So, fun fact, talking to someone about why a chapter is causing you issues truly does work wonders! Many, many thanks go to @Sqweaktoy once again for helping me here after I spent several days working this up one side and down the other, trying to work out how to put this across. I'm aware some of the thread may not agree with parts of how this comes across, but in the end, it's an important part of how Black Magic appears to function in the Dresden-verse. It's a horrible, horrible feedback loop, built around how a DF mage has to believe that what they're doing is right. If they don't? Then the magic fails. And if they do…well, I think the update explained where that can lead.

This isn't going to be the easiest set of sections for Viserys, or Harry. Fortunately, the next bunch of Warlocks are a right bunch of arseholes. Where was the earth-shattering kaboom should be forthcoming.

Note: if it wasn't clear as daylight, the example shown here is probably the most likely way in which I would fall to Black Magic if DF magic was a thing and I possessed it. I didn't mean to do this initially, but it just kinda happened. I hope people will forgive this.
 
On the political dimension of this move: It's massive. Bigly. The greatest you ever saw.

What we are broadcasting here:
- Viserys Targaryen does not hate the Seven and intend to burn down all the Septs
- Viserys Targaryen just allowed the Faith to bear arms, as in, reforming a tiny little Faith Militant
- there is now officially a branch of the Seven in SD that is neither accepting the authority of the High Septon, nor conform with some interpretations of scripture
- Viserys Targaryen just made a Pseudo-Kingsguard, not to protect himself, but as a temple guard

This is our schism right here and now. If this works out and garners support, we suddenly got Seven Protestants. And even more importantly, we are fueling other schisms by invigorating religious debate.

The rumor mill at the end of the turn will be priceless.
 
Is it just me or do our super extravagant temples bring to mind shopping centers for our children a couple decades down the line. Like Dany said Targaryens shop for their gods.
 
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This is our schism right here and now. If this works out and garners support, we suddenly got Seven Protestants. And even more importantly, we are fueling other schisms by invigorating religious debate.

The only way this could get worse for the conservative members is if someone decides to nail a formal protest of the church at the door of every major sept.
 
Because I like making character sheets and I have a soft spot for Sorcerers, I've statted up one of our Scholarium Sorcerers, first at 5th level, then at 6th level, where most of them will cap out.

They're impressive at 5th level, but stupid good at 6th level. It doesn't hurt that we're gearing them, and all of our other full casting Scholarium Mages, ridiculously well for their level.

DP is letting them learn a custom 2nd level spell rather than Alter Self. It's a decent little combat buff, but the real impetus is for the Scholarium Sorcerers to gain the ability to fly.


Name:
Alignment: ???
Race: Human (Medium)
Class: Scholarium Sorcerer 5
Feats: Bloodline of Fire, Draconic Heritage (Red), Draconic Power, Expanded Arcana (Least Dragon Shape), Fiery Burst, Searing Spell, Versatile Spellcaster
Flaws: Noncombatant, Vulnerable
Class Features: Arcane Thesis (Pyromancy), Cooperative Study, Searing Spell

Hit Dice: 5d4 + 10 (24 HP)
Armor Class: 10 - 1 (Vulnerable) + 2 (DEX) + 4 (Mage Armor) + 2 (Deflection vs Evil) = 15/17 (Flat-Footed: 13/15, Touch: 11/13)
Movement: Ground (30ft)
Initiative: +2 (DEX)
Base Attack Bonus: +2

Spell Save: DC: 10 + 4 (CHA) + Spell Level (+2 Fire)
Weapon Proficiency: Simple Weapons
Immunities: Possession/Mental Control

STATS:
8 (-1) Strength
14 (+2) Dexterity
13 + 1 = +14 (+2) Constitution
16 + 2 = 18 (+4) Charisma
12 (+1) Intelligence
10 (+0) Wisdom

SAVES: +8 against Fire, +2 vs Magic Sleep & Paralysis effects
FORTITUDE: 1 +2(CON) + 2 = 3/5
REFLEX: 1 +2(DEX) + 2 = 3/5
WILL: 4 +0(WIS) + 2 = 4/6

SKILLS
Bluff
: 8 +4 (CHA) = 8
Concentration: 8 +1(CON) = 9
Diplomacy: 8 +4 (CHA) +2(SYN) = 14
Knowledge (Arcana): 8 +1(INT) +2(SYN) = 11
Knowledge (The Planes): 8 +1(INT) = 9
Spellcraft: 8 +1(INT) +2(SYN) = 11

Spells Known (Caster level 6/10 [Fire]/4 [Cold]):
--Level 0: Detect Magic, Light, Message, Prestidigitation, Read Magic, Spark (6/day)
--Level 1: Grease, Lesser Orb of Fire, Mage Armor, Nerveskitter (6+1/day)
--Level 2: Elemental Dart, Invisibility, Least Dragon Shape (4+1/day)

Grimoire: Pages of Spell Knowledge
Cantrip: Amanuensis, Arcane Mark, Caltrops, Mending
Level 1: Disguise Self, Shield
Level 2: Rope Trick

Supernatural Abilities:
Fiery Burst(Su): As long as you have a Fire spell of 2nd level or higher available to cast, you can spend a Standard Action to create a 5-foot-radius burst of fire at a range of 30 feet. This burst deals 1d6 points of fire damage per level of the highest level fire spell you have available to cast. A successful Reflex save halves the damage.

Class Features:
Searing Spell:
When you apply the Searing Spell Metamagic to a Fire spell, you do not increase its casting time.
Arcane Thesis (Pyromancy): +2 Competence bonus on saves against Fire abilities, +1 to the DC of [Fire] spells. These bonuses double at 6th level.
Cooperative Study (Ex): A Scholarium Sorcerer has learned that the sharing of knowledge and research with his fellow Sorcerers is crucial to the mastery of wild magic. The ability increases the bonus provided by any Aid Another actions made to help with the Knowledge (Arcana), Spellcraft, or Use Magic Device skills. The total bonus is equal to his number of Scholarium Sorcerer substitution levels +2. Up to three additional Sorcerers with this ability may aid a single character, each making their own Aid Another check, but the total bonus gained by the recipient may not exceed +10. If all spellcasters involved have this ability, choose one to be the recipient of the Cooperative Study.

Amulet of Tears (3 Charges/day): 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes

Anklets of Translocation (2/day): Ability: Instantly teleport as per a short dimensional hop (with no chance of error) up to 10 feet. The new space must be within line of sight and line of effect. One cannot use the anklet to move into a space occupied by another creature, nor can one teleport into a solid object; if such an attempt is made, the anklet's activation is wasted. The Wearer can bring along objects weighing up to your maximum load, but you can't bring another creature with you.

Boneward Belt (3 Charges/Day): +1 Constitution, 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8 points of damage), or 3 Charges(Heal 4d8 points of damage)

Bracers of Arcane Freedom: 2/day apply the Still Spell Metamagic feat to a spell as a Swift Action.

Earring of Arcane Acuity (3 Charges/day): 1 Charge (Darkvision 60 ft, 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)

Gloves of the Starry Sky:
  1. Glow as if affected with a Light spell at will.
  2. Convert any spell of 1st level and above to Magic Missile.
Handy Haversack: This backpack is of high quality but appears otherwise normal.
  1. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
  2. While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Launcher: Somewhat resembling a crossbow where the bow mechanism has been replaced by a two foot long and two inch diameter hollow steel tube, this device allows its wielder to shoot items no larger than Tiny-size or weighing more than 10 pounds using the Launch Item spell up to 440 feet. Where applicable, the wielder must make a Ranged Attack roll to strike a target.

Equipped Enchanted Items: Amulet of Tears, Anklets of Translocation, Boneward Belt, Bracers of Arcane Freedom, Earrings of Arcane Acuity, Gloves of the Starry Sky, Grimoire, Handy Haversack, Launcher, Ring of Continual Flame, Ring of Protection from Evil (+2 CHA), Ring of Sustenance

Sorcerer's Deep Adventurer's Kit©: Bedroll, Belt Pouch, Blanket, Camping Gear (a pot & mess kit), Clothing (x2 Explorer's Outfits, x1 Scholar's Outfit), Flint & Steel, Waterskins (x2), Writing Implements (paper, ink, a pen or quills, & scrollcase)

Alchemical Items: Antiplague (x3),Antitoxin (x3), Auran Mask (x3), Healing Salve (x6), Vermin Repellent (x6), Smokestick (x6), Sunrod (x3), Fungal Stun Vial (x12), Sleep-Smoke (x12), Alchemist's Fire (x12), Incendiary Catalyst (x12), Liquid Ice (x3), Thunderstone (x3), Tanglefoot Bag (x3)


Name:
Alignment: ???
Race: Human (Medium)
Class: Scholarium Sorcerer 6
Feats: Bloodline of Fire, Draconic Heritage (Red), Draconic Power, Expanded Arcana (Glitterdust, Least Dragon Shape), Expanded Arcana (Dispel Magic), Fiery Burst, Searing Spell, Versatile Spellcaster
Flaws: Noncombatant, Vulnerable
Class Features: Arcane Thesis (Pyromancy), Cooperative Study, Searing Spell

Hit Dice: 6d4 + 12 (29 HP)
Armor Class: 10 - 1 (Vulnerable) + 2 (DEX) + 4 (Mage Armor) + 2 (Deflection vs Evil) = 15/17 (Flat-Footed: 13/15, Touch: 11/13)
Movement: Ground (30ft)
Initiative: +2 (DEX)
Base Attack Bonus: +3

Spell Save: DC: 10 + 4 (CHA) + Spell Level (+3 Fire)
Weapon Proficiency: Simple Weapons
Immunities: Possession/Mental Control
Resistances: Cold 5

STATS:
8 (-1) Strength
14 (+2) Dexterity
13 + 1 = +14 (+2) Constitution
16 + 2 = 18 (+4) Charisma
12 (+1) Intelligence
10 (+0) Wisdom

SAVES: +10 against Fire, +2 vs Magic Sleep & Paralysis effects
FORTITUDE: 2 +2(CON) + 2 = 4/6
REFLEX: 2 +2(DEX) + 2 = 4/6
WILL: 5 +0(WIS) + 2 = 5/7

SKILLS
Bluff
: 9 +4 (CHA) = 13
Concentration: 9 +1(CON) = 10
Diplomacy: 9 +4 (CHA) +2(SYN) = 15
Knowledge (Arcana): 9 +1(INT) +2(SYN) = 12
Knowledge (The Planes): 9 +1(INT) = 10
Spellcraft: 9 +1(INT) +2(SYN) = 12

Spells Known (Caster level 7/11 [Fire]/0 [Cold]; cannot cast Cold spells):
--Level 0: Detect Magic, Detect Poison, Light, Message, Prestidigitation, Read Magic, Spark (6/day)
--Level 1: Grease, Lesser Orb of Fire, Mage Armor, Nerveskitter (6+1/day)
--Level 2: Elemental Dart, Glitterdust, Invisibility, Least Dragon Shape(5+1/day)
--Level 3: Dispel Magic, Fireball (3+1/day)

Grimoire: Pages of Spell Knowledge
Cantrip: Amanuensis, Arcane Mark, Caltrops, Mending
Level 1: Disguise Self, Shield, Snapdragon Fireworks
Level 2: Defending Bone, False Life, Rope Trick

Supernatural Abilities:
Fiery Burst(Su):
As long as you have a Fire spell of 2nd level or higher available to cast, you can spend a Standard Action to create a 5-foot-radius burst of fire at a range of 30 feet. This burst deals 1d6 points of fire damage per level of the highest level fire spell you have available to cast. A successful Reflex save halves the damage.

Class Features:
Fiery Metamagic:
When you apply a Metamagic effect to a Fire spell, you do not increase its casting time.
Arcane Thesis (Pyromancy): +4 Competence bonus on saves against Fire abilities, +2 to the DC of [Fire] spells.
Restricted Magic: You cannot cast spells with the Cold descriptor and cannot use any item which mimics or casts Cold spells.
Cooperative Study (Ex): A Scholarium Sorcerer has learned that the sharing of knowledge and research with his fellow Sorcerers is crucial to the mastery of wild magic. The ability increases the bonus provided by any Aid Another actions made to help with the Knowledge (Arcana), Spellcraft, or Use Magic Device skills. The total bonus is equal to his number of Scholarium Sorcerer substitution levels +2. Up to three additional Sorcerers with this ability may aid a single character, each making their own Aid Another check, but the total bonus gained by the recipient may not exceed +10. If all spellcasters involved have this ability, choose one to be the recipient of the Cooperative Study.

Amulet of Tears (3 charges/day): 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes

Anklets of Translocation (2/day): Ability: Instantly teleport as per a short dimensional hop (with no chance of error) up to 10 feet. The new space must be within line of sight and line of effect. One cannot use the anklet to move into a space occupied by another creature, nor can one teleport into a solid object; if such an attempt is made, the anklet's activation is wasted. The Wearer can bring along objects weighing up to your maximum load, but you can't bring another creature with you.

Boneward Belt (3 Charges/Day): +1 Constitution, 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8 points of damage), or 3 Charges(Heal 4d8 points of damage)

Bracers of Arcane Freedom: 2/day apply the Still Spell Metamagic feat to a spell as a Swift Action.

Earring of Arcane Acuity (3 Charges/day): 1 Charge (Darkvision 60 ft, 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)

Gloves of the Starry Sky:
  1. Glow as if affected with a Light spell at will.
  2. Convert any spell of 1st level and above to Magic Missile.
  3. 5/day as a Swift Action, add +2 Competence bonus on any Dispel Magic checks made before the end of the turn.
Goggles of the Golden Sun:
  1. Immunity to blindness and dazzling effects.
  2. Convert any spell of 3rd level and above to Flashburst.
Greater Ribbon of Disguise: Alter Self, Magic Aura, Undetectable Alignment (At Will)

Handy Haversack: This backpack is of high quality but appears otherwise normal.
  1. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
  2. While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Launcher: Somewhat resembling a crossbow where the bow mechanism has been replaced by a two foot long and two inch diameter hollow steel tube, this device allows its wielder to shoot items no larger than Tiny-size or weighing more than 10 pounds using the Launch Item spell up to 440 feet. Where applicable, the wielder must make a Ranged Attack roll to strike a target.

Equipped Enchanted Items: Amulet of Tears, Anklets of Translocation, Boneward Belt, Bracers of Arcane Freedom, Earrings of Arcane Acuity, Gloves of the Starry Sky, Goggles of the Golden Sun, Greater Ribbon of Disguise, Grimoire, Handy Haversack, Healing Belt (+1 CON), Launcher, Ring of Continual Flame, Ring of Protection from Evil (+2 CHA), Ring of Sustenance

Sorcerer's Deep Adventurer's Kit©: Bedroll, Belt Pouch, Blanket, Camping Gear (a pot & mess kit), Clothing (x2 Explorer's Outfits, x1 Scholar's Outfit), Flint & Steel, Waterskins (x2), Writing Implements (paper, ink, a pen or quills, & scrollcase)

Alchemical Items: Antiplague (x3), Antitoxin (x3), Auran Mask (x3), Healing Salve (x6), Vermin Repellent (x6), Smokestick (x6), Sunrod (x3), Fungal Stun Vial (x12), Sleep-Smoke (x12), Alchemist's Fire (x12), Incendiary Catalyst (x12), Liquid Ice (x3), Thunderstone (x3), Tanglefoot Bag (x3)

Least Dragon Shape
Transmutation (Polymorph)
Level: Sorcerer 2 (see text)
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level

You invigorate your Draconic blood with an infusion of Arcane power, allowing you to temporarily assume a small wyrmling form.

Your size changes to Small (+1 Size bonus to AC and Attack), you gain a Natural Armor bonus of +2, a flight speed of 60 with Average maneuverability, one Bite (1d6) and two Claw attacks (1d4), and Energy Resistance 10 (matching the energy type from your Draconic Heritage).

Special: To learn this spell you must be a Sorcerer with the Draconic Heritage feat, plus one additional Draconic feat.

Updated Scholarium Combat Sorcerer build.
Scholarum Sorcerer:
1st Level:
  • Hit Dice: 1d4 + 1 (5 HP)
  • Attributes: STR 8, DEX 14, CON 13, INT 12, WIS 10, CHA 15
  • Feats: Precocious Apprentice (Elemental Dart), Fiery Burst, Bloodline of Fire, Draconic Heritage (Red), Draconic Power
  • Flaw: Noncombatant, Vulnerable
  • Skills: Bluff (4+2), Concentration (4+1), Diplomacy (4+2), Knowledge (Arcana) (4+1), Knowledge (the planes) (4+1), Spellcraft (4+1)
    • Continue purchasing maximum ranks in these skills at each level up.
  • Special: At 1st level, Fire spells are cast at 6th caster level, other spells are at 2nd caster level, and Cold spells cannot be cast (0 caster level). Fire spells benefit from a +1 DC to their saving throws.
  • Spells Known:
    • Cantrips: Prestidigitation, Detect Magic, Message, Spark (5/day)
    • 1st Level: Kelgore's Firebolt, Nerveskitter (3+1/day)
    • 2nd Level: Elemental Dart (1+1/day)
  • Non-Human Scholarium Sorcerers:
    • Does not benefit from the Draconic Power feat (effective -1 caster level and -1 DC with Fire spells).
    • Take no ranks in the Bluff skill.
Advancement:
  • 2nd Level:
    • Learn the Light cantrip.
  • 3rd Level:
    • Learn Mage Armor spell.
    • Gain the Searing Spell and Versatile Spellcaster feats.
  • 4th Level:
    • Increase Charisma by +1.
    • Retrain the Precocious Apprentice feat into Expanded Arcana (Lesser Dragon Shape).
    • Retrain Kelgore's Firebolt into Lesser Orb of Fire.
    • Learn the Elemental Dart and Read Magic spells.
  • 5th:
    • Learn the Grease and Glitterdust spells.
  • 6th:
    • Gain the Expanded Arcana (Dispel Magic) feat.
    • Retrain Expanded Arcana (Lesser Dragon Shape) into Expanded Arcana (Invisibility, Lesser Dragon Shape).
    • Learn the Fireball and Detect Poison spells.
Scholarium Sorcerer: A Sorcerer may take substitution levels in Scholarum Sorcerer whenever they have been spending a significant amount of time studying in the Scholarum and are getting a Sorcerer level from levels one through six. It functions as a normal Sorcerer, but with the following adjustments.

Levels 1 thru 6: Skill Ranks (4 + Int) per level.

Level 1:
  • Rather than acquiring a Familiar, the Scholarium Sorcerer instead gains Awakened Blood: Draconic Heritage (Red) as a bonus feat.
  • Cooperative Study (Ex): A Scholarum Sorcerer with this ability has learned that the sharing of knowledge and research with his fellow sorcerers is crucial to the mastery of wild magic. The ability increases the bonus provided by any Aid Another actions made to help with the Knowledge (arcana), Spellcraft, or Use Magic Device skills. The total bonus is equal to his number of Scholarum Sorcerer substitution levels +2. Up to three additional sorcerers with this ability may aid a single character, each making their own Aid Another check, but the total bonus gained by the recipient may not exceed +10. If all spellcasters involved have this ability, choose one to be the recipient of the Cooperative Study.
Level 2:
  • Arcane Thesis (Pyromancy): The Scholarium Sorcerer benefits from a +2 Competence bonus on saves against Fire spells, abilities, and effects, and a +1 bonus to the saving throw DCs of their Fire spells. These bonuses double at level 6.
Level 3:
  • The Scholarium Sorcerer gains the Searing Spell Metamagic feat as a bonus feat. They can apply the Searing Spell effect to their Fire spells without increasing their casting time.
Level 6:
  • Restricted Magic: The Scholarium Sorcerer can no longer cast spells with the Cold descriptor and cannot use any item which mimics or casts Cold spells.
  • Fiery Metamagic: When the Scholarium Sorcerer applies any Metamagic effect to a Fire spell, its casting time is not increased.
  • After level 6, the Scholarum Sorcerer may continue gaining levels in Sorcerer as normal.

----

And here are our Scholarium Enchanters.


Name:
Alignment: ???
Race: Human (Medium)
Class: Scholarium Sorcerer 5
Feats: Expanded Arcana (Comprehend Languages & Daze Monster), Fey Bloodline, Fey Heritage, Fey Power, Greater Spell Focus (Enchantment), Spell Focus (Enchantment), Versatile Spellcaster
Flaws: Fussy, Noncombatant
Class Features: Arcane Thesis (Enchantment), Cooperative Study, Enchantment Domain, Potent Enchantment
Hit Dice: 5d4 + 10 (24 HP)
Armor Class: 10 + 2 (DEX) + 4 (Mage Armor) + 2 (Deflection vs Evil) = 16/18 (Flat-Footed: 14/16, Touch: 12/14)
Movement: Ground (30ft)
Initiative: +2 (DEX)
Base Attack Bonus: +2

Spell Save: DC: 10 + 4 (CHA) + Spell Level (+3 Enchantment or +4 Compulsion Enchantments)
Weapon Proficiency: Simple Weapons
Immunities: Possession/Mental Control

STATS:
8 (-1) Strength
14 (+2) Dexterity
13 + 1 = +14 (+2) Constitution
16 + 2 = 18 (+4) Charisma
12 (+1) Intelligence
10 (+0) Wisdom

SAVES: +5 vs Enchantment
FORTITUDE: 1 +2(CON) + 2 = 3/5
REFLEX: 1 +2(DEX) + 2 = 3/5
WILL: 4 +0(WIS) + 2 = 4/6

SKILLS
Bluff
: 8 +4 (CHA) = 8
Concentration: 8 +1(CON) = 9
Diplomacy: 8 +4 (CHA) +2(SYN) = 14
Knowledge (Arcana): 8 +1(INT) +2(SYN) = 11
Knowledge (The Planes): 8 +1(INT) = 9
Spellcraft: 8 +1(INT) +2(SYN) = 11

Spells Known (Caster level 5):
--Level 0: Daze, Detect Magic, Detect Poison, Haunted Fey Aspect, Light, Prestidigitation, Read Magic, (6/day)
--Level 1: Charm Person, Comprehend Languages, Cultural Adaptation, Detect Secret Doors, Mage Armor, Sleep (6+1/day)
--Level 2: Daze Monster, Detect Thoughts, Glitterdust, Hideous Laughter, Invisibility, Mirror Image (4+1/day)

Grimoire: Pages of Spell Knowledge
Level 1: Detect Charm, Disguise Self, Shield
Level 2: Rope Trick

Class Features:
Potent Enchantment:
The Potent Enchantment ability increase the maximum HD of creatures affected by the Scholarium Sorcerer's Enchantment spells by +3.
Arcane Thesis (Enchantment): +2 Competence bonus on saves against Enchantment spells, abilities, and effects, and a +1 bonus to the saving throw DCs of their Compulsion spells.
Enchantment Domain: At the expense of losing the ability to cast spells from the Necromancy and Transmutation schools of magic, the Scholarium Sorcerer gains access to the Enchantment Domain. They automatically learn each spell upon reaching the necessary level to cast it.
Cooperative Study (Ex): A Scholarium Sorcerer has learned that the sharing of knowledge and research with his fellow Sorcerers is crucial to the mastery of wild magic. The ability increases the bonus provided by any Aid Another actions made to help with the Knowledge (Arcana), Spellcraft, or Use Magic Device skills. The total bonus is equal to his number of Scholarium Sorcerer substitution levels +2. Up to three additional Sorcerers with this ability may aid a single character, each making their own Aid Another check, but the total bonus gained by the recipient may not exceed +10. If all spellcasters involved have this ability, choose one to be the recipient of the Cooperative Study.

Amulet of Tears (3 Charges/day): 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes

Anklets of Translocation (2/day): Ability: Instantly teleport as per a short dimensional hop (with no chance of error) up to 10 feet. The new space must be within line of sight and line of effect. One cannot use the anklet to move into a space occupied by another creature, nor can one teleport into a solid object; if such an attempt is made, the anklet's activation is wasted. The Wearer can bring along objects weighing up to your maximum load, but you can't bring another creature with you.

Boneward Belt (3 Charges/Day): +1 Constitution, 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8 points of damage), or 3 Charges(Heal 4d8 points of damage)

Bracers of Arcane Freedom: 2/day apply the Still Spell Metamagic feat to a spell as a Swift Action.

Earring of Arcane Acuity (3 Charges/day): 1 Charge (Darkvision 60 ft, 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)

Gloves of the Starry Sky:
  1. Glow as if affected with a Light spell at will.
  2. Convert any spell of 1st level and above to Magic Missile.
Handy Haversack: This backpack is of high quality but appears otherwise normal.
  1. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
  2. While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Launcher: Somewhat resembling a crossbow where the bow mechanism has been replaced by a two foot long and two inch diameter hollow steel tube, this device allows its wielder to shoot items no larger than Tiny-size or weighing more than 10 pounds using the Launch Item spell up to 440 feet. Where applicable, the wielder must make a Ranged Attack roll to strike a target.

Equipped Enchanted Items: Amulet of Tears, Anklets of Translocation, Boneward Belt, Bracers of Arcane Freedom, Earrings of Arcane Acuity, Gloves of the Starry Sky, Grimoire, Handy Haversack, Launcher, Ring of Continual Flame, Ring of Protection from Evil (+2 CHA), Ring of Sustenance

Sorcerer's Deep Adventurer's Kit©: Bedroll, Belt Pouch, Blanket, Camping Gear (a pot & mess kit), Clothing (x2 Explorer's Outfits, x1 Scholar's Outfit), Flint & Steel, Waterskins (x2), Writing Implements (paper, ink, a pen or quills, & scrollcase)

Alchemical Items: Antiplague (x3), Antitoxin (x3), Auran Mask (x3), Healing Salve (x6), Vermin Repellent (x6), Smokestick (x6), Sunrod (x3), Fungal Stun Vial (x12), Sleep-Smoke (x12), Alchemist's Fire (x6), Liquid Ice (x3), Thunderstone (x3), Tanglefoot Bag (x3)


Name:
Alignment: ???
Race: Human (Medium)
Class: Scholarium Sorcerer 6
Feats: Expanded Arcana (Air of Nobility, Mesmerizing Glare), Fey Bloodline, Fey Heritage, Fey Power, Greater Spell Focus (Enchantment), Spell Focus (Enchantment), Versatile Spellcaster
Flaws: Fussy, Noncombatant
Class Features: Arcane Thesis (Enchantment), Cooperative Study, Enchantment Domain, Potent Enchantment
Hit Dice: 6d4 + 12 (29 HP)
Armor Class: 10 + 2 (DEX) + 4 (Mage Armor) + 2 (Deflection vs Evil) = 16/18 (Flat-Footed: 14/16, Touch: 12/14)
Movement: Ground (30ft)
Initiative: +2 (DEX)
Base Attack Bonus: +3

Spell Save: DC: 10 + 4 (CHA) + Spell Level (+4 Enchantment; +5 Mesmerizing Glare)
Weapon Proficiency: Simple Weapons
Immunities: Possession/Mental Control

STATS:
8 (-1) Strength
14 (+2) Dexterity
13 + 1 = +14 (+2) Constitution
16 + 2 = 18 (+4) Charisma
12 (+1) Intelligence
10 (+0) Wisdom

SAVES: +7 vs Enchantment
FORTITUDE: 2 +2(CON) + 2 = 4/6
REFLEX: 2 +2(DEX) + 2 = 4/6
WILL: 5 +0(WIS) + 2 = 5/7

SKILLS
Bluff
: 9 +4 (CHA) = 13
Concentration: 9 +1(CON) = 10
Diplomacy: 9 +4 (CHA) +2(SYN) = 15
Knowledge (Arcana): 9 +1(INT) +2(SYN) = 12
Knowledge (The Planes): 9 +1(INT) = 10
Spellcraft: 9 +1(INT) +2(SYN) = 12

Spells Known (Caster level 6/8 [Mesmerizing Glare]):
--Level 0: Arcane Mark, Daze, Detect Magic, Detect Poison, Haunted Fey Aspect, Light, Prestidigitation, Read Magic (6/day)
--Level 1: Charm Person, Cultural Adaptation, Detect Secret Doors, Mage Armor, Sleep (6+1/day)
--Level 2: Detect Thoughts, Glitterdust, Hideous Laughter, Invisibility, Mirror Image (5+1/day)
--Level 3: Air of Nobility, Deep Slumber, Mesmerizing Glare, Suggestion, Tongues (3+1/day)

Grimoire: Pages of Spell Knowledge
Level 1: Detect Charm, Disguise Self, Shield
Level 2: Protection from Arrows, Rope Trick

Class Features:
Potent Enchantment:
The Potent Enchantment ability increase the maximum HD of creatures affected by the Scholarium Sorcerer's Enchantment spells by +3.
Arcane Thesis (Enchantment): +4 Competence bonus on saves against Enchantment spells, abilities, and effects, and a +1 bonus to the saving throw DCs of their Enchantment spells.
Enchantment Domain: At the expense of losing the ability to cast spells from the Necromancy and Transmutation schools of magic, the Scholarium Sorcerer gains access to the Enchantment Domain. They automatically learn each spell upon reaching the necessary level to cast it.
Piercing Enchantment: The Scholarium Sorcerer selects one Enchantment spell they know. The saving throw DC of this spell is increased by +1 and the caster level is increased by +2. The affected spell can be altered, but doing so requires the Scholarium Sorcerer to meditate uninterrupted for three hours per level of the new Enchantment spell.
Cooperative Study (Ex): A Scholarium Sorcerer has learned that the sharing of knowledge and research with his fellow Sorcerers is crucial to the mastery of wild magic. The ability increases the bonus provided by any Aid Another actions made to help with the Knowledge (Arcana), Spellcraft, or Use Magic Device skills. The total bonus is equal to his number of Scholarium Sorcerer substitution levels +2. Up to three additional Sorcerers with this ability may aid a single character, each making their own Aid Another check, but the total bonus gained by the recipient may not exceed +10. If all spellcasters involved have this ability, choose one to be the recipient of the Cooperative Study.

Amulet of Tears (3 charges/day): 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes

Anklets of Translocation (2/day): Ability: Instantly teleport as per a short dimensional hop (with no chance of error) up to 10 feet. The new space must be within line of sight and line of effect. One cannot use the anklet to move into a space occupied by another creature, nor can one teleport into a solid object; if such an attempt is made, the anklet's activation is wasted. The Wearer can bring along objects weighing up to your maximum load, but you can't bring another creature with you.

Boneward Belt (3 Charges/Day): +1 Constitution, 1 Charge (Heal 2d8 points of damage), 2 Charges (Heal 3d8 points of damage), or 3 Charges(Heal 4d8 points of damage)

Bracers of Arcane Freedom: 2/day apply the Still Spell Metamagic feat to a spell as a Swift Action.

Earring of Arcane Acuity (3 Charges/day): 1 Charge (Darkvision 60 ft, 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)

Gloves of the Starry Sky:
  1. Glow as if affected with a Light spell at will.
  2. Convert any spell of 1st level and above to Magic Missile.
Greater Ribbon of Disguise: Alter Self, Magic Aura, Undetectable Alignment (At Will)

Handy Haversack: This backpack is of high quality but appears otherwise normal.
  1. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
  2. While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Launcher: Somewhat resembling a crossbow where the bow mechanism has been replaced by a two foot long and two inch diameter hollow steel tube, this device allows its wielder to shoot items no larger than Tiny-size or weighing more than 10 pounds using the Launch Item spell up to 440 feet. Where applicable, the wielder must make a Ranged Attack roll to strike a target.

Mask of Allure: +2 bonus to the saving throw DC of your Enchantment spells.

Equipped Enchanted Items: Amulet of Tears, Anklets of Translocation, Boneward Belt, Bracers of Arcane Freedom, Earrings of Arcane Acuity, Gloves of the Starry Sky, Greater Ribbon of Disguise, Grimoire, Handy Haversack, Healing Belt (+1 CON), Launcher, Mask of Allure, Ring of Continual Flame, Ring of Protection from Evil (+2 CHA), Ring of Sustenance

Sorcerer's Deep Adventurer's Kit©: Bedroll, Belt Pouch, Blanket, Camping Gear (a pot & mess kit), Clothing (x2 Explorer's Outfits, x1 Scholar's Outfit), Flint & Steel, Waterskins (x2), Writing Implements (paper, ink, a pen or quills, & scrollcase)

Alchemical Items: Antiplague (x3), Antitoxin (x3), Auran Mask (x3), Healing Salve (x6), Vermin Repellent (x6), Smokestick (x6), Sunrod (x3), Fungal Stun Vial (x12), Sleep-Smoke (x12), Alchemist's Fire (x6), Liquid Ice (x3), Thunderstone (x3), Tanglefoot Bag (x3)

Scholarium Sorcerer:
1st Level:
Advancement:
Scholarium Sorcerer: A Sorcerer may take substitution levels in Scholarum Sorcerer whenever they have been spending a significant amount of time studying in the Scholarum and are getting a Sorcerer level from levels one through six. It functions as a normal Sorcerer, but with the following adjustments.

Levels 1 thru 6: Skill Ranks (4 + Int) per level.

Level 1:
  • Rather than acquiring a Familiar, the Scholarium Sorcerer instead gains the Potent Enchantment feat.
  • The Scholarium Sorcerer loses the ability to cast spells from the Necromancy and Transmutation schools of magic, but gains access to the Enchantment Domain. They automatically learn each spell upon reaching the necessary level to cast it.
  • Cooperative Study (Ex): A Scholarum Sorcerer with this ability has learned that the sharing of knowledge and research with his fellow sorcerers is crucial to the mastery of wild magic. The ability increases the bonus provided by any Aid Another actions made to help with the Knowledge (Arcana), Spellcraft, or Use Magic Device skills. The total bonus is equal to his number of Scholarum Sorcerer substitution levels +2. Up to three additional sorcerers with this ability may aid a single character, each making their own Aid Another check, but the total bonus gained by the recipient may not exceed +10. If all spellcasters involved have this ability, choose one to be the recipient of the Cooperative Study.
Level 2:
  • Arcane Thesis (Enchantment): The Scholarium Sorcerer benefits from a +2 Competence bonus on saves against Enchantment spells, abilities, and effects, and a +1 bonus to the saving throw DCs of their Compulsion spells. At 6th level, the bonus against Enchantment effects doubles and the +1 DC bonus applies to all Enchantment spells cast by the Scholarium Sorcerer.
Level 3:
Level 6:
  • Piercing Enchantment: The Scholarium Sorcerer selects one Enchantment spell they know. The saving throw DC of this spell is increased by +1 and caster level is increased by +2. The affected spell can be altered, but doing so requires the Scholarium Sorcerer to meditate uninterrupted for three hours per level of the new Enchantment spell.
  • After level 6, the Scholarum Sorcerer may continue gaining levels in Sorcerer as normal.
 
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On the political dimension of this move: It's massive. Bigly. The greatest you ever saw.

What we are broadcasting here:
- Viserys Targaryen does not hate the Seven and intend to burn down all the Septs
- Viserys Targaryen just allowed the Faith to bear arms, as in, reforming a tiny little Faith Militant
- there is now officially a branch of the Seven in SD that is neither accepting the authority of the High Septon, nor conform with some interpretations of scripture
- Viserys Targaryen just made a Pseudo-Kingsguard, not to protect himself, but as a temple guard

This is our schism right here and now. If this works out and garners support, we suddenly got Seven Protestants. And even more importantly, we are fueling other schisms by invigorating religious debate.

The rumor mill at the end of the turn will be priceless.

Are we planning on naming an anti-High Septon or who will we declare the head of the faith?
 
Are we planning on naming an anti-High Septon or who will we declare the head of the faith?
Strongly centralized faiths have a pesky habit of becoming states within states.

We will reinterpret the scripture so that there will be no more Most Devout or High Septons, as they are unnecessary. Every faithful can find the Seven in his own way and Septon is merely a guide on that path. To instate hierarchy within the faith is to distance the faithful from the Seven and thus a sin.


If DP allows me to use bible quotes as stand-in for the Seven Pointed Star, I can argue this to death.
 
Strongly centralized faiths have a pesky habit of becoming states within states.

We will reinterpret the scripture so that there will be no more Most Devout or High Septons, as they are unnecessary. Every faithful can find the Seven in his own way and Septon is merely a guide on that path. To instate hierarchy within the faith is to distance the faithful from the Seven and thus a sin.


If DP allows me to use bible quotes as stand-in for the Seven Pointed Star, I can argue this to death.
Good God that's actually brilliant.
 
Also, to add to @Goldfish's change of Sorcerers build, and @TalonofAnathrax's comment about "what they will do in peace time", there are always gribblies, dissidents and other things that might greatly need employing battle mages like them, not necessarily for war.

That and many of them have a serious leg up over their fellows if they wish to do the adventuring thing full time, and might be able to pass through the risk threshold into full-PCdom if they gather together a party.

By contrast a Wizard has similar potential given their Tier 1 class, but it is only potential rather than sheer and outright lethality.
 
Note: if it wasn't clear as daylight, the example shown here is probably the most likely way in which I would fall to Black Magic if DF magic was a thing and I possessed it. I didn't mean to do this initially, but it just kinda happened. I hope people will forgive this.
I loved that bit you just did, and you using 'yourself' as the first example of the horrific nature of black magic worked to add that much more tension and ... realness to the scene.
 
I wonder if this will finally piss Lucan off enough for him to make his move.
That'd be convenient.
Lucan: "TARGARYEN!!!!"

*elsewhere*

Tiamat: "Wow. That mortal sure has a pair of lungs on him."
Mammon: "Yeah. Definitely. Wonder what he did."
Elder Brain: Upjumped Mortals And Lesser Beings We Are In The Middle Of Something Here
Abraxxas: "Indeed. Let's get on with it."
Everyone: "TARGARYEN!!!!"
 
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<< Previous
Horde Thief
Chapter 31​

"Yes, can I help y-" The reaction the moment the doors of the apartment open isn't what you'd expected, given the circumstances. You're on the island of Manhattan, a towering assembly of skyscrapers and company buildings, and though the flat in front of you is a modest one, its location speaks to wealth. The at the door is on the older side, with quick, clever eyes – unsurprising given his profession, and how seriously this realm appears to take the need for qualification to do almost anything. He looks at you, at Harry, and his question dies on his lips as his face goes suddenly pale. He recognises the grey cloaks on your shoulders – although yours is a simple glamour cast upon something far rarer.

His mouth works for a few moments before any words emerge. "Go…good evening. May I ask what brings Wardens to my door, I," his voice is shaky, a deathly fear of the symbols you wear overwhelming him, and Harry speaks before it can go any further.

"It might be better to do this inside, Doctor." Your ally says, his voice low and steady, distinctly unthreatening to your ears. The doctor, an odd word for a healer, you think, pales further as he recognises that it isn't a request.

He looks from side to side, eyes darting to check the corridor you'd walked along to reach here, then takes a step to the side, clearing a way. "Um, if you please." You file into the home, and he closes the door behind you with a soft click. Modest, yes, but you know what tasteful expense looks like. Comfortable looking furniture spread across the space, with several chairs set to look out across the lights of the city coming to life through the gathering twilight. Unfortunately, any appreciation you might have had for it is marred by the awareness of why you're here. The practitioner in front of you is suspected of violating those Laws concerning the minds of another. He doesn't look like someone who'd do something like that…but you'd long since learnt that appearances were often deceiving.

"Doctor Colin Andrews," Ser Harry says, drawing you out of your thoughts, and bringing the man you'd come to find up straight with a nervous squeak. "You clearly know who we are, but not, it seems, why we are here."

"I," he begins to speak, but isn't given the chance.

"I am Warden Dresden, this is Warden Waters," you'd asked to use the alias for this work, and though his superiors might disapprove of it when they find out, it's easier to fade into the background as Corlys Waters than Viserys Targaryen. "We have been sent to find out if you have violated the Laws of Magic." The man's face goes totally bloodless. "Do you understand the nature of our purpose?"

The silence is an oppressive presence around you, a weapon as potent as Dragonfear. The doctor swallows, nods shakily, then speaks in a bare whisper. "I understand, Wardens." He seems to visibly take control of himself with those words, forcing the paralyzing fear down to merely the terror of one whose future is very suddenly in doubt. "Is there," he swallows again, "is there anything I can do to help? If I can show that I've not broken the Laws…that would be good, right?"

"That depends," Harry says after a moment, his eyes sweeping the dwelling, followed by far more supernatural senses. Nothing appears to reveal itself, as he turns back to the doctor and nods. "But I think that maybe you could, yes. You're a Sensitive, correct?" The term was one Harry had explained on the way, a practitioner with a particular gift for sensing the emotions and sometimes even surface thoughts of others. Molly had apparently been one.

"I, yes, I am." He nods, a little more certainty in the words, and the desire to help on his part appears quite genuine.

"And you use that talent in your work, with your clients."

"I do." Andrews agrees, eyes crinkling as part of a small smile. "I was always talented, but this lets me do so much more. Like an entirely new layer of understanding, being able to know for certain what before I could only infer. And I checked, asked the Paranet, did everything I could to make sure it wouldn't break any of the Laws."

"And they quite correctly told you no, I expect." Harry says. "That isn't why we're here, Doctor, though it's related," The older man clearly looks like he wants to ask, but the presence of a Warden's cloak makes any words die stillborn. And it's not as if he wasn't about to be told, anyway. "The question we have to ask today, is if you've ever gone beyond sensing."

"What do you mean?" The question comes far too fast, both you and Ser Harry feel it, but here the Wizard turns his head and motions you forward a little. It's all the encouragement you need.

"We think you know, doctor." You speak levelly, without artifice. "You can sense their pains, their needs, their hopes, even if they themselves can't. Did you ever use more than words to answer them?"

"I," Andrews begins to reply hotly, but stops after the first syllable - and with that one only half-spoken. You watch as he grapples with himself, and then the fire just flows out of him in a long, shuddering breath. He takes a few steps, and sinks down into one of the chairs, fingers shaking. "I thought, no." He shakes his head, barely noticing as you both take a step closer, prepared in the event of any attack.

"Colin," Harry says, "I don't think you did anything deliberately. But we need to know how far you did go."

"So you can decide if I need to die," the man barks what only the charitable would call a laugh, the sound too full of disgust to be cheerful, and his face crumples. "Maybe I do." He presses his eyes shut, takes another breath, and starts talking. "It started…three months ago? Sensing has been enough for me for years, always enough, and I knew that there was a reason that it had to be. But one of the new clients they, they wanted to change. But they couldn't see and I couldn't help them. I tried using different methods, trying to help them understand in the only way we're meant to. Nothing worked. And then, one day, I felt them as close to that understanding as I'd ever found them. And I, I pushed. They understood. They're doing so much better now."

"It was just them, at first. I told myself, what I'd done was…it shouldn't be something I should do. Only if I had no other choice. But if I had let myself help one person, how could I stay true to myself without helping another? Nothing…I didn't control them, but it's like…making a sheet of steel into a true mirror. I thought,"

"You thought it was ok," Harry expression hardened as Andrews spoke, but now he interrupts. "Even though you knew how close you were, you thought it was ok. And you're almost right." He sighs. "Doctor, you know what you did was wrong."

"I do," the admission is a whisper.

"Do you know why?" That brought his head up, and yours around, as curious as the man in front of you was near desperation. Andrews shakes his head, and Dresden smiles sadly. "Magic, what we can do, doctor, only does what we believe it should. When you…pushed, you believed it was right. That it was right to turn the power you hold to that purpose. And when you start believing that that's right, it's easy to forget where the next line is. You said yourself, you've done it since, even though you resolved not to."

"But it can help. So many people."

"And at what point," you can hear the buried pain and anger in Harry's voice. "Do they stop being people to help, and start being things to fix?"

"Oh." Leather creaks under the doctor's fingers as his hands tighten on the chair, and he looks down at his hands as if surprised. "You don't just…break the Laws, do you? I mean, in some cases, yes. But for people like me, it's never something you set out to do. It just happens, doesn't it. Because we want to help."

"Yes." Harry says. "Not many people know that, Colin, and it's better that we keep it that way. It stops people from trying to bend the Laws. But it also means, that sometimes, we get to do this." He drops down into a crouch, not quite meeting the man's eyes.

"This is your one warning, Doctor Andrews. There won't be another," he gestures towards the door. "If you step beyond the bounds of sensing again, the Wardens that come here won't be asking questions. Do you understand me?"

The man stares at his hands, pale eyes very bright. "If I do this again, Warden, I don't think I'll want them to ask."

"Alright then," Harry stands, and nods to you. "We're done here, Warden. Let's go."

It takes less than thirty seconds after you're out of the apartment for you to ask Harry why he'd done it. At the question, he sighs, but explains in the manner of one who's done so many times before.

"The Laws exist for a reason, Viserys. No matter how much I disagree with how the Council applies them, there's a very good reason for them being there. What I said to the good doctor was true. If he kept on going down that path, or ever slips further, he'll have to believe that it's right to do so. And can you really say that that would be a good thing? Someone capable of rewiring another's mind, and with no reason not to do it." He stops for a moment as you step out of the corridor onto the staircase, and start heading up. "Binding the will of another, or forcing them to change, means you have to believe that it's right. Means that, no matter how good your intentions, eventually you'll not see a reason to stop at what the person wants or needs. You'll see a thing that's broken, not a person, and that's when you become a monster." The stairs flew by, and you had to rush a little to keep up as Harry's legs devoured them.

"But surely there's some way?" You ask.

"There is, sort of. The Doom of Damocles." He'd told you about that before, how he'd kept Molly from being killed instead of becoming his apprentice. But it required that a full wizard speak for the Warlock, and commit to training them. If their apprentice then broke the Laws, they died. And their master died with them.

Minutes pass, and Harry speaks again only as you step off the stairs towards a door that leads onto the building's roof. "Black magic is…tricky, Viserys. It can sneak up on you if you don't know what you're looking for, take harnessing the forces of creation and turn the process into just another tool. In a way, yes," he says before you interrupt, knowing you well enough by now to know what you were about to say, "it is one. But for us, how we use that tool matters. Because how we see the world defines how we use it, and if we use it more and more, in certain ways, it defines how we see the world."

"A feedback loop," you shake your head. "And there's no way to break it?"

"It's not…supernatural." Harry explains. "Not really. Changing it would require changing the person. Forcing them to change. And that would violate the Laws just as thoroughly as a Warlock does."

"But that man, he wasn't one." You point out.

"He wasn't one yet." Harry clarifies delicately. "And if you're ready, you're about to find out why the Council orders the Wardens to judge so harshly."

"The second location?"

"Yes."

You place a hand on his shoulder, bring to mind the image that Karrin had printed for you, speak a word, and the roof is empty again.
Dude...that was really fucking good. Bravo!

[X] Azel
 
I loved that bit you just did, and you using 'yourself' as the first example of the horrific nature of black magic worked to add that much more tension and ... realness to the scene.

Honestly, it was at once the hardest part of writing it, and the easiest. Once I'd worked out where things would actually lead, I just ran it through, well, myself. And the result is on page 10,672. Really glad you liked it, though! Writing what you know can be easy, yes, but writing what you know in a way that others can easily understand? That's harder.
 
Lucan: "TARGARYEN!!!!"

*elsewhere*

Tiamat: "Wow. That mortal sure has a pair of lungs on him."
Mammon: "Yeah. Definitely. Wonder what he did."
Elder Brain: Upjumped Mortals And Lesser Beings We Are In The Middle Of Something Here
Abraxxas: "Indeed. Let's get on with it."
Everyone: "TARGARYEN!!!!"
Moon Pale Maiden: "GET ON WITH IT!"
Aspect of Death: "Yes! Get on with it!"
Crowd of Fiends: YES! GET ON WITH IT!
 
Note: if it wasn't clear as daylight, the example shown here is probably the most likely way in which I would fall to Black Magic if DF magic was a thing and I possessed it. I didn't mean to do this initially, but it just kinda happened. I hope people will forgive this.
My two cents on this: To create art is to express yourself and thus all art is a reflection of the self.

The easiest way to see this is the different writing styles of many people here and on what themes and topics they tend to focus.

So pouring a bit more of yourself into specific characters and moments is something that happens quite often with good writers.
 
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