Sangromancy - Blood magic
Nov 3, 2023 15:07:51 GMT -6
Post by insertnamehere on Nov 3, 2023 15:07:51 GMT -6
New spell keyword
Bloody: This spell can't trigger Psychic Phenomena, instead suffer the Blood Loss condition whenever you would trigger Psychic Phenomena. Triggering Phenomena while already having Blood Loss triggers the Blood Loss d10 roll at the end of casting. You still need to roll Blood Loss per round as normal. If you are a Vampire, you lose a number of Vitae equal to the spells level instead. Otherwise, if you are immune to Blood Loss you cannot cast this spell
Sangromancy 1
Blood Bullet
Test: Sangromancy + Wisdom
Target Number: 15
Action: Half Action
Keywords: Attack, Bloody, Combo-OK, Ranged Touch, Somatic
Duration: Instant
Globs of blood spurt from the casters fingers and towards a target within 30m dealing 2k2 damage. If you are a vampire, you gain one Vitae if the projectile wounds the target. If the caster has the Blood Loss condition, gain Hit Points equal to half the amount of wounds this attack causes.
Forensics
Test: Sangromancy + Wisdom
Target Number: 15
Action: Half Action
Keywords: Material, Social
Duration: Instant
The caster can glean information about a creature by consuming some of its blood. At a successful casting, you know the age, race, and sex of the target. Every two raises allows you to know more in depth knowledge about the target such as where its been in the last minute, any drugs/poisons/illnesses, or the state of its health (Lightly wounded, Heavily wounded, etc.). At five raises you can instead choose to know what Technique it knows, has any Hero Points, has any active spell or spell-like affects, or even if its Exalted. This spell only gives information about the target up to the point its blood was taken from its body.
Material: a drop of the targets blood
Hemophagia
Test: Sangromancy + Wisdom
Target Number: 15
Action: Half Action
Keywords: Material, Verbal
Duration: 24 hours
The caster is able to entirely subsist on blood for the duration of the spell with 1 pint of fresh blood being enough for one meal. Gain a unarmed Bite attack (1k1 R; Melee; Brawling). If the caster already has a Bite weapon, it gains Tearing.
Material: A leech
Life Sense
Test: Sangromancy + Wisdom
Target Number: 15
Action: Half Action
Keywords: Verbal
Duration: One Scene
The caster automatically knows the location of anyone within 3m and doesn't suffer any blindness penalties when performing an attack against them. For every raise, increase the radius by 1m. This spell has no effect on creatures without blood, like robots, Modrons, or the undead.
Seal Wounds
Test: Sangromancy + Wisdom
Target Number: 20
Action: Half Action
Keywords: Material, Somatic, Touch, Verbal
Duration: Instant
If this spell is used on a target that is suffering from blood loss, the blood loss condition immediately ends.
Material: a spool of thread
Test: Sangromancy + Wisdom
Target Number: 15
Action: Half Action
Keywords: Attack, Bloody, Combo-OK, Ranged Touch, Somatic
Duration: Instant
Globs of blood spurt from the casters fingers and towards a target within 30m dealing 2k2 damage. If you are a vampire, you gain one Vitae if the projectile wounds the target. If the caster has the Blood Loss condition, gain Hit Points equal to half the amount of wounds this attack causes.
Forensics
Test: Sangromancy + Wisdom
Target Number: 15
Action: Half Action
Keywords: Material, Social
Duration: Instant
The caster can glean information about a creature by consuming some of its blood. At a successful casting, you know the age, race, and sex of the target. Every two raises allows you to know more in depth knowledge about the target such as where its been in the last minute, any drugs/poisons/illnesses, or the state of its health (Lightly wounded, Heavily wounded, etc.). At five raises you can instead choose to know what Technique it knows, has any Hero Points, has any active spell or spell-like affects, or even if its Exalted. This spell only gives information about the target up to the point its blood was taken from its body.
Material: a drop of the targets blood
Hemophagia
Test: Sangromancy + Wisdom
Target Number: 15
Action: Half Action
Keywords: Material, Verbal
Duration: 24 hours
The caster is able to entirely subsist on blood for the duration of the spell with 1 pint of fresh blood being enough for one meal. Gain a unarmed Bite attack (1k1 R; Melee; Brawling). If the caster already has a Bite weapon, it gains Tearing.
Material: A leech
Life Sense
Test: Sangromancy + Wisdom
Target Number: 15
Action: Half Action
Keywords: Verbal
Duration: One Scene
The caster automatically knows the location of anyone within 3m and doesn't suffer any blindness penalties when performing an attack against them. For every raise, increase the radius by 1m. This spell has no effect on creatures without blood, like robots, Modrons, or the undead.
Seal Wounds
Test: Sangromancy + Wisdom
Target Number: 20
Action: Half Action
Keywords: Material, Somatic, Touch, Verbal
Duration: Instant
If this spell is used on a target that is suffering from blood loss, the blood loss condition immediately ends.
Material: a spool of thread
Sangromancy 2
Blood Bending
Test: Sangromancy + Wisdom
Target Number: 20
Action: Full Action
Keywords: Attack, Combo-Ok, Saving Throw, Somatic
Duration: Concentration (Half)
The sorcerer uses his control of blood on a target within 10m, contorting and manipulating them like a puppet. This spell has no effect on creatures without blood, like robots, Modrons, or the undead. The target must roll a Arcana + Strength test or be under the sorcerers control. The sorcerer must spend a Half Action to maintain the spell and the target can reattempt the saving throw on its turn. Any attacks the controlled target makes use the sorcerers skills and proficiencies in place of its own with a -1k1 penalty. The target is fully aware of what is happening to it and can still communicate of its own free will.
Draining Touch
Test: Sangromancy + Wisdom
Target Number: 20
Action: Half Action
Keywords: Attack, Combo-OK, Somatic, Touch
Duration: Instant
Make an unarmed melee attack that deals 2k2 damage. Gain Hit Points equal to half the amount of wounds this attack causes. If you are a vampire, you also gain one Vitae for each wound this attack causes.
Humour Rebalance
Test: Sangromancy + Wisdom
Target Number: 20
Action: Half Action
Keywords: Focus, Saving Throw, Touch, Verbal
Duration: Instant
The target gains the Blood Loss condition and any poisons, drugs, or diseases are expunged from their body. This spell has no effect on creatures without blood, like robots, Modrons, or the undead.
Focus: a sharp cutting instrument
Scab Weapon
Test: Sangromancy + Wisdom
Target Number: 20
Action: Half Action
Keywords: Bloody, Somatic
Duration: One Scene
The caster conjures a melee weapon using his own coagulated blood. The weapons rarity is Ubiquitous and every raise on the focus power test increases the rarity by 1 step or you can choose to conjure two weapons, splitting the rarity amongst them (i.e. getting one raise allows you to create 2 Ubiquitous weapons or 1 Very Common weapon). The max raises you can get is equal to your Sangromancy level. If the caster already has a melee weapon he can instead coat the weapon with his blood changing the damage type to Rending and granting the Ripper property or +1k0 damage if it already has it. Alternatively, the caster can create 3 arrows, bolts, etc. for a primitive range weapon when casting the spell. The spell cannot be used conjure weapons that deal Energy damage or have any powered/moving parts. You can only have one effect active at a time. If the caster has the Blood Loss condition the weapon gains +0k1 damage.
Test: Sangromancy + Wisdom
Target Number: 20
Action: Full Action
Keywords: Attack, Combo-Ok, Saving Throw, Somatic
Duration: Concentration (Half)
The sorcerer uses his control of blood on a target within 10m, contorting and manipulating them like a puppet. This spell has no effect on creatures without blood, like robots, Modrons, or the undead. The target must roll a Arcana + Strength test or be under the sorcerers control. The sorcerer must spend a Half Action to maintain the spell and the target can reattempt the saving throw on its turn. Any attacks the controlled target makes use the sorcerers skills and proficiencies in place of its own with a -1k1 penalty. The target is fully aware of what is happening to it and can still communicate of its own free will.
Draining Touch
Test: Sangromancy + Wisdom
Target Number: 20
Action: Half Action
Keywords: Attack, Combo-OK, Somatic, Touch
Duration: Instant
Make an unarmed melee attack that deals 2k2 damage. Gain Hit Points equal to half the amount of wounds this attack causes. If you are a vampire, you also gain one Vitae for each wound this attack causes.
Humour Rebalance
Test: Sangromancy + Wisdom
Target Number: 20
Action: Half Action
Keywords: Focus, Saving Throw, Touch, Verbal
Duration: Instant
The target gains the Blood Loss condition and any poisons, drugs, or diseases are expunged from their body. This spell has no effect on creatures without blood, like robots, Modrons, or the undead.
Focus: a sharp cutting instrument
Scab Weapon
Test: Sangromancy + Wisdom
Target Number: 20
Action: Half Action
Keywords: Bloody, Somatic
Duration: One Scene
The caster conjures a melee weapon using his own coagulated blood. The weapons rarity is Ubiquitous and every raise on the focus power test increases the rarity by 1 step or you can choose to conjure two weapons, splitting the rarity amongst them (i.e. getting one raise allows you to create 2 Ubiquitous weapons or 1 Very Common weapon). The max raises you can get is equal to your Sangromancy level. If the caster already has a melee weapon he can instead coat the weapon with his blood changing the damage type to Rending and granting the Ripper property or +1k0 damage if it already has it. Alternatively, the caster can create 3 arrows, bolts, etc. for a primitive range weapon when casting the spell. The spell cannot be used conjure weapons that deal Energy damage or have any powered/moving parts. You can only have one effect active at a time. If the caster has the Blood Loss condition the weapon gains +0k1 damage.
Sangromancy 3
Bleed
Test: Sangromancy + Wisdom
Target Number: 20
Action: Full Action
Keywords: Attack, Combo-OK, Saving Throw OR Touch, Somatic, Verbal
Duration: One Scene
The caster places a hex on a target within 10m that makes them more vulnerable to bleeding. The target must roll a Arcana + Willpower test. Failure results in the Blood Loss condition causing 1 Fatigue per round or the Medicae TN to stop the Blood Loss increases by 5, chosen at casting. For targets that cannot suffer Blood Loss, they instead are no longer immune to the condition and are now susceptible to anything that would require a target to have blood in order to take affect.
Blood Barrage
Test: Sangromancy + Wisdom
Target Number: 20
Action: Full Action
Keywords: Attack, Bloody, Combo-OK, Ranged Touch, Somatic
Duration: Instant
As Blood Bullet except you fire a number of projectiles equal to your Sangromancy Level. If you are a vampire, you gain one Vitae for each projectile that wounds a target. If the caster has the Blood Loss condition, gain Hit Points equal to half the amount of wounds each attack causes.
Blood Flame
Test: Sangromancy + Wisdom
Target Number: 20
Action: Half Action
Keywords: Bloody, Combo-OK, Material, Somatic
Duration: 1 round per level
The caster alters his blood to become super heated when exposed to open air. Any spells or abilities that utilize your own blood gain the Fire property. If the caster has the Blood Loss condition, any spells or abilities that utilize your own blood gain +1k0 damage and creatures adjacent to you must test against the Fire Condition.
Material: Iron Powder
Sanguine Armor
Test: Sangromancy + Wisdom
Target Number: 20
Action: Full Action
Keywords: Bloody, Somatic
Duration: One Scene
The casters body becomes drenched in a layer of thick blood forming muscle-like armor or profane symbols that provide protection against physical or magical threats respectively. Gain either 1 Armor or Aura, chosen at the time of casting, plus 1 more for every raise on the Focus Power test to a max of double your Sangromancy level. The armor provided by this spell does not stack with nonmagical armor, but it requires no proficiency to use. If the caster has the Blood Loss condition you can have both Armor and Aura active.
Test: Sangromancy + Wisdom
Target Number: 20
Action: Full Action
Keywords: Attack, Combo-OK, Saving Throw OR Touch, Somatic, Verbal
Duration: One Scene
The caster places a hex on a target within 10m that makes them more vulnerable to bleeding. The target must roll a Arcana + Willpower test. Failure results in the Blood Loss condition causing 1 Fatigue per round or the Medicae TN to stop the Blood Loss increases by 5, chosen at casting. For targets that cannot suffer Blood Loss, they instead are no longer immune to the condition and are now susceptible to anything that would require a target to have blood in order to take affect.
Blood Barrage
Test: Sangromancy + Wisdom
Target Number: 20
Action: Full Action
Keywords: Attack, Bloody, Combo-OK, Ranged Touch, Somatic
Duration: Instant
As Blood Bullet except you fire a number of projectiles equal to your Sangromancy Level. If you are a vampire, you gain one Vitae for each projectile that wounds a target. If the caster has the Blood Loss condition, gain Hit Points equal to half the amount of wounds each attack causes.
Blood Flame
Test: Sangromancy + Wisdom
Target Number: 20
Action: Half Action
Keywords: Bloody, Combo-OK, Material, Somatic
Duration: 1 round per level
The caster alters his blood to become super heated when exposed to open air. Any spells or abilities that utilize your own blood gain the Fire property. If the caster has the Blood Loss condition, any spells or abilities that utilize your own blood gain +1k0 damage and creatures adjacent to you must test against the Fire Condition.
Material: Iron Powder
Sanguine Armor
Test: Sangromancy + Wisdom
Target Number: 20
Action: Full Action
Keywords: Bloody, Somatic
Duration: One Scene
The casters body becomes drenched in a layer of thick blood forming muscle-like armor or profane symbols that provide protection against physical or magical threats respectively. Gain either 1 Armor or Aura, chosen at the time of casting, plus 1 more for every raise on the Focus Power test to a max of double your Sangromancy level. The armor provided by this spell does not stack with nonmagical armor, but it requires no proficiency to use. If the caster has the Blood Loss condition you can have both Armor and Aura active.
Sangromancy 4
Blood Ward
Test: Sangromancy + Wisdom
Target Number: 25
Action: Half Action
Keywords: Somatic, Touch
Duration: Concentration (Reaction)
The sorcerer draws a protective rune, often using his own blood, on the recipient to aid them against blood loss. Rolls of 1 for Blood Loss result in 1 Fatigue instead of the usual effects.
Jashin's Curse
Test: Sangromancy + Wisdom
Target Number: 25
Action: Full Action
Keywords: Attack, Bloody, Material, Somatic
Duration: Concentation (Half)
By consuming some of the targets blood, the sorcerer forms an ethereal connection with the target that inflicts the same wounds the sorcerer suffers. While this spell is active, for every 2 wounds the caster suffers the target suffers 1 wound of the same damage type at the same body location (i.e. caster suffers 2 wounds to the Head from a Mithril Hand Weapon, the target suffers 1 wound to the Head as if it was hit with the Mithril Hand Weapon). If the caster has the Blood Loss condition, the ratio becomes 1:1.
Material: A drop of the targets blood
Summon Blood Elemental
Test: Sangromancy + Wisdom
Target Number: 25
Action: Full Action
Keywords: Bloody, Material, Somatic, Verbal
Duration: One Scene
The caster summons an Adamic Elemental made entirely of viscous blood. The Blood Elemental has Regeneration(1). If the caster has the Blood Loss condition the elemental gains Hit Points equal to half the amount of wounds its attacks cause unless the target its attacking doesn't have any blood, like robots, Modrons, or the undead.
Material: 1 liter of blood
Wergild
Test: Sangromancy + Wisdom
Target Number: 25
Action: Free Action
Keywords: -
Duration: Instant
The sorcerer invokes the power of his blood to aid in spell casting. The next spell the sorcerer casts gains the Bloody keyword and in place of any Material components the sorcerer can choose to suffer wounds equal to the spells level. Wergild does not affect spells that already have the Bloody keyword. If the caster has the Blood Loss condition, the Focus keyword can be ignored unless the focus is a weapon.
Test: Sangromancy + Wisdom
Target Number: 25
Action: Half Action
Keywords: Somatic, Touch
Duration: Concentration (Reaction)
The sorcerer draws a protective rune, often using his own blood, on the recipient to aid them against blood loss. Rolls of 1 for Blood Loss result in 1 Fatigue instead of the usual effects.
Jashin's Curse
Test: Sangromancy + Wisdom
Target Number: 25
Action: Full Action
Keywords: Attack, Bloody, Material, Somatic
Duration: Concentation (Half)
By consuming some of the targets blood, the sorcerer forms an ethereal connection with the target that inflicts the same wounds the sorcerer suffers. While this spell is active, for every 2 wounds the caster suffers the target suffers 1 wound of the same damage type at the same body location (i.e. caster suffers 2 wounds to the Head from a Mithril Hand Weapon, the target suffers 1 wound to the Head as if it was hit with the Mithril Hand Weapon). If the caster has the Blood Loss condition, the ratio becomes 1:1.
Material: A drop of the targets blood
Summon Blood Elemental
Test: Sangromancy + Wisdom
Target Number: 25
Action: Full Action
Keywords: Bloody, Material, Somatic, Verbal
Duration: One Scene
The caster summons an Adamic Elemental made entirely of viscous blood. The Blood Elemental has Regeneration(1). If the caster has the Blood Loss condition the elemental gains Hit Points equal to half the amount of wounds its attacks cause unless the target its attacking doesn't have any blood, like robots, Modrons, or the undead.
Material: 1 liter of blood
Wergild
Test: Sangromancy + Wisdom
Target Number: 25
Action: Free Action
Keywords: -
Duration: Instant
The sorcerer invokes the power of his blood to aid in spell casting. The next spell the sorcerer casts gains the Bloody keyword and in place of any Material components the sorcerer can choose to suffer wounds equal to the spells level. Wergild does not affect spells that already have the Bloody keyword. If the caster has the Blood Loss condition, the Focus keyword can be ignored unless the focus is a weapon.
Sangromancy 5
Boiling Blood
Test: Sangromancy + Wisdom
Target Number: 30
Action: Full Action
Keywords: Attack, Combo-OK, Ranged Touch, Somatic
Duration: Instant
You super heat the blood of a living creature causing its body to expand resulting in agonizing pain. This spell has no effect on creatures without blood, like robots, Modrons, or the undead. The target suffers 6k4 Energy damage and becomes stunned for 1 round. Any creature that is killed by this spell violently explodes, showering those nearby in scalding hot gore and shrapnel's of bone, dealing 3k3 Explosive damage within Blast(X), with X being half the creatures size (rounded up).
Exsanguination
Test: Sangromancy + Wisdom
Target Number: 30
Action: Full Action
Keywords: Attack, Bloody, Combo-OK, Saving Throw, Somatic
Duration: Instant
The sorcerer ushers all blood within 10m towards him causing a great deluge of vital fluids. This spell has no effect on creatures without blood, like robots, Modrons, or the undead. Everyone within the radius must roll a Arcana + Constitution test or lose half of their remaining hit points, granting you Hit Points equal to half the amount of wounds this attack causes. Those at 0 Hit Points suffer 1 critical impact damage to the Body. If you are a vampire, you gain one Vitae for each wound this attack causes. If the caster has the Blood Loss condition, Hit Points gained through this spell turn into temporary Hit Points when you are at your maximum Hit Points. These temporary Hit Points are lost first and do not stack with themselves or other sources of temporary Hit Points.
Fingers of Yaldabaoth
Test: Sangromancy + Wisdom
Target Number: 30
Action: Full Action
Keywords: Bloody, Verbal
Duration: One Scene
The sorcerer chants a foreboding incantation, supposedly to a long forgotten god of flesh and bone, causing his chest cavity to rupture and large, crimson tentacles made of blood and viscera slither out. For every appendage you evoke, with a maximum equal to your Constitution, you suffer 1 wound which cannot be healed until the spell ends or is dismissed as a Free Action. It has the profile of a Medicae Mechadendrite and has the Ripper property. The caster can choose to use his Sangromancy level in place of Medicae for skill tests and is treated as having everything he needs in order to perform any medical examination, diagnosis, and treatment. Lastly, due to its flexible and sinewy material it can be used to pick up objects and grip surfaces. It does not require the Mechadendrite Use feat or count towards your total for cybernetic mechadendrites. If the caster has the Blood Loss condition, the appendages gain the benefits of a Manipulator Mechadendrite in addition to its usual effects but without the fine manipulation restriction.
Mensis
Test: Sangromancy + Wisdom
Target Number: 30
Action: Full Action
Keywords: -
Duration: One Scene
The sorcerer imbibes in the Old Blood, the primeval essence of the cosmos, uplifting her body beyond physical and mental limits but at the cost of a feral all consuming hunger that only blood can slake. The caster gains Relentless, a Claw natural weapon (2k2 R; Melee; Brawling, Ripper), and going prone grants the Quadruped trait. The sorcerer must make an attack or move closer to an enemy on each of her turns, cannot tell friend from foe, and loses 2 Hit Point per round. When inflicting Blood Loss or starting her turn adjacent to a creature already suffering from it, recover Hit Points equal to the targets level. If you have Frenzy, or similar feats, you can trigger it in tandem with this spell and anything that alters the time it takes to enter frenzy also affects the casting time of the spell.
Test: Sangromancy + Wisdom
Target Number: 30
Action: Full Action
Keywords: Attack, Combo-OK, Ranged Touch, Somatic
Duration: Instant
You super heat the blood of a living creature causing its body to expand resulting in agonizing pain. This spell has no effect on creatures without blood, like robots, Modrons, or the undead. The target suffers 6k4 Energy damage and becomes stunned for 1 round. Any creature that is killed by this spell violently explodes, showering those nearby in scalding hot gore and shrapnel's of bone, dealing 3k3 Explosive damage within Blast(X), with X being half the creatures size (rounded up).
Exsanguination
Test: Sangromancy + Wisdom
Target Number: 30
Action: Full Action
Keywords: Attack, Bloody, Combo-OK, Saving Throw, Somatic
Duration: Instant
The sorcerer ushers all blood within 10m towards him causing a great deluge of vital fluids. This spell has no effect on creatures without blood, like robots, Modrons, or the undead. Everyone within the radius must roll a Arcana + Constitution test or lose half of their remaining hit points, granting you Hit Points equal to half the amount of wounds this attack causes. Those at 0 Hit Points suffer 1 critical impact damage to the Body. If you are a vampire, you gain one Vitae for each wound this attack causes. If the caster has the Blood Loss condition, Hit Points gained through this spell turn into temporary Hit Points when you are at your maximum Hit Points. These temporary Hit Points are lost first and do not stack with themselves or other sources of temporary Hit Points.
Fingers of Yaldabaoth
Test: Sangromancy + Wisdom
Target Number: 30
Action: Full Action
Keywords: Bloody, Verbal
Duration: One Scene
The sorcerer chants a foreboding incantation, supposedly to a long forgotten god of flesh and bone, causing his chest cavity to rupture and large, crimson tentacles made of blood and viscera slither out. For every appendage you evoke, with a maximum equal to your Constitution, you suffer 1 wound which cannot be healed until the spell ends or is dismissed as a Free Action. It has the profile of a Medicae Mechadendrite and has the Ripper property. The caster can choose to use his Sangromancy level in place of Medicae for skill tests and is treated as having everything he needs in order to perform any medical examination, diagnosis, and treatment. Lastly, due to its flexible and sinewy material it can be used to pick up objects and grip surfaces. It does not require the Mechadendrite Use feat or count towards your total for cybernetic mechadendrites. If the caster has the Blood Loss condition, the appendages gain the benefits of a Manipulator Mechadendrite in addition to its usual effects but without the fine manipulation restriction.
Mensis
Test: Sangromancy + Wisdom
Target Number: 30
Action: Full Action
Keywords: -
Duration: One Scene
The sorcerer imbibes in the Old Blood, the primeval essence of the cosmos, uplifting her body beyond physical and mental limits but at the cost of a feral all consuming hunger that only blood can slake. The caster gains Relentless, a Claw natural weapon (2k2 R; Melee; Brawling, Ripper), and going prone grants the Quadruped trait. The sorcerer must make an attack or move closer to an enemy on each of her turns, cannot tell friend from foe, and loses 2 Hit Point per round. When inflicting Blood Loss or starting her turn adjacent to a creature already suffering from it, recover Hit Points equal to the targets level. If you have Frenzy, or similar feats, you can trigger it in tandem with this spell and anything that alters the time it takes to enter frenzy also affects the casting time of the spell.