Blood Mage

By Bruce Wayne

You have learned the forbidden art of Blood magic.

Class: Mage

Requirement: You must have Constitution and Willpower 3 or higher.

Novice: You can use your own 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 are 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 6 yards of you when you cast the spell.

Master: You can use anyone’s blood to power your spells. You can pick a target with in 6 yards 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 20 yards to replenish your own Health. This ally must have blood (no golems, 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 12 yards 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 50 yards 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 rock golems or skeletons.