Author Topic: Speed of thaumaturgy  (Read 7501 times)

Offline Mr. Death

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Re: Speed of thaumaturgy
« Reply #30 on: December 04, 2012, 08:49:35 PM »
I'll need  address most of your comments later Belial.  One error does stick out however - symbolic links are not optional for normal thaumaturgy.  They are one of the specific limitations called out in the book.
What's the symbolic link necessary for a veil? Or opening a Way?
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Offline Haru

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Re: Speed of thaumaturgy
« Reply #31 on: December 04, 2012, 09:15:35 PM »
Also, to everyone who mentions drawing the circle: just use the irises of your eyes. Pew, pew, eye lasers.
I'd rather not have the fallout start burning out my eyes, thank you.

Still, you could do a discipline maneuver and imagine a circle (which would have similar problems as above, only a few inches behind your eyes). Would take longer, but it is doable. Or you could declare a circle. If you look around, the world is filled with circles, even on the ground. Patterns in stone floors, sometimes round add posters are glued to the floor (and wouldn't it be perfect to kill the ghost with a circle made on an add for a new horror movie?), and so forth.

What's the symbolic link necessary for a veil? Or opening a Way?
For opening a way, that would most certainly be the place you are doing the ritual in. That's why Harry doesn't just rip open the way to Edinburgh in his apartment, he walks quite some time in Chicago first, to get to the right spot.

A veil might be a bit more problematic, because pretty much all the time we see it used is as an evocation. I guess, since it is a spell you cast on yourself, you pretty much are the symbolic link. Maybe it is never really a thaumaturgic spell, since even the books suggest to not give a veil a duration, just have it last until pierced. Veils in general are an odd thing.

I think self-shapechanging needs a symbolic link, not of yourself, but of whatever you want to shapechange into.
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Offline UmbraLux

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Re: Speed of thaumaturgy
« Reply #32 on: December 04, 2012, 09:22:12 PM »
What's the symbolic link necessary for a veil? Or opening a Way?
Wrong question.  ;)

What the link is doesn't matter as long as it makes sense to the group.  The rules only specify the requirement.

If you want examples, I'd suggest a bowl of water for a fog based veil, a drawing matching an illusion, and a piece of road from an intersection to open a path to the Nevernever.  They're just possibilities though - other symbols may fit your group better.
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Offline Mr. Death

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Re: Speed of thaumaturgy
« Reply #33 on: December 04, 2012, 09:28:48 PM »
For opening a way, that would most certainly be the place you are doing the ritual in. That's why Harry doesn't just rip open the way to Edinburgh in his apartment, he walks quite some time in Chicago first, to get to the right spot.
Not really. Harry can--and does--open ways on the fly in places that aren't used for Ways. It seems to be the case that a wizard can open a Way anywhere (and the book backs this up, with a difficulty set for opening a Way in a place that's not normally used). He opens one completely on the fly in Changes, for example (in the space of a couple seconds, at that).
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Offline Haru

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Re: Speed of thaumaturgy
« Reply #34 on: December 04, 2012, 09:35:04 PM »
Not really. Harry can--and does--open ways on the fly in places that aren't used for Ways. It seems to be the case that a wizard can open a Way anywhere (and the book backs this up, with a difficulty set for opening a Way in a place that's not normally used). He opens one completely on the fly in Changes, for example (in the space of a couple seconds, at that).
Sure, opening the way is the spell itself, but the "where to" is where the symbolic link comes in. Certain parts of our world connect (symbolically) to certain parts of the nevernever. It is possible (as demonstrated by various supernatural entities) to open a way do a different place, but I think Harry is far from knowing how to.
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Offline GryMor

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Re: Speed of thaumaturgy
« Reply #35 on: December 04, 2012, 10:53:01 PM »
The normal symbolic links for opening a way, veils, healing, conjurations and illusions are the targets themselves.

As for Evocation vs Thaumaturgy. At equal power, Thaumaturgy attacks are pathetic compared to Evocation attacks, a Thaumaturgy Wards are immobile and need an anchor as compared to Evocation Blocks. Also, Thaum doesn't get Rote spells, so is less reliable. Thaumaturgical spells, even when only relying on implicit trivial preparation, still HAVE preparation that can be futzed with or taken advantage of (consider invoking for effect a "gusty wind" aspect when Harry goes to pull off his salt circle quick thaum. If he were using evocation, his spell wouldn't be vulnerable to that interruption).
« Last Edit: December 04, 2012, 11:00:20 PM by GryMor »

Offline UmbraLux

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Re: Speed of thaumaturgy
« Reply #36 on: December 05, 2012, 02:40:34 AM »
Even the most powerful thaumaturgist can only call as much power as his conviction in an exchange - there isn't a way to boost thaumaturgy's power, only its complexity.
Power is controlled with Discipline not conviction.  (YS262)

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And thaumaturgy attacks don't have weapon rating - they're just attack rolls.
Think you have this backwards - the spell's complexity has to account for the victim's resistance and any other obstructions.  In other words, it's all "weapon rating" - the rolls are just to see if you screw up and can be spread out over time.

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Now, compare with a feet-in-the-water focused practitioner with Conviction 4, Discipline 4 and a +2 control focus, pretty much the weakest evocation-based caster you can build that's actually focused on his magic. He gets +6 attack roll (the absolute best a thaumaturgist would ever get) and also gets a weapon rating 4. The weakest evocation-user can deal 4 more stress than the strongest thaumaturgy user... and the thaumaturgy user still needs sympathetic links if he wants to directly affect people. As for what a really powerful evocation-focused caster could do in a round... I'm currently playing a pretty strong warlock. She can do Weapon 16, Attack +16 spells as rotes. If she really pushes it, she could level a dozen skyscrapers in one blow or rip apart a small army.
One of the more...broken...builds is a thaumaturgist, specifically a potion crafter.  You can hit double Lore plus focus...not going to match the addition of dice an evoker gets on a good roll but also won't have the bad rolls affecting power. 

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Because it still is a strong spell for a rushed thaumaturgy and it takes 3 exchanges to control the power. When we're talking about one-round thaumaturgies, we mean 3-4 shifts for most casters.
Ok - you're still (usually) going to need to set up a symbolic link.  Assuming you can do so in one round (questionable) you could cast a weak spell every other round...so weak it's easily resisted. 

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No you don't. Someone with Conviction 5, Lore 5, Discipline 4 who has a +2 control for a certain type of thaumaturgy will roll control at +6. When casting a 5-shift spell -- and offensively that's an attack roll of 5 with a weapon rating of 0 -- he will fail his control roll 1 time out of 3. So he either takes backlash (stress) or the spell goes to fallout, which can still cause him stress. Only powerful casters could ever cast rushed thaumaturgy without stress... and it would still be inferior to other powers or weapons (or even unarmed attacks) in direct combat.
Eh...don't push it and keep a tag in your pocket for bad rolls.  Both evokers and thaumaturgists should do so!  They have the same issue after all.  ;) 

A careful thaumaturgist won't need to take stress from casting.  Just have a Focused Mind and a Memorized Ritual (Discipline and Lore Declarations) ready to go at need.  (Best to be a bit more creative with declarations but hey - it's late! :) )

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Symbolic links are, of course, still needed.
Yes - addressed this earlier...and below to a degree.

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All of the above combined means that, while you can do combat thaumaturgies, such types of spells are impractical. A martial artist will be hitting harder in combat than a thaumaturgist, will run no risk to take stress, and doesn't need a sympathetic link to harm the target.
I pretty much agree with you here...just not convinced the symbolic links are practical to set up at combat speeds.  I think we agree on the result - just differ on a few details.

The normal symbolic links for opening a way, veils, healing, conjurations and illusions are the targets themselves.
Unless you have the target itself with you, you need a representative symbol to target with thaumaturgy. 

"In order to affect a target at great range (whether in physical distance or some other dimension), some sort of link must be established to that target via symbolic representations, the incorporation of recently-separated bits of the target (blood, hair, a family keepsake), and so on. Without these physical materials on hand to represent the target in absentia—as well as for anchoring
the purpose of the spell to the ritual—a thaumaturgic spell simply has nowhere to go and nothing to do."
  (YS261)

Having the target(s) at hand get's around the requirement if you only needed one target.  Elaine's Reiki Healing Spell is an example.
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Offline GryMor

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Re: Speed of thaumaturgy
« Reply #37 on: December 05, 2012, 03:06:52 AM »
Unless you have the target itself with you, you need a representative symbol to target with thaumaturgy. 

"In order to affect a target at great range (whether in physical distance or some other dimension), some sort of link must be established to that target via symbolic representations, the incorporation of recently-separated bits of the target (blood, hair, a family keepsake), and so on. Without these physical materials on hand to represent the target in absentia—as well as for anchoring
the purpose of the spell to the ritual—a thaumaturgic spell simply has nowhere to go and nothing to do."
  (YS261)

Having the target(s) at hand get's around the requirement if you only needed one target.  Elaine's Reiki Healing Spell is an example.

Exactly, for the spells people were confused about, the normal casting of those spells has the target as the symbolic link. You normally create wards at the site of the ward, you normally create illusions in your own vicinity, you normally veil things that are at hand, and you normally heal things at hand, and you normally rip a hole in the local reality to open a way. So, the normal symbolic link for all of these spells is the target, andif you don't have the target at hand, you end up needing to get creative with regards to symbolic links.

Offline Belial666

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Re: Speed of thaumaturgy
« Reply #38 on: December 05, 2012, 11:20:00 AM »
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Power is controlled with Discipline not conviction.  (YS262)
Minor nitpick; power is controlled with Discipline - but you still can't call more power per exchange in thaumaturgy than your conviction. So a thaumaturgist that has Discipline 6, a +6 control focus for his favorite type of thaumaturgy and a +2 control specialization for it gets to roll 4dF+16. But regardless of his roll, if his conviction is a measly 3, he only gets 3 shifts of power per round. And since you can't boost your Power for the purposes of Thaumaturgy at all, even the most powerful practitioners will get 5-6 power per round, period.

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One of the more...broken...builds is a thaumaturgist, specifically a potion crafter.  You can hit double Lore plus focus...not going to match the addition of dice an evoker gets on a good roll but also won't have the bad rolls affecting power.
Sure. Until someone blocks/grapples you. You will usually roll only your Discipline to attack or use items so you have even chances to overcome the block of an equally skilled unarmed mortal, less than 40% chances to overcome the block of someone with True Aim or other +1 bonus to his skill, less than 30% chance to overcome the block of a vampire Inciting your emotions or a tentacled horror with +2 to grabs due to tentacles, and no chance whatsoever against an Evoker dropping a 10-shift block. That same evoker is going to burn through each and every one of those blocks without any chance of failure unless facing an equally powerful evoker's block.

Then there's thresholds. All magic diminishes in both attack and power equal to the threshold. A weapon 10, attack 10 evocation attack is going to become weapon 8 attack 8 against a fair threshold. An artificer shooting his magic wand at weapon 10 attack 5 is going to find himself with weapon 8 attack 3... which is a proportionately much larger power loss because lots of people will dodge a 3-shift attack while almost nobody will dodge an 8-shift one.

Then there's the "I aim at the fruity wooden wand the guy's using".

Offline Mr. Death

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Re: Speed of thaumaturgy
« Reply #39 on: December 05, 2012, 12:53:19 PM »
Minor nitpick; power is controlled with Discipline - but you still can't call more power per exchange in thaumaturgy than your conviction.
Not true at all. The Conviction is how much you can call per round without taking stress. You can call more than that at the cost of one stress per shift.
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Offline Taran

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Re: Speed of thaumaturgy
« Reply #40 on: December 05, 2012, 03:53:01 PM »
Wouldn't SEEING your target be enough of a link?

"In order to affect a target at great range (whether in physical distance or some other dimension), some sort of link must be established to that target via symbolic representations, the incorporation of recently-separated bits of the target (blood, hair, a family keepsake), and so on. Without these physical materials on hand to represent the target in absentia—as well as for anchoring
the purpose of the spell to the ritual—a thaumaturgic spell simply has nowhere to go and nothing to do." 
(YS261)

Bolded mine, obviously.  Combat situations don't usually involve great range or multiple dimensions.  Which is why things like Worldwalking and veils work...you're right there.  The target is present in front of you.  This is why evocation doesn't work when there is no target - it's the inherent limitation of evocation.  The opposite is not true of Thaumaturgy.  No need for symbolic links when the REAL link is standing right there.