Blood Magic (Mage) in Vechaunus | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Blood Magic (Mage)

Blood magic is known to come in two forms. The first kind is in the forum of imbuing items with either the essence of a mage or creating a magical blood tie to seal something to only be used by the mage who casts the spell. This type of blood magic is seen as more natural, though difficult and something only that is done by the most experienced of mages. The second form is more dangerous and HIGHLY forbidden, commonly known as Blood Magic. These mages are often worshipers of Diamanda the Curse speaker, (The Terror of Curses and Corruption), these mages are the ones attributed with the name Blood Mage and they are a terrifying and brutal enemy.   Class: Mage   Requirement: You must have Constitution and Willpower 3 or higher.   Novice: You can use your blood to power your spells. You must use the activate action to enter the Blood Magic mode. When casting a spell in this mode, you can inflict 1d6 penetrating damage on yourself and you gain mana points equal to the damage. The mana points so generated must be used on the spell you are casting this round; any excess is lost. You can use this mana to cast spells from any school, but you must be in Blood Mage mode to cast Blood Spells. While in this mode, you cannot be healed with potions or healing spells. You can end Blood Magic mode with another activate action.   Journeyman: You can use the blood of a willing ally to power your spells. This works as per the novice degree, but your ally takes the damage. The ally must be within 20ft of you when you cast the spell.   Master: You can use anyone’s blood to power your spells. You can pick a target within 20ft of you and attempt to use their blood as a minor action. Success requires an opposed test of your Intelligence (Blood Arcana) vs. the target’s Willpower (Faith or Self-Discipline). If you win things work as per the journeyman degree and you inflict 2d6 penetrating damage to the target.   You must have the Blood Mage specialization to learn Blood Arcana   Novice: You learn the spells Blood Sacrifice and Blood Wound   Journeyman: You learn the spell Hemorrhage. You also gain the focus Intelligence (Blood Arcana)   Master: You learn the spell Blood Slave. You can also choose one spell stunt you can perform for -1SP when casting Blood Arcana spells  

Blood Sacrifice

Requirements: Blood Arcana (Novice)   Spell Type: Enhancement   MP Cost: 5   Casting Time: Major Action   Target Number: 14   Test: None   You can draw upon the life force of a willing and visible ally within 60ft to replenish your Health. This ally must have blood (not a golem, for example). You gain 1 Health for each 1 Health lost by your ally, up to 25. This can result in the subject’s death if reduced to 0 Health. The subject of a blood sacrifice recovers the lost Health normally  

Blood Wound

Requirements: Blood Arcana (Novice)   Spell Type: Attack   MP Cost: 8   Casting Time: Major Action   Target Number: 17   Test: Constitution (Stamina) vs. Spellpower   You make the blood of all enemies within 35ft of you boil, causing excruciating pain. All targets take 1d6 + Intelligence penetrating damage and must make a Constitution (Stamina) test vs. your Spellpower. Those that fail can only take a minor action on their next turns. Targets without blood or some similar substance are not affected by this spell. Golems are not affected, for example, while wild sylvans are affected through their sap. Insubstantial and incorporeal targets like shades and ash wraiths are also not affected.  

Hemorrhage

Requirements: Blood Arcana (Journeymen)   Spell Type: Attack   MP Cost: 15   Casting Time: Major Action   Target Number: 18   Test: Constitution (Stamina) test vs. Spellpower   You take control of a large volume of a target’s blood and force it out through their mouth, nose, and eyes unless they succeed at a Constitution (Stamina) test vs. your spellpower. If the target fails the test, it takes 3d6 + Intelligence penetrating damage; if it succeeds it suffers only 1d6 + Intelligence penetrating damage. Regardless of whether the target succeeds, the horrific nature of this spell may demoralize enemies; the Imposing Spell stunt only costs 2 SP when used while casting hemorrhage. The target of this spell must be within 150ft and visible to you.  

Blood Slave

Requirements: Blood Arcana (Master)   Spell Type: Attack   MP Cost: 20   Casting Time: Major Action   Target Number: 18   Test: Willpower (Self-discipline) test vs. Spellpower.   One of the most feared powers available to blood mages, this spell allows you to take complete control of an enemy’s body unless they make a successful Willpower (Self-discipline) test vs. Spellpower. If the subject fails, you may dictate the actions he takes on his next turn. The subject may attempt a new test to resist you at the start of each of his subsequent turns. Once the target successfully resists, the spell ends. All attacks made by a target under your control suffer a –2 penalty (if the target chooses to resist) due to the imprecise nature of your manipulation. Targets without blood cannot be affected by this, such as golems or skeletons.

Comments

Please Login in order to comment!