Blood

Blood is a group of powers concerning the thaumaturgical properties of blood, and of physical sympathetic links in general.

Rank 1

Powers

  • Create Phylactery: Creates a sympathetic link using a physical connection (such as blood). Various uses, centered around affecting a remote subject using the phylactery as a focus.
    • Locate Creature: Concentration; you sense the location and Relative Distance to the target. Intervening magical effects may interfere.
    • Spirit Link: Concentration; you can share senses and communicate with subject.
    • Transmit Weal or Woe: Transmits any normal attack or spell done to the phylactery unto the subject...however, the phylactery suffers the full effect, and cannot transmit more weal or woe than it can withstand.
    • Recall Spirit: One minute cast, subject must be dead; recalls the spirit of the subject for the purposes of communication. (Dominance can be used to force cooperation)
    • Steal Visage: One minute cast, concentration; you take on the appearance of the subject. While active, the phylactery treats you as an additional subject for its normal uses.
  • Let Blood: Free; you let a small amount of blood. Various uses:
    • Blood Proxy: Costs 1 HP. You can drop or hurl a drop of blood (short range); where it lands, it becomes a Spell Proxy for 5 minutes.
    • Burning Blood: You throw the blood to a square within short range, whereupon in bursts into flames. Creatures in the square suffer light fire damage on turn start. The fire lasts for 5 rounds. You can "tone down" the fire to the strength of a small cookfire or torch, in which case it lasts 5 hours.
    • Sanguine Vitae: You may suffer up to 5 Wound Points per rank, gaining an equal amount of temporary Mana for the purposes of casting one spell or ritual.
    • Wall of Blood: Swift; dripped line of blood erupts in flames, forming a wall. Blocks line of effect, but not movement. Costs 1d6 HP per segment of wall, Focus cost is 1 per segment. Drawing wall is range 1, so movement is required to draw beyond adjacent squares; can join movement with std action.
  • Transfusion: At-will, touch, std; you transfer hit points between yourself and the subject, to a maximum of the lower of yours and the target's current HP. If you are siphoning the target's HP unwillingly, he is allowed a Fort save for half. HP you gain in excess of your maximum become temporary HP, wearing off at a rate of 10% max HP per minute.

Feats

  • Blooded Spell: 0 Energy. Replace spell's base damage with the amount of hit points you are missing.
  • Transplant: You may also transfuse Wound Points when using Transfusion, up to 5 per rank of Blood. Neither party can go into negative WP. You may transplant an injury worth an equivalent amount of WP.

Rank 2

Powers

Feats

Rank 3

Powers

Power Evolutions

  • Create Greater Phylactery: Improves upon and/or adds new uses to phylactery:
    • Dominari Sanguinem: Built atop Spirit Link. You command the actions of the target remotely (Dominance applies).
    • Create Hearthstone: Creates a phylactery of a place, rather than a person. Place must have a strong threshold. Hearthstone can be used for phylactery uses, where appropriate, and can also be used to teleport (which costs Mana, TBI).
    • Transmit Weal or Woe: Phylactery no longer suffers effects, and does not limit the transmission of them.

Feats

Rank 4

Powers

Feats

Rank 5

Powers

Feats

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