threat for Lydia to address expeditiously, not the warlocks that hold their leash
There is a non-zero chance that the not!vampires, whatever the fuck they are, are resistant to mortal magic; at the very least, they are possessing the bodies of wizards who would have been good at counterspelling


3) These are not vampires as we understand them, judging from Arawn's reaction.
I would not assuming that the classic vampire banes work against them. Just the fact that they are possessing wizard corpses and casting geomancy means that you expect magical protections are in play.


4) Also, no human wizard is throwing AoE fireballs in an enclosed space unless they are trying to kill themselves; humans burn more easily, and suffer from both smoke inhalation and heat damage.
We have seen this almost kill Dresden twice in Grave Peril.
Starting from the bottom and working our way up this isn't aa enclosed space there's an entire complex full of air behind us in closed spaces for fire means enclosed spaces where no more air can get in I don't feel the need to elaborate any further than that because obviously that's what an enclosed space means.

They are black vampires because they were raised by necromancy we have met them before and they're human corpses which means there aren't resistant to fire you can't counter spell other magic while you were casting magic it occupies the same casting spot they have to stop casting their spell to try and active counter spell.

It would need to be an active counter spell simply because none of the Wizards we have with us seem to use transformation magics that would directly Target an entity and try to turn it into something else it would need to be active counter Magic.

They are human corpses raised via dark magic that makes exactly zero sense for them to be resistant to Mortal magic simply because they only walk because of it. On top of the fact that people being resistant to fucking magic is supposed to be rare.

As far as leaving the warlocks to the living that is exactly your point they have no reason not to active counter spell all Mortal wizards they aren't the ones casting the geomancy.

They're not the ones that can be killed via direct Fireball or other magic directly to the head by white Council Wizards meant to kill they are also not the ones that have anything to fear from using law-breaking magic so why would you prioritize their safety when they are the ones who are both raising corpses and fully capable of casting spells. Their deaths contribute nothing other than more corpses to raise because they're not the ones doing the magic.

Matthews was very specifically angling for something completely different than what these warlocks are going for which I fully believe you know and are just trying to equivocate two completely separate situations.
 
I
disagree.

The text is plain:The summoned darkness LOVES wizard bodies. It is implied that it likes its bodies fresher, but the fact that the warlocks are using old bodies like this anyway instead of murdering a bunch of youngsters suggests that there are power advantages to using old wizards, even if the bodies have decayed to just bones.

When you want to commit magical demolitions, you want the most powrful proxis you can get
No, it means that they didn't have a choice.
 
Back
Top