Wednesday, June 16, 2010

Your First Born, a Goat, and Three Virgins

Making a pact with the Devil for incredible magic powers sometimes seems like an easy route to power. It can hardly be worth it, even beyond the contract's infernal legalese, where the devil really is in the details. If the pact seeker takes for granted that they are indeed dealing with the Devil then it's hard to deny the opposite side of the coin that one is getting into something that is an affront to all that is holy and the real price comes after the witch's death. Still many deny such an idea as divine punishment or see themselves on the side with any power and do not fear the future. Others consider the stance of the pact granter as claptrap to awe the superstitious or misinformation to prevent the less ardent the acquisition of power. Some just do not care, or as psychology may dictate, look to punish themselves in the long term even as they chase current desires.

The contents of a witch's pact will vary depending upon a host of factors. The first of these would be the intermediary involved. It is the rare witch--we are talking about Satanic Witches so far--that gets to deal with Lucifer himself. There are a variety of powers to be granted either as inborn abilities or as spells, or a mixture of the two. There are additional boons such as familiars and other minions that may be granted. There are costs, often at all stages, but most of them come after the power has corrupted the pact seeker and has driven them to do whatever what was agreed upon. All of these are woven into the contract whether it is written and signed in blood or only enacted upon verbal agreement. Enforcement of the pact will be detailed as well. The pact itself is of course long-winded, impossibly complicated, and intended to be unbreakable.

The costs of the pact includes items meant to ensure the seriousness of the initiate, to humiliate and control them, and items and conditions desired by the pact granter. Giving up the seeker's first born is a common cost that covers all three. Sacrifices may be required at such stages as beginning the negotiations, sealing the deal, and regular intervals thereafter. What is sacrificed may be the same every time or different based on the occasion. It may include animals, children, virgins, any random human life, or more intangible sacrifices--use your imagination. There is also the cost that the witch is indentured to the granter to do as bid at any time. The witch might not be the only one asked to pay. One of the conditions may be the enslavement of others. Or the witch might be tasked to build a cult with an ever-growing number of members.

Mood: hopeful.
Music: A Charge to Keep by Iced Earth and Wicked Witch by Demons & Wizards.

Iced Earth: Framing Armageddon - Something Wicked: Pt. 1
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Demons & Wizards: Touched By the Crimson King
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Wednesday, April 07, 2010

The Strength of Magical Times

The use of magic in role-playing games has an additional requirement, beyond those discussed already, that must be dealt with in the mechanics to give it a sense of realism. Stick with us, even if you're not a gamer, because this has as much to do with creating the setting and the effect of magic on that mood, and the mood of any scene or scenario where magic is involved as it does games, numbers, or rules. As with so many other situations this requirement for magic and verisimilitude involves time. It's not just about creating an air of reality though; it's about dynamics and the implications that are spawned by setting out the rules, the physics, of magic and what is involved in its use. The mechanics are a factor of time because magic takes time, how much dependent upon the dictates of the setting which of course are set out in the rules.

In our more realistic setup for magic the ability to cast a specific number of spells per time period is off the table. Instead magic points are used, with each spell requiring a certain number of points to cast. It takes time to regain these points. How quickly they are used is more important game-wise than how long they take to recharge, but for fiction writing the significance is about the same unless magic only takes as long as the time to cast it--there is no need to figure it takes anything more than will and knowledge. The time required to cast spells and the recharge time can affect the pacing of your timeline if not the pace of the story. Often there are also methods by which a spell caster can gain and use additional points, such as rituals with multiple members, and sacrifices. Both of those right there add flavour and mood to the magic, and impact the setting.

There is yet another option for gaining magic points that involves an external source. Some settings have places of magic such as locations where mystic temples were built, lines of magical force that criss-cross the globe called ley lines, and places that are just plain magical whether because of a bleed-over from another dimension, the influence of magical beings like faeries, or at the decree of deities. Beyond that, these locations and others may have increased magic at specific times of the day, month or year, or when certain celestial alignments come about. These places and times can cut short the time required between spells, and allow for stronger spells to be cast than normal. All of these of course change the dynamic of the story or the game without even getting into the nitty-gritty of them. The exact mechanics and number crunching flow from the story elements.

Mood: relaxed.
Music: Can I Play With Madness by Iron Maiden and Watch This by Slash.

Iron Maiden: Seventh Son of a Seventh Son
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Slash: Slash
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