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 own blood and fills it with the corrupted, voidal blood of the servants of the Midnight Aristocracy.

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 4 Sessions 60 Minutes
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 3 Weeks
Lvl 4 to Lvl 5 Self-Study 3 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 3 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

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 3x15 area. Everyone in that area will be hit by the attack and take 1 damage per needle.

The casting roll is the value that the defender needs to beat. 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 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, spreading the blood in a 5x3 area in front of them. Any targets in that area will get corrosive blood in their eyes and be blinded for D3 turns. The caster takes 1 damage.
Critical Failure The gush is too deep, causing the caster to panic and lose control of the blood, taking 1 damage still.
Critical Success The targets hit with this spell will take 1 damage from it.
Red Lines You need a bladed weapon to cut open your hand. 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.

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

The brand stays for 1 OOC day until it automatically erodes.

Critical Failure The caster fails to implant a brand and just lightly pinches its target.
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 walks over this block, the seed will pierce upwards, piercing the foot of whatever stood on it and dealing 1 damage for every round the enemy is standing on the seed.

The target that gets pierced will be stuck in place for 1 round.

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

Critical Failure The seed refuses to form, dissolving into a few drops of blood.
Critical Success The seed will live up to 5 turns without anyone stepping on it.
Red Lines A maximum of 3 seeds can be active at once.
Blood Bolt
The caster concentrates their blood inside an orb that shoots a powerful bolt toward an enemy. Those hit with the bolt is 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. The targets successfully hit are covered in blood, losing 1 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 1 movement.
Critical Success The bolt deals 2D2 damage.
Red Lines
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 stops the blood flow of their enemy for D2 turns.

When the spell ends, the target takes damage equal to half the damage they took during the turns 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 turns.
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 their ribs spike out of their body. 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 turn 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.
Seal Limb
The caster controls the enemy's blood to a limited extent, causing one of the enemy's limbs to become unusable.
Level 3
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.
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, and with every action they move more than 3 blocks, they will take D3 damage. This effect will stay for 2 turns.
Critical Failure The spell does nothing, but as a reaction to this failure, the caster can fill up their Relic with their own blood, restoring one charge and dealing D3 damage to the caster.
Critical Success The opponent's skin hardens to its fullest extent, making the damage, instead of a D3, a D4 per 3 blocks.
Red Lines This spell costs one charge of blood to cast.

The movement is calculated from the exact point the target was cursed. Only 2 targets can be cursed with this spell at once. 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 14
Range Selfcast
Damage The mage creates a weapon the size of a sword and can use it in combat. This weapon grants healing for every attack it hits an opponent with while doing the usual damage to the opponent, and the caster heals half the damage they inflict, rounded down 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 a butter knife that does 1 damage per successful attack.
Critical Success The weapon the mage has created with their own 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 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, allies can thread as they please.
Level 5
Casting Value 20
Range 15 meters
Damage The caster creates a field of blood flowers around themselves in a 15x15 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 backward 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 A loremaster 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 1 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
Critical Failure The spell fails, but the mage can use a charge of their Relic to regain D2 HP
Critical Success The wounds, instead of just opening, also worsens. The enemy takes 2 damage, while healing is the same.
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 5 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 stays for D3+2 rounds and fills the room.

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

In an open area, the spell stays for D3 rounds in an area of 5x5, more 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 as their adorable pets take on the enemy.
Level 3

 - House of Night

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.

On a 5-9 roll, the caster summons a rat with 2HP, a +2 strength modifier, and deals 1 damage upon a successful attack.

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

The caster rolls a normal D20 and adds the + modifier to determine the success of a summon attack. If 2 summons is spawned, they will attack twice in the mage’s stead.

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 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

 - House of Night

Casting Value 17
Range Self
Damage The caster places down a siphon on the space they are standing that lasts for D3+2 turns. Any enemy within 3 meters of this siphon will lose 1 HP per round they are near it.

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 turns or when destroyed.
Critical Success The siphon’s range is increased to 5 meters
Red Lines 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 a charge 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 a charge of their Sanguine Relic, sprouting wings from their back and gaining additional health and speed for D5+5 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.

Physical attacks cannot hit the caster while they are airborne. While airborne, the caster has a +2 resistance for defending 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 D3 damage. The mage will have to wait for 3 turns before attempting to recast this spell.
Critical Success Upon casting, the mage is boosted 5 blocks into the air and can fly for D15 rounds.
Red Lines This spell costs 1 charge of blood 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.
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.
Bestial Ground Claws
The caster sticks their claws into the ground and slashes upwards, creating 3 massive gushes of energy that soar towards enemies.
Level 2
Casting Value 14
Range 7 meters
Damage The caster puts their claws into the ground, flinging them upwards and creating a little hole in the ground. From the flinging come 3 long slashes of energy that will slice anything in their path.

The slashes travel in a 3x7 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 Cannot cause permanent damage with this spell.
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 helper will arrive in D2 turns.

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

The helper has 3 HP and will flee after reaching 0 hp. The helper gets a +2 on attack and +1 on defense. They cannot defend themselves from magical or ranged attacks.

The caster rolls a D20 and adds the bonus for the action of the helper. The helper acts directly after the caster.

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 helper near the caster's location, instantly appearing.
Red Lines The caster rolls for the helper, and only one helper can be active at a time.
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 16
Range 10 meters
Damage The mage creates an area of 10 blocks all around them for D4+1 turns.

Anyone who enters this area cannot 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 they 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, and anyone who tries to leave will be stopped and take 1 damage regardless.
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 fully embrace their inner beast. 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 a charge of the sanguine relic. The mage gets great health, strength, defense, and speed bonus for D5+5 rounds.

The mage gets +5 HP and +3 Strength +2 Defense on their rolls. In this form, the mage takes half damage, rounded up from physical attacks, but they still take full magic damage or ranged damage.

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 the 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 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 or defense rolls for D3+1 turns.

Critical Failure The hemoplague falls upon the caster, giving them a -3 on all saving or defense rolls for 2 turns.
Critical Success The hemoplague has the maximum effect of 4 turns.
Red Lines This spell costs 1 Relic 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 16
Range Self
Damage The Sanguine Relic starts collecting blood from the battle for D5 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 maximum amount of time.
Red Lines The caster needs at least 1 blood charge in their Relic to cast this spell.
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 turns until they are taken out with an AOE attack.

The swarm does 1 damage per turn. 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.
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 8 meters
Damage The caster empties its Sanguine Relic of its remaining charges. Each charge adds D2 damage. Up to a maximum of D6 damage. The charges fly outwards haphazardly in a circle of 8 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 a 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 10 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 themself. 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 the 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, recovering their energy.
Critical Success The spell lasts for the maximum duration.
Red Lines Only 1 link can be active at the same time.
Heir of Blood
The caster opens a tear connected to the blood pool that existed 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 15 meters
Damage The caster opens a new tear connected to a blood pool within Lilith. This will cover the field within a 15-meter radius of the tear in all directions for D5+3 rounds.

The caster can dissolve themselves within this blood and appear anywhere on the battlefield using the bloody terrain.

The caster can roll intelligence for every defense type while 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 Loremaster is required to attempt casting this spell. The spell can only be attempted to cast once every OOC week.

Additional Effects

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