Hemomancy: Difference between revisions

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m (Altered a very underpowered lvl 4 spell)
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|Desc = 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.
|Desc = 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
|Level = 4
|Casting = 16
|Casting = 17
|Range = 10 meters
|Range = 10 meters
|Damage = The mage creates an area of 10 blocks all around them for D4+1 rounds.
|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 cannot leave the 10-meter radius before the spell ends or the caster allows it.
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.
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.
|Fail = 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.  
|Fail = 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.  
|Succ = The hunting grounds are more potent, and anyone who tries to leave will be stopped and take 1 damage regardless.
|Succ = The hunting grounds are more potent, requiring an agility roll over 15 to escape its edge.
|RedLines = The hunting grounds will be canceled by the Hallowed Grounds of the lunarmancers.
|RedLines = The hunting grounds will be canceled by the Hallowed Grounds of the lunarmancers.
}}
}}

Revision as of 01:23, 14 March 2023

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 three weeks of self-studying the magic. Once level four is reached, the cooldown is renewed, and the mage will reach level five after an additional three weeks. After this, they get to join one of the houses of the Midnight Aristocracy.


Level Increase Required Sessions Req. Session Length
Lvl 0 to Lvl 1 1 Session Event
Lvl 1 to Lvl 2 4 Sessions 60 Minutes
Lvl 2 to Lvl 3 4 Sessions 60 Minutes
Lvl 3 to Lvl 4 Self-Study 2 Weeks
Lvl 4 to Lvl 5 Self-Study 2 Weeks
Lvl 5 to Lvl 6 Self-Study 2 Weeks
Lvl 6 to Lvl 7 Self-Study 2 Weeks
Lvl 7 to Lvl 8 Self-Study 2 Weeks
Lvl 8 to Lvl 9 Self-Study 2 Weeks
Lvl 9 to Lvl 10 Self-Study 2 Weeks

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 2 OOC weeks. This can be done throughout the whole year.

Bonding trials are still required to level up between each level, but spellcasters can request those themselves after they move on to self-studying.

Progression - Hemomancy

Base Spell Progression

Level Unlocked Spells Abilities/Bonuses
Lvl 1 - Initiate 2 lvl 1 spells. No spellcasting bonuses.
Lvl 2 - Bloodless initiate 3 lvl 1 spells. +1 spellcasting bonus
Lvl 3 - Red cultist 4 lvl 1 spells, 2 lvl 2 spells +1 spellcasting bonus. The spellcaster unlocks the Ichor Friend ability.
Lvl 4 - Red cultist veteran 4 lvl 1 spells, 3 lvl 2 spells +1 spellcasting bonus
Lvl 5 - Hemomancer 4 lvl 1 spells, 3 lvl 2 spells, 2 lvl 3 spells. +2 spellcasting bonus. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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.
Lvl 7 - Devout Follower 4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 1 lvl 4 spell +2 spellcasting bonus.
Lvl 8 - Red Preacher 4 lvl 1 spells, 3 lvl 2 spells, 3 lvl 3 spells, 2 lvl 4 spells +3 spellcasting bonus. 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.
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.

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 an LM or GM.

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

House of Night Spells

House of Beasts Spells

House of Blood Spells

Additional Abilities

Ichor Friend (Hemomancy)
The mage can freely control small amounts of blood to do their bidding, having them float around in an area or creating small familiar from the blood. The familiars can be used in battle to absorb 1 HP of damage. Then they will turn into a bloody puddle and won't reactivate until the caster can use the ability again.
Range Self
Effect The caster can control blood to do small things or make blood familiar. The blood familiar can take up to 1 HP of damage and disappear until the cooldown refreshes.
Red Lines This ability has a 3-round cooldown in CRP.


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 50 meters
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 bleed from their wounds.


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 defense.

They may choose from a fur coat that will give them +2 HP.

They may choose from a spiked coat that will give them a +2 attack.

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 sword 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 long-ranged attacks, excluding spells.


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 hand and feet into that of a wolf or bear. 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 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 Touch
Effect The caster's blood is dangerous and combustible using a special blood composition. If a target has gotten this blood on them through RP or CRP, the hemomancer can ignite the blood, causing a burning effect on all those affected.

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