Blood
Universal rules:
- Using enemy's blood
- Any time a creature suffers physical damage, their blood spatters on the ground within a burst 1 (if they are grounded).
- Any time you inflict damage to a creature with a weapon, their blood can be found on the weapon thereafter.
- Blood let in the above manner remains potent for the duration of the encounter.
- Regardless of the creature's anatomy, unless they are incorporeal, they have "blood". A clay golem's clay is "blood" for your purposes, as is an ooze monster's ooze, an iron construct's iron filings, etc. It is merely a sympathetic component matching the physical makeup of the creature.
- Let Blood
- Many effects rely on you letting your own blood. Unless otherwise stated, they work as follows:
- By default, you let your own blood as a free action, suffering 1 internal piercing damage (internal damage cannot be avoided or mitigated by any means). You may optionally let more blood in increments of 10% of your max HP, to maximum of one increment per rank of the Blood power. All of these "charges" must be used simultaneously on whatever power you were manifesting.
Rank 1
Assault
- Blood Boil: At-will, standard, ranged; subject's blood heats up, causing medium fire damage. Thereafter, they suffer light fire damage on turn start, and each time they are struck for physical damage, they cause a burst 1 inflicting light fire damage to all inside. The ongoing component can be ended with a Con save.
Healing
- Transfusion: At-will, standard, touch; you transfer vitality between yourself and the subject. You can either transfer your own Hit Points into subject (maximum: the amount that reduces you to 0), or transfer subject's Hit Points into yourself (maximum: the amount that reduces them to 0 or your own maximum HP, whichever is lower). In the second case, the subject is allowed a Con save for half damage.
Utility
- Blood Calls to Blood: While all Thaumaturgists can create phylacteries, it is hardly convenient to do so in combat. However, with a bit of blood, you can create a basic phylactery from a creature as a swift action. Thereafter, you can use it as follows:
- Domination: at-will, std, ranged, full concentration; you control subject's actions, although you yourself are unable to act while doing so (effectively stunned). Each round, subject is allowed a Cha save to end the effect. If they succeed, you must create a new phylactery with new blood.
- Spell Proxy: you can use the phylactery as a proxy for any touch spell against the target.
Relevant Feats
- The general spellcaster feat Familiar can be very useful for scoring touch attacks at range and/or securing an enemy's blood.
Rank 2
Assault
- Blood Bolt: At-will, std, ranged; you let your own blood, suffering 1 (or more) internal piercing damage. You form the blood into a razor-sharp projectile, blasting your enemy with it, inflicting heavy piercing damage. You may choose to suffer more damage, in increments of 10% max HP, max one per rank; for each charge, you can either add one more target (separate from the others), or add 50% damage to each bolt.
Defense
- Ring of Blood: At-will, swift, centered circle 1 or more, Let Blood; using your blood, you draw a ring around yourself (circle 1 plus 1 per extra charge). Thereafter, the ring bursts into flames, and the effect blocks line of effect (not sight) for magical effects. Each round, the ring must be fed the same amount of blood (i.e. self damage) as the initial round or it burns out. The ring does not block movement. If you leave the ring, the effect ends.
Healing
- Transfusion: While using Transfusion, you may optionally transfer one or more disease or poison effects (if healing, you absorb the effects; if harming, you transfer the effects to the target).
- Purify in Flames: At-will, swift; you attempt to "burn out" any poison or disease effects currently affecting you. For each, roll a Con save; on success, you dispel it. On failure, you either fail to dispel it, or you succeed, but suffer light internal fire damage (as appropriate for the caster of the effect)--your choice.
Rank 3
- Blood Nova: burst inflicts damage equal to how much HP target is missing
- Hemophilia: physical damage becomes ongoing until healed
- Blood Bead: create healing "potions" using blood