Blood Mage

Requirement: MAGICAL TRAINING [NOVICE] and CONSTITUTION and WILLPOWER 3
You have learned the forbidden art of Blood magic.

Novice: You can use your own blood to power your spells. You can use an ACTIVATE ACTION to inflict 1d6 penetrating damage on yourself and 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. However, when doing so, you cannot be healed with potions or spells until the beginning of your next turn. You learn the spell Blood Sacrifice or Wrack

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 6m of you when you cast the spell. You learn the spell Blood Wound or Thought-Taking.

Master: You can use anyone’s blood to power your spells. This works as per the NOVICE DEGREE, but you can pick a target with 6m of you and attempt to use their blood instead. Success requires an opposed test of your INTELLIGENCE (Blood Magic) vs. the target’s Willpower (Faith or Self-Discipline). If the target is adjacent to you and helpless (unconscious, tied up, etc.), you inflict 2d6 PENETRATING DAMAGE and automatically succeed on the opposed test (and perhaps understand why blood mages are not so popular). You learn the spell Blood Slave or Hemorrhage.

 

Blood Sacrifice

Requirements: Blood Mage Specialization (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 20m 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.

 

Wrack

Requirements: Blood Mage Specialization (Novice)
Spell Type: Utility
MP Cost: 3
Casting Time: 1 minute
Target Number: 13
Test: Willpower (Self-Discipline) vs. Spellpower
You extend faint tendrils of entropic energy into the target of this spell, which must be within 2m while it is cast. So long as you concentrate you can inflict terrible, wracking pain on the subject at will. The victim must make a Willpower (Self-Discipline) test vs. your Spellpower to resist answering your questions or capitulating to your demands. A victim wracked by pain suffers a –3 penalty to all tests while it persists, though suffers no damage from the spell. You cannot have more than one wrack spell active at once.

 

Blood Wound

Requirements: Blood Mage Specialization (Journeyman)
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 12m of you boil, causing excruciating pain. All targets take 1d6 + Willpower 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.

 

Thought-Taking

Requirements: Blood Mage Specialization (Journeyman)
Spell Type: Attack
MP Cost: 15
Casting Time: 1 minute
Target Number: 17
Test: Willpower (Self-Discipline) vs. Spellpower
This spell allows a blood mage to probe deep into a target’s thoughts, uncovering their deepest secrets, desires, and fears. You must touch a target’s forehead and concentrate for one minute, during which time the target makes a Willpower (Self-Discipline) test vs. your Spellpower. If they succeed, you fail to penetrate their mind but you may spend another 5 MP to extend the casting time by another minute and force the target to make the test again. Once a target fails the test, you have access to their mind and may expend 2 MP to ask the Game Master for the target’s honest answer to a single question. You may ask a total number of questions equal to your Willpower ability, at a rate of one question per minute. This spell is often quite painful for the target even though it deals no actual damage.

 

Blood Slave

Requirements: Blood Mage Arcana (Master)
Spell Type: Attack
MP Cost: 20
Casting Time: Major Action
Target Number: 19
Test: Willpower (Self-Discipline) 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. your Spellpower. If the subject fails, you may dictate the actions he takes on their next turn. The subject may attempt a new test to resist you at the start of each of their 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 spell.

 

Hemorrhage

Requirements: Blood Mage Specialization (Master)
Spell Type: Attack
MP Cost: 15
Casting Time: Major Action
Target Number: 19
Test: Constitution (Stamina) 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 4d6 + Willpower penetrating damage; if it succeeds it suffers only 2d6 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 50m and visible to you.

Blood Mage

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