Hemomancy

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Hemomancy
VoidalPNG.png
Classification Voidal Magic
Energy Source Lillith - The Black Void
Casting Method Catalyst - Sanguine Relic
Additional Paths Night · Beast · Blood


Tremble, fearful mortals, for the midnight hour chimes.

As the sun sets on the realms of the living, the midnight hosts march out from their lairs to prey on those who dare to enter their territory after dark. As ancient beasts and restless Vampires scour the woods around little towns looking for fresh prey, the watchmen who are there to protect the citizens can do nothing but pray that those who turned to the great houses of the shadow realm do not set their eyes upon them, for they are hopeless against the fangs of steel and knifed claws of the Blood thirsting hosts.

History

The arts of those who call themselves the red mages or vampires have been around as long as most mortal souls can remember. Their cults first appeared in the Attian Empire. There they set their eyes on the courts and positions of power as a vampire feels like they are destined to rule. Yet their curse of endless bloodlust has led to destruction as the god-king of the Attians swept away their influence in a great flood, leading to the demise of most organized hemomancy activity. The ancient text of the first red cults used to convert the first hemomancers has long been gone. Destroyed in the waters of the great floodings. These days, the most common folk tales left behind are that of vampires, striking on nights, being sly and steady killers before vampire hunters came to slay these beasts. It has been a long time since the last vampires were seen, but will they ever return? Or maybe did they ever really go away?


Learning and Teaching

The learning and teaching of the ways of the Hemomancer are becoming one in their fullest glory. Their training consists of obtaining the full extent of one's vampirical nature and living well with the downsides that come with it. Not many things are known about these rituals and lessons, but what can be said for certain is that it is the most painful magic to learn. The initiate hemomancer removes their blood and fills it with the corrupted, voidal blood of the servants of the Midnight Aristocracy. The teacher can teach their student up to 2 levels under their own. So only level 5 or higher teachers can train their students to level 3.

To reach level one, a teacher needs to have at least four sessions with their student, each being at least sixty minutes long. To obtain level two, the student must have another four lessons of sixty minutes. To finally reach level three and the ability to teach magic themselves, the students need to have another set of four sessions, each with a length of sixty minutes. Each day one session can be held by the teacher/be received by the student. After reaching level three, the student doesn't require additional sessions and will reach level four automatically after self-studying the magic for 6 months ICly, 12 days OOCly. When the mage is ready to side with a house of the midnight aristocracy they once more require to nurture their hemomantic powers through contact with the occult. If this is a success, the mage continued to self-study until it is time to reach the epitome of their magical powers and confront the occult once more.

Level Increase Required Sessions Req .Session Length
Lvl 0 to Lvl 1 2 Sessions Event
Lvl 1 to Lvl 2 4 Sessions 60 Minutes. Proof in lore ticket.
Lvl 2 to Lvl 3 4 Sessions 60 Minutes. Proof in lore ticket.
Lvl 3 to Lvl 4 Self-study. Show proof of self-study in lore ticket 3 times.
Lvl 4 to Lvl 5 Self-study. Show proof of self-study in lore ticket 4 times.
Lvl 5 to Lvl 6 1 Session Event
Lvl 6 to Lvl 7 Self-study. Show proof of self-study in lore ticket 6 times.
Lvl 7 to Lvl 8 Self-study. Show proof of self-study in lore ticket 8 times.
Lvl 8 to Lvl 9 Self-study. Show proof of self-study in lore ticket 10 times.
Lvl 9 to Lvl 10 1 Session Event

After choosing a path, the spellcaster will automatically increase in level if they can show proof of self-study. The caster can level up once every 12 OOC days. This can be done throughout the whole year

Bonding trials are still required to level up between certain levels as seen above with "event". For more information about self-study, check the magic rules page.

Progression - Hemomancy

Base Spell Progression

Level Unlocked Spells Abilities/Bonuses
Lvl 1 - Initiate 2 lvl 1 spells. No spellcasting bonuses. Up to 2 sanguine charges.
Lvl 2 - Bloodless initiate 3 lvl 1 spells. +1 spellcasting bonus. Up to 2 sanguine charges.
Lvl 3 - Red cultist 4 lvl 1 spells, 2 lvl 2 spells +1 spellcasting bonus. Up to 4 sanguine charges. The spellcaster unlocks the Ichor Friend ability.
Lvl 4 - Red cultist veteran 4 lvl 1 spells, 3 lvl 2 spells +1 spellcasting bonus. Up to 4 sanguine charges.
Lvl 5 - Hemomancer 4 lvl 1 spells, 3 lvl 2 spells, 2 lvl 3 spells. +2 spellcasting bonus. Up to 4 sanguine charges. The caster can now choose a path.

Progression - House of the Night

The house of the Night is the noblest among the Midnight Aristocracy houses. They see themselves as superior to other beings and have immeasurable pride. The house of the Night is known for its blood absorption techniques and the usage of darkness and shadow.

With each level the mage gains in this house, their status is elevated, and they become more prideful and noble. Upon reaching Aristocrat status, the mage can no longer hide their true nature without effort.

Level Grimoire Slots Abilities/Bonuses
Lvl 6 - Fledgeling 4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells. +2 spellcasting bonus. Up to 6 sanguine charges. The spellcaster unlocks the Crimson Eyes Ability.
Lvl 7 - Neonate 4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell +2 spellcasting bonus. Up to 6 sanguine charges. The spellcaster unlocks the Bloody Nails Ability.
Lvl 8 - Half Blood 4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells +3 spellcasting bonus. Up to 6 sanguine charges. The spellcaster unlocks the Blood Sucker Ability.
Lvl 9 - Noble Blood 4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell +3 spellcasting bonus. Up to 8 sanguine charges. The spellcaster unlocks the Vampiric Skin Ability.
Lvl 10 - Midnight Aristocrat 5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells +4 spellcasting bonus. Up to 8 sanguine charges. The spellcaster unlocks the Vampiric Hover Ability.

Progression - House of the Beast

The house of the Beast is a ferocious house that credits itself with hunting and strength. The house of the Beast is well-known as a house of vigor and brawn prized within their bodily enhancement spells that turn their residents into beasts of terror. Each level the mage gains within this house elevates their status and gives them more superiority over the lower-ranking members. The house follows a beast-like hierarchy system where one has to obey their superior or is cast aside. Upon reaching Beastmaster status, the mage can no longer hide their true self without effort.

Level Grimoire Slots Abilities/Bonuses
Lvl 6 - Whelp 4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells. +2 spellcasting bonus. Up to 6 sanguine charges. The spellcaster unlocks the Preying Scents ability.
Lvl 7 - Pack Scavenger 4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell +2 spellcasting bonus. Up to 6 sanguine charges. The spellcaster unlocks the Claws ability.
Lvl 8 - Beta Hunter 4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells +3 spellcasting bonus. Up to 6 sanguine charges. The spellcaster unlocks the Protective Coat Ability.
Lvl 9 - Alpha Predator 4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell +3 spellcasting bonus. Up to 8 sanguine charges. The spellcaster unlocks the Fight of Flight Ability.
Lvl 10 - Bloodless Beastmaster 5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells +4 spellcasting bonus. Up to 8 sanguine charges. The spellcaster unlocks the Apex Instinct Ability.

Progression - House of Blood

The house of Blood is the most occult house among the Aristocracy. They value blood and its covering of the world above all else. Those who are house residents are known to use great amounts of blood to dye the battlefield red before a victim is even claimed. The house of Blood is prized for its ability to manipulate blood and change its properties to fit the mage. Each level the mage gains within this house elevates their status within the house to better fit the worship of blood itself. Once a mage becomes a Crimson Lord, they are blinded with the pleasure of spreading the red liquid wherever they can, though their outer appearance does not change.

Level Grimoire Slots Abilities/Bonuses
Lvl 6 - Bloodied initiate 4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells. +2 spellcasting bonus. Up to 6 sanguine charges.
Lvl 7 - Devout Follower 4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell +2 spellcasting bonus. Up to 6 sanguine charges.
Lvl 8 - Red Preacher 4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells +3 spellcasting bonus. Up to 6 sanguine charges. The spellcaster unlocks the Blood Flame ability.
Lvl 9 - Ichor Bishop 4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 1 lvl 5 spell +3 spellcasting bonus. Up to 8 sanguine charges.
Lvl 10 - Crimson Lord 5 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 3 lvl 4 spells, 2 lvl 5 spells +4 spellcasting bonus. Up to 8 sanguine charges.

Limitations

The mage becomes a half-voidal being. This means that certain attacks are more effective, and they may suffer a backlash from this. The caster must use the blood charges of their catalyst for certain spells. To fill the catalyst, request a Gamemaster.

Those who tread the path of hemomancer will need a constant supply of fresh blood. Causing bloodlust and carnage among those who practice this art.

Spells

Base Spells

Blood Needle
The caster turns their blood droplets into tiny needles they can send flying toward their enemies. The needles are sharp enough to do the magical piercing.
Level 1
Casting Value 8
Range 15 meters
Damage The caster creates D8 needles that they can send out in a 15x3 area. Everyone in that area who fails to defend themselves will be hit by the attack and take 1 damage per needle aimed at them.

Due to the sharpness of the needles, the target gets a -1 intelligence on their magical defense roll.

Critical Failure The blood drops fail to take form and fall on the ground.
Critical Success The caster creates D4+4 needles instead.
Red Lines Each enemy may only be targeted by 3 needles at a time.
Blood Splatter
The caster cuts their hand open or uses a blood charge from their relic, and splatters blood in front of them in a wide area. Those hit with the blood will be blinded.
Level 1
Casting Value 10
Range 3 meters
Damage The caster cuts open their hand with their weapon, or uses a blood charge from their relic, spreading the blood in a 3x5 area in front of them. Any targets in that area will get corrosive blood in their eyes and be blinded for D3 rounds.
Critical Failure The blood becomes unbearably corrosive, failing and dealing an extra 1 damage to the caster.
Critical Success The targets hit with this spell will take 1 damage from it.
Red Lines This spell costs either 1 sanguine charge, or 1 HP from a self-inflicted cut. The blood is not corrosive enough to burn through anything or cause permanent eye damage.
Sanguine Brand
The caster touches a target with their palm, creating a brand of blood on the touched surface. The caster can make this brand erode itself upon command. The target will feel a sting where the caster touched them, and the brand will be visible outside the target.
Level 1
Casting Value 11
Range Touch
Damage The caster creates a brand that lasts until the caster commands the brand to erode or lasts for 5 rounds in combat before automatically eroding. While the brand is active, the caster deals +1 damage to the being marked with it.

The brand deals D2 damage when it erodes, but the caster knows exactly where the brand is if it is active.

Outside of CRP the brand stays for 1 OOC day until it automatically erodes.

Critical Failure The caster fails to implant a brand, merely blemishing the target's skin.
Critical Success The brand deals D2+1 damage when eroding.
Red Lines Only 2 brands may be active at one time
Blood Seed
The caster creates a seed of blood that they drop on the floor. If an enemy walks over this seed, their feet are punctured, and the seed starts draining their vitality.
Level 1
Casting Value 10
Range 1 meters
Damage The caster creates a seed of blood that they place on the block they are standing on. If an enemy player steps on this block the seed will pierce upwards through the foot of whatever stood over it, dealing 1 damage for every round the enemy is standing on that space.

The target that gets pierced will be stuck in place for 3 rounds.

It will dissolve if the seed hasn't pierced anyone after 3 rounds.

Critical Failure The seed refuses to form, dissolving into a few drops of blood.
Critical Success The seed will live up to 5 rounds without anyone stepping on it.
Red Lines A maximum of 3 seeds can be active at once. A Lunarmancer can cleanse the target space of the blood seed to end its duration early.
Blood Bolt
The caster concentrates their blood inside an orb that shoots a powerful bolt toward an enemy. Those hit with the bolt are covered in blood until they clean themselves.
Level 2
Casting Value 11
Range 15 meters
Damage The caster sends forth a blood bolt that deals D3 damage. Upon success the target is covered in blood, losing 2 meters movement. The caster can choose to spend a sanguine charge to enhance the spell, increasing the range to 20 meters and worsening the slow to -4 meters movement.
Critical Failure The blood bolt explodes as the caster is about the send it out, covering the caster in the blood instead and making them lose 2 meters movement.
Critical Success The bolt deals 2D2 damage.
Red Lines The enhanced version of this spell costs 1 sanguine charge.
Seal Limb
The caster controls the enemy's blood to a limited extent, causing one of the enemy's limbs to become unusable.
Level 2
Casting Value 15
Range 10 meters
Damage The limb of the caster's choosing will be shut off from blood and lose its function for D2 rounds.

If an arm is sealed, the target can only use one-handed combat until their limb is unsealed.

If a leg is sealed, the target loses half its movement.

Critical Failure The caster strains too much while attempting to cast the spell, causing it to rebound. The caster rolls a D2; 1 = an arm becomes sealed for 1 round, 2 = a leg becomes sealed for 1 round.
Critical Success The seal lasts for the maximum amount of rounds.
Red Lines The head or torso of a target cannot be sealed this way; only one limb per target may be sealed per hemomancer that uses this spell.
Borrowed Time
The caster casts a spell on their target that slows their blood flow; once the spell ends, the target suddenly feels their vitality leaving their body compared to the damage they took previously.
Level 2
Casting Value 15
Range 5 meters
Damage The caster casts a short-range spell that slows the blood flow of their enemy for D2 rounds. The target might feel fatigued, but nothing seems to have changed.

When the duration ends, the target's blood suddenly starts rushing fast again, and they take extra damage equal to half the damage they took during the rounds they were affected by the spell, rounded down.

Critical Failure The caster freezes themselves in place for 1 round.
Critical Success The spell instead lasts for D2+1 rounds.
Red Lines
Unleased Armor
The caster consumes a vial of blood as they feel their back ripping open, revealing a structure of bones and flesh that may be considered natural armor. Though it does not seem capable of defending the caster, it does seem able to hurt others who try to attack them.
Level 3
Casting Value 15
Range Self
Damage The caster inflicts D3 damage upon themselves as skeletal spines spike out of their backs. Anytime an enemy attacks them from close range, the enemy will take D2 damage.

This effect stays for 3 rounds but gets increased in length by one extra round every time someone attacks the caster.

Critical Failure The caster inflicts d3 damage upon themselves, and nothing else happens.
Critical Success The spikes will do the maximum amount of damage.
Red Lines This spell can kill you.
Crackling Skin
The mage pours one charge of their Relic over their hand as they point their finger at someone. The blood under the target's skin will harden, creating patches of hardness on it. As they will try to react by moving, the patches start to tear, spurting out blood the more they move.
Level 3
Casting Value 16
Range 20 meters
Damage The target's skin hardens. For every 2 meters they move or are moved, they take D3 damage. This effect will stay for 2 rounds.
Critical Failure The spell does nothing, but as a reaction to this failure, the caster can fill up their Relic with their blood, restoring one charge and dealing D3 damage to the caster.
Critical Success The opponent's skin hardens to its fullest extent, turning the damage into a D4.
Red Lines This spell costs one sanguine charge.

The caster can only curse a total of 2 targets at the same time with this spell. This spell only works if the target has skin.

Wielded Blood
The mage summons forth a spurt of blood from their Relic as they mold it into a blade. This blade has an innate connection to their blood, granting them life force from the people they hit with their blade.
Level 4
Casting Value 16
Range Selfcast
Damage The mage creates a blood blade. granting healing for every successful attack while doing the usual damage to the opponent. The caster heals half the damage they inflict, rounded down, up to a maximum of 5HP. The blade also grants a +1 on attack rolls when wielded in the first 2 rounds. This weapon lasts for 4 rounds.
Critical Failure The caster loses a charge on their Relic, and the blood turns into an oozing whip that deals 4 damage to the target and then splatters apart.
Critical Success The weapon the mage has created with their blood is sharper than any sword someone has ever seen, giving the caster a +2 instead of a +1 for attack rolls in the first two rounds.
Red Lines This spell costs one sanguine charge to cast.

Switching out from this weapon before the time runs out costs an action phase.

Blood Garden
The caster touches the ground and causes an immense redness to spread through the terrain. Blood in the form of flowers sprouts all over the area. A blood seed will afflict any enemies moving within the area, and allies can thread as they please.
Level 5
Casting Value 20
Range 20 meters
Damage The caster creates a field of blood flowers around themselves in a 20x20 area for D3+2 rounds. The flowers release blood seeds everywhere, so they will afflict anyone entering the area.

With every step an enemy takes within the field, another blood seed will activate.

Critical Failure The caster channels its energy into the surrounding area, but it flows back into the caster, causing a bloody eruption within its body. The caster is knocked out and may lose a limb.
Critical Success The area stays for D5+3 rounds instead.
Red Lines This spell requires 2 sanguine charges. A Gamemaster must be present to cast this spell.

House of Night Spells

Life Leech
The mage opens the wounds existing on one's body and sucks up the blood within their bodies. As the enemy takes damage, the mage instead absorbs the blood through consumption, which grants them additional life force.
Level 1
Casting Value 12
Range 5 meters
Damage The person attacked with this spell takes D2 damage on a successful roll. For this one hit point, either the mage regains D2 HP, or they can fill up a charge on their blood relic.
Critical Failure The spell fails, but the mage can use a charge of their Relic to regain D2 HP
Critical Success More blood is drained, healing the caster by 1 additional HP.
Red Lines This spell only works on already wounded targets, be it that the wounds secrete blood. The mage cannot overheal their max hit points. The mage can either heal or fill up a charge in their Relic, not both.
Summon Darkness
The caster creates a magical dark fog, seeping out from beneath their clothes and enveloping everything within a small area, blotting out the light of candles and other light sources in a room, allowing for sneak attacks or an easy escape. The fog slowly dissipates, and everyone EXCEPT the caster has the Blindness status effect applied to them for however long they are inside the fog or until the fog ends.
Level 2
Casting Value 14
Range 6 meters
Damage Everyone in the range except the caster will be blinded for however long the fog lasts, using the Blindness status effect.

In a closed room the fog lasts D3+2 rounds by filling the space.

In an open room, the fog stays for D3+1 rounds and slowly leaves.

In an open/outdoor area, the spell stays for D3 rounds by quickly fading away.

Critical Failure The caster also loses control of the spell and becomes blinded by fog. The fog lasts half the normal duration, rounded down.
Critical Success The fog is especially potent and lasts the full duration of the spell.
Red Lines
Summon Household
The mage summons their household pets from the shadows to help them in battle. As their household battles the enemy, the mage stands back and watches the ensuing chaos.
Level 3
Casting Value 17
Range Self
Damage The mage extends their shadow and from it summons their household pets that linger within it. The mage rolls a D10 upon a successful cast.

On a 1-4 roll, the caster summons a bat with 1 HP, a+1 strength modifier, and deals 1 damage upon a successful attack. It has 10 meters movement.

On a 5-9 roll, the caster summons a rat with 2HP, a +2 strength modifier, and deals 2 damage upon a successful attack. It has 8 meters movement.

On a 10, the caster summons a wolf with 3HP, a +3 strength modifier, and deals 3 damage upon a successful attack. It has 6 meters movement.

The caster rolls a normal D20 and adds the + modifier to determine the success of a summon attack. Their household will take it's turn(s) after the caster's.

Critical Failure The caster overextends their shadow and hurts themselves in retaliation. The caster takes D2 damage.
Critical Success The summoned creature is doubled.
Red Lines This spell cannot be activated if a summon is already active. The caster cannot actively attack the target the summons is attacking.
Bloody Siphon
The caster sacrifices a sanguine charge, and creates an orb of blood that floats in the air in a set place, any creature near this siphon will have their blood forcefully extracted through the pores of their skin. The mage can eventually absorb this siphon.
Level 4
Casting Value 17
Range Self
Damage The caster creates a floating orb of blood on the space they are standing on, that lasts for D3+2 rounds. Any enemy within 8 meters of the orb will lose 1 HP at the start of their turn.

Once the siphon ends naturally, or the mage retracts it, they heal half of the damage the siphon dished out, rounded down.

Magical attacks can attack the siphon to end it early. The siphon has 3 HP.

Critical Failure The siphon is not tuned well enough and starts absorbing blood from everyone in the radius. Including the caster and their allies. The siphon cannot be absorbed and collapses after 3 rounds or when destroyed.
Critical Success The siphon's range is increased to 10 meters
Red Lines The spell costs 1 sanguine charge. Only one siphon can be active at a time.
True Form
When the moon shines in all its glory at night, the mage can take flight! While pouring charges of blood over their body, the mage can grow an excellent pair of wings on their back.
Level 5
Casting Value 20
Range Selfcast
Damage The mage douses their back in charges of their Sanguine Relic, sprouting wings from their back and gaining additional health and speed for D5+3 rounds.

The caster can hover mid-air with these wings by emoting they do so. They'll be at least 5 meters in the air where they stand.

The caster doubles their movement speed as long as they're airborne, and they gain 5 max HP for the duration of the spell. Once the spell ends, any access HP above the caster's max HP is lost.

Melee attacks cannot hit the caster while they are airborne. While airborne, the caster gains a +2 to saving rolls against physical projectiles. Magic attacks against the caster do an additional 2 damage per successful attack while the caster is airborne.

Critical Failure The spell doesn't work, and the mage feels immense pain in their back, causing 3 damage. The mage will have to wait for 3 rounds before attempting to recast this spell.
Critical Success The spell lasts for the max duration.
Red Lines This spell costs 2 sanguine charges to cast.

This spell can only be used at night and cannot be cast upon others. The wings cannot be used as a weapon. Other abilities can be used while this spell is active. The mage cannot carry people while flying.

House of Beasts Spells

Strengthen Muscles
The caster fortifies their blood in their arms, allowing them beast-like strength to crush their enemies or climb up surfaces a little higher, though they will lose some speed due to their increased weight.
Level 1
Casting Value 13
Range Self
Damage The caster uses the power from their relic to strengthen their forearms, granting them increased strength and defense for D3 rounds. The caster gets a +2 boost in strength and defense, offering up speed as the caster's movement speed is halved and rounded down.

The caster can spend a sanguine charge to enhance the benefits of this spell, providing a +3 boost for D2+1 rounds.

Critical Failure The caster strains their muscles too much, wasting their relic power.
Critical Success The caster also boosts their leg muscles slightly; their movement is no longer halved.
Red Lines The caster can climb up smaller ledges using this spell due to their strength. They're able to climb 3 blocks instead of 1. For this, a staff member must spectate the cast, and they will let you up the ledge.

The enhanced version of this spell costs 1 sanguine charge. The enhanced version instead grants 5 blocks worth of climbing range.

Bestial Ground Claws
The caster sticks their claws into the ground and slashes upwards, creating 3 massive gushes of force that soar towards enemies.
Level 2
Casting Value 14
Range 8 meters
Damage The caster puts their claws into the ground, flinging them upwards as 3 long slashes of raw force slice anything in their path.

The slashes travel in a 8x3 area forwards, with only 1 slash per row. If the slash hits a person, it will stop at that person.

Each slash deals D2+2 damage.

Critical Failure The caster gets their hand stuck in the ground and cannot move for 1 round.
Critical Success The attack power of the slash is increased, and the spell deals D3+2 damage.
Red Lines
Feral Fist
A perfectly cultivated strike, the fist is engulfed with energy from the caster’s tear and a powerful blow can be unleashed.
Level 2
Casting Value 14
Range 4 meters
Damage The punch is similar to a kinetic blast. It deals 2 damage and knockback that pushes a single target away by D6+2 blocks.

A sanguine charge can be used to boost the spell's effect and deal D3+2 damage instead.

Critical Failure The caster charges too much energy to their fist and ends up stunning themself for a round, unable to attack but still defend.
Critical Success Knockback distance is charged to its maximum range.
Red Lines If the target is within 1 meter of the caster, the attack deal 1 extra damage.
Beastkin Howl
The caster invokes magic in their voice, calling out towards the wide world and calling for their kin to help them out in battle.
Level 3
Casting Value 17
Range Self
Damage When the caster is successful in casting this spell. A Lycan-thrall will arrive in D2 rounds.

Once the Lycan-thrall arrives, they look like a half-human, half-beast monster that fights with claws.

The Lycan-thrall has 3 HP and will flee after reaching 0 hp. It has a +2 on attack and +1 on defense. They cannot defend themselves from magical or ranged attacks. It has two claw attacks, each dealing D2 damage. It has 6 meters movement.

The caster rolls a D20 and adds the bonus for the action of the Lycan-thrall. Its turn is directly after the caster's.

Critical Failure The caster calls forth an enemy beast that bites them and deals 2 damage before running off.
Critical Success The caster calls forth a Lycan-thrall near the caster's location, instantly appearing.
Red Lines The caster rolls for the Lycan-thrall, and only one Lycan-thrall can be active at a time.
Regeneration
The caster uses blood from their relic to heal themselves up and close any open wounds.
Level 3
Casting Value 15
Range Self
Damage The caster wields the energy to heal themselves for 2HP at the end of their turn for D2+1 rounds. The bleeding effect will be stopped if the spell was cast successfully.
Critical Failure The caster fails to control the voidal energy contained in the spell and starts taking 1 damage at the end of their turn for D3 rounds.
Critical Success The spell was cast steadily and will last for 3 rounds instead of D3 rounds.
Red Lines This spell costs 1 sanguine charge. Healing is very tasky, the caster cannot attack while healing and the healing will stop if the caster takes damage. The caster can still move and defend.
Hunting Grounds
The mage extracts a use from their Sanguine relic to create a hunting ground that their targets can enter but cannot leave. If a person tries to leave the hunting grounds forcibly, they will be struck by bloody thorns.
Level 4
Casting Value 17
Range 10 meters
Damage The mage creates an area of 10 blocks all around them for D4+1 rounds. While in this area, the caster gains +1 to strength rolls for every 2 victims trapped in said radius.

Anyone who enters this area will be slowed by -2 meters and cannot freely leave the 10-meter radius before the spell ends or the caster allows it.

Those who wish to leave forcibly will have to roll a D20 agility and roll over a 12; otherwise, they are stopped at the edge of the grounds and take 1 damage.

Critical Failure The use of the sanguine relic is wasted, and the caster is stunned for 2 rounds, unable to attack, defend or move to recover their energy.  
Critical Success The hunting grounds are more potent, requiring an agility roll over 15 to escape its edge.
Red Lines The hunting grounds will be canceled by the Hallowed Grounds of the lunarmancers.
True Beast
The mage attains a full grasp of their powers when the moon glows brightly in the night sky. They grow taller, stronger, and faster to embrace their inner beast fully. After the mage casts this spell, they will lose their rationality and attack a friend or foe.
Level 5
Casting Value 20
Range Self
Damage The mage turns into a beast of their description by soaking themselves with charges from their sanguine relic. The mage gains a health, strength, defense, and speed bonus for D5+5 rounds.

The mage gets +5 HP and max HP for the duration (health above their original max HP disappears at the end of the duration), as well as +3 Strength and +2 Defense. In this form, the mage takes half damage, rounded up from mundane physical attacks, but they still take full magic damage. The mage may move 6+D9 Agility meters per movement phase.

The mage loses rationality on who is a friend and a foe, attacking those closest to them, only switching targets to people who have attacked the mage since transforming.

Critical Failure The mage grows to unbearable proportions and faints under stress. They may lose all functionality in a limb after transforming back.
Critical Success The spell lasts for the maximum amount of rounds.
Red Lines The spell costs 2 sanguine charges. it can only be cast during the night. Abilities can still be used while the spell is active.

House of Blood Spells

Hemoplague
The caster creates a ball of blood using a charge from their relic, this ball of blood can erupt and cover a minor area, causing all affected by the blood to be more vulnerable.
Level 1
Casting Value 12
Range 15 meters
Damage The caster uses a charge of their Sanguine Relic to create a ball of blood. They launch this ball at a certain target or location and make it explode, causing all who were standing in the 3x3 area to be inflicted by the Hemoplague.

The hemoplague causes targets to feel weakened, and their constitution lowers, giving them a -3 on all saving rolls for D3+1 rounds.

Critical Failure The hemoplague falls upon the caster, giving them a -3 on all saving rolls for 2 rounds.
Critical Success The hemoplague has the maximum effect of 4 rounds.
Red Lines This spell costs 1 sanguine charge to cast.
Greedy Blood Collector
The caster imbues their Sanguine Relic with the power to collect blood that is shed during the battle. When either side takes damage, the Sanguine Relic slowly fills up.
Level 2
Casting Value 14
Range Self
Damage The Sanguine Relic starts collecting blood from the battle for D4 rounds.

Every 5 damage during the spell's active time will restore one blood charge.

Critical Failure The Sanguine Relic will lose one charge instead of filling.
Critical Success The spell stays active for the max duration.
Red Lines The caster needs at least 1 sanguine charge in their Relic to cast this spell.
Ichor Boost
The caster temporarily infuses a target with tainted blood from Hemon, empowering them by mimicking the natural talents of Eden’s races.
Level 2
Casting Value 12
Range 15 meters
Damage The caster empowers a target of choice with ONE of the following effects for d3+2 rounds:

Orcish Might: +2 to Strength rolls.

Denur Resilience: +2 to Defense rolls.

Halfling Speed: +2 to Agility rolls.

Azari’cill Cunning: +2 to Intelligence rolls.

A sanguine charge may be expended to increase the duration of the spell to d3+3, and the stat boost by +1.

Critical Failure The caster suffers a -1 to all stats for d2 rounds.
Critical Success The target receives an additional +1 in the chosen stat.
Red Lines Each mage may only have one instance of this spell active at a time. A target already under the effect of this spell may not be targeted with it again. The caster may not target themself with this spell. The bonus to intelligence does not apply to spellcasting or unbinding rolls.
Mosquito Swarm
The caster summons a swarm of mosquitos from their tear and imbues them with the power of blood. The mosquitos become increasingly hungry and agitated, attacking their target.
Level 2
Casting Value 16
Range 20 meters
Damage The caster creates a swarm of mosquitos that attacks its target and cannot be blocked.

The swarm will stay on the field for D3+3 rounds or until they are taken out with an AOE attack.

The swarm does 1 damage per round. The target takes an additional 2 damage every time they're hit 3 times with the spell.

Critical Failure The caster calls forth an angry mob of mosquitos that deal 2 damage before returning in the tear.
Critical Success The mosquitos stay for the longest time if they are undisturbed.
Red Lines Only one swarm can be on the same player.
Crimson Lining
The mage pours a charge of blood over their hand, as strings, thinner than a hair, are created between them and their target. The strings bind them to their target, making them unable to move away from one another.
Level 3
Casting Value 14
Range 10 meters
Damage The caster binds themselves to the target with strings for D3 rounds, meaning the target cannot freely move away from the caster.

If the target does decide to move away from the target, they take 1 damage per meter traveled.

Critical Failure The caster gets entangled in the bloody threads around them, stumbling and unable to defend or attack the next round.
Critical Success The strings are exceptionally made and stay for the maximum amount of rounds.
Red Lines This spell costs 1 sanguine charge.
Crimson Volley
The mage creates several balls of blood from the blood siphoned from their Relic. They can fire these balls at single or multiple enemies at once. As these shots soak the bodies of the mage's targets, it also damages them intensely.
Level 3
Casting Value 15
Range 15 meters
Damage The mage creates D3 balls of blood that can be shot at a target or multiple targets from a distance.

Each shot deals D2 damage on hit and coats the target in their blood.

Critical Failure As the balls begin to form, they collapse on top of the caster, coating them in blood and slowing their movement by 3 meters for 1 round.
Critical Success The mage creates all 3 balls instead of D3.
Red Lines If the caster shoots more than 1 orb at the target, they only roll spell defense once against the caster's casting roll.
Bloodless
The caster empties its Sanguine Relic with the last of its charges. Causing a great outburst of blood droplets to venture outwards from the caster in a full circle. The blood drops cause damage and coating.
Level 4
Casting Value 18
Range 10 meters
Damage The caster empties its Sanguine Relic of its remaining charges. Each charge adds 1 damage to the casting. The charges fly outwards haphazardly in a circle of 10 meters around the caster. Those hit by the spell are coated by the blood as well.
Critical Failure The caster empties the Relic of its charges, but the blood is shot upwards, through the caster, falling in the rain and dealing D2 damage to anyone in a 2-meter radius of the caster. The caster takes D4 damage.
Critical Success The maximum range of the spell is increased to 15 meters.
Red Lines This spell uses all the remaining charges in the Relic.

Both allies and enemies in the area have to roll defense.

Vitality Link
The caster sends forth a sharp thin string of solid blood that hinges inside a target. The other end of the string is hinged into another target or the caster themselves. The two entities that are linked share the damage they take.
Level 4
Casting Value 15
Range 10 meters
Damage The caster shoots a string of condensed blood from their Sanguine Relic costing a charge towards a single target or towards two targets, linking their vitalities for D3+2 rounds.

If the target is a single target, then only the target rolls to defend against the spell. If successful, the mage shares the damage they take with this single target.

If there are two targets, then both targets roll a D20 intelligence. They resist the spell if the combined number is 21 or above. If they fail to resist the spell, then they will share the damage among themselves.

If the damage number is not an even number, then the attack's target takes the extra point of damage. (For example, 3 damage is shared 2 to 1, the target taking more damage.)

Critical Failure A Sanguine Relic charge is lost, and the mage is stunned for 1 round.
Critical Success The spell lasts for the maximum duration.
Red Lines This spell costs 1 sanguine charge. Only 1 link can be active at the same time.
Heir of Blood
The caster opens a tear connected to the blood pool within the House of Blood in Lilith. Blood comes out of the tear covering everyone and anything in a large radius of the tear. The caster becomes one with this blood and can move freely to any spot that is covered within the area.
Level 5
Casting Value 20
Range 20 meters
Damage The caster opens a new tear connected to a blood pool within Lilith. This will cover the field within a 20-meter radius of the tear in all directions for D4+4 rounds.

The caster can dissolve themselves within this blood and appear anywhere on the battlefield using the bloody terrain. When the caster moves in this way, their sanguine relic gains a charge. The caster can roll intelligence for every defense type inside this bloody terrain.

Critical Failure The caster opens the pool, but the tear quickly loses stability and implodes, causing an acidic blood explosion that deals 5 damage to anyone within a 2-meter reach of the tear. The caster at ground zero of the implosion area is at risk of losing a limb.
Critical Success The terrain lasts for the maximum amount of rounds.
Red Lines A Gamemaster is required to attempt casting this spell. The spell can only be attempted to cast once every OOC week.

Additional Abilities

Stolen Vitality (Hemomancy)
The mage sustains themself through wounds on the battlefield. Blood spilled in the heat of battle is absorbed by the mage to return their own vitality.
Range Self
Effect Once activated, the caster heals 1 HP at the end of the round if anyone including the caster was damaged that round. The effect lasts for 3 rounds after activation.
Red Lines This ability can be activated once per battle. The ability will only heal 1 HP per round, no matter how many people got hurt. The usage of this ability is not directly visible.


Bloody Nails (House of the Night)
The mage can elongate their nails using the blood from under them, turning their hands into slashing weapons. If the caster assaults a target enough, they may gain some life from the bloodshed. This effect is more potent at night.
Range Self
Effect The mage creates long nails from their blood that sprout from their original nails. These nails can be used for unarmed combat and add +1 damage to every successful strike.

If the ability is used at night, the mage increases their melee range to 5 meters. If 3 hits land in a row, then the caster regains 1HP.

Red Lines At lvl 10 Hemomancy, this ability will always be active, and you need to perform a successful D20 int roll to hide the nails in public. If the mage rolls a 7 or above they can retract their nails back into their body.


Crimson Eyes (House of the Night)
When one becomes a mage of this house, they obtain the ability to grow a membrane around their eyes, allowing for advanced vision in the darkness and super bright areas. Additionally, the membrane protects the mage from having to deal with things like sand getting stuck in their eyes.
Range Self
Effect The mage gets night vision, heat vision and an immunity to blindness caused by sunlight, darkness, or solid objects.
Red Lines This ability stays active for up to 1 hour or 5 combat rounds if activated during CRP. Corrosive substances or lunarmancy magic can still cause blindness to hemomancers.


Blood Sucker (House of the Night)
The mage gains the ability to regain life forces from consuming blood. They can expend one charge of the Sanguine Relic or bite someone else in their neck to gain life force. They can also bite someone and fill up a charge of the Sanguine Relic instead.
Range Touch
Effect The mage consumes one charge on the Sanguine Relic or some blood in equal amounts from a willing target and regains D2 life points. They can bite an unwilling target if they roll higher than the target. Instead of healing themselves, they can also fill the Sanguine Relic with a charge.
Red Lines This ability requires one action turn to be activated. The mage can't use this ability to fill the relic with their blood. The mage can't heal themselves with their blood.


Vampiric Skin (House of the Night)
The mage has gained full control over the composition of their blood, making them able to concentrate the iron within their blood under their skin. Next, they also gain the ability not to bleed when slashed, and their open wounds close after 2 rounds of combat with any weapon not made of silver. If it were silver, the bleeding would continue.
Range Self
Effect The vampire gains 2 health points.
Red Lines If the weapon the mage was hit with was made out of silver, the mage would be unable to heal this damage.


Vampiric Hover (House of the Night)
While falling from great heights, the mage can stop right before hitting the floor, taking near to no fall damage in the process.
Range Self
Effect The mage is immune to fall damage.
Red Lines The ability can only be activated if the mage is conscious.


Claws (House of the Beast)
The mage uses their corrupted blood to turn their hands into ferocious claws that are hard as steel. Capable of clashing with swords and causing nasty cuts on a target.
Range Self
Effect The caster turns their hands into claws, dealing an extra +1 damage on every successful unarmed hit. The claws are dense as steel and can cause nasty slashes. If the caster successfully hits a target 3 times in a row with the claws, the target starts bleeding and will lose 1 additional HP.
Red Lines At lvl 10 Hemomancy, this ability will always be active, and you need to perform a successful spell effectiveness roll to hide the claws in public.


Preying Scents (House of the Beast)
The nose of the mage turns into a fine-tuned prey-finding machine. The caster can easily track their target within a decent range. The ability only works if there are not too many scents interfering.
Range 50 meters
Effect The mage is aware of any prey within 50 meters of them.
Red Lines This ability doesn't work in crowded areas such as towns and cities.


Protective Coat (House of the Beast)
The caster is in tune with their animalistic features of themselves. Depending on their choice, they can instantly grow a layer of fur or scales.
Range Self
Effect The caster grows a skin or pelt of the creature of their desire.

They may choose from a scaled coat which will give them +2 to defense rolls.

They may choose from a fur coat that will give them +2 HP over their max amount.

They may choose from a spiked coat that will give them a +2 to melee rolls.

Once a coat has been activated, it stays for 5 rounds, unable to use the ability again for 2 OOC hours.

Red Lines The caster cannot swap between skins.

If the caster has a scaled coat, they take +1 damage from melee attacks. If the caster has a fur coat, they take +1 damage from fire attacks. If the caster has a spiked coat, they take +1 damage from ranged mundane attacks.


Fight or Flight (House of the Beast)
The caster turns their hands and feet into those of an animal of their choosing. Increasing their movement speed.
Range Self
Effect The caster turns their hands and feet into that of an animal. The caster is now able to move 6+D8 agility blocks. Canceling the transformation takes an action phase.
Red Lines The caster can only attack unarmed in this form. It can be combined with the Claws ability.


Apex Instinct (House of the Beast)
The caster is fully in tune with their beast instincts, allowing them to sense danger instantly and get ready for action.
Range Self
Effect This ability is always active; users have two action phases in their first round when they enter CRP. They are always able to move first in CRP.
Red Lines If there are others with the move first ability, the people with the ability roll initiative first.


Blood Flame (House of Blood)
The caster controls their blood so that their blood becomes combustible. If the mage was hurt in the melee range of an enemy, the blood would have spread to them. The caster can decide when to combust their blood on will.
Range This Mage's blood stains
Effect The caster's blood is dangerous and combustible using a special blood composition. Anyone who lands a melee-attack on the mage will be coated in their blood. Upon activation, anyone stained by the caster's blood will receive the burning effect.

Once the ability has been activated, there is a 5-round cooldown until it can be activated again.

Red Lines This effect can not be used to burn blocks.




Magic
Elemental Magic Pyromancy · Aquamancy · Aeromancy · Geomancy
Chaotic Magic Hemomancy · Necromancy
Other Magic Currently None