Blood Sorcery

Note: Vulcan Anubian, GM chosen Vampire Clans, Blood Mages, and Blood Liches ONLY - Power vs. Counter

 

 1-{1-3} Bestial Trance - Charms victim while mage is feeding

 2-{4-6} Crimson Flame - Using blood energy to project a flame

 3-{7-9} Enrapture - Using blood energy to enchant a subject

 4-{10-12} Arcane Domination - Dominate channeling blood energy

 5-{13-15} Blood Source - Transcendental transfusion of blood

 6-{16-18} Dervish Flame - Ignites a victim's blood into flames

 7-{19-21} Oblation of Life - Transcendental removal of blood

 8-{22-24} Master of Enslavement - Use blood to enslave and burn mark of possession

 9-{25-27} Arcane Prowess - Blood energy tapped to make mage incredibly strong and render them invulnerable to physical damage.

 10-{28-30} Abyssal Decay - Mage can devour blood, will, essence, soul by touch through opening a metaphysical vacuum within themselves, decaying their victim rapidly.

 11-{31-35} Blood Cauldron

 Stage One - Mage can create a blood cauldron, out of an ordinary cauldron, by invoking Saolinan Dirgban the Goddess of Blood, with an offering of half their blood. When the goddess is invoked she tells the mage to spill their blood into the cauldron. The goddess in turn awakens the spirits of life and death inside the cauldron, of creation and ends. The goddess also protects the cauldron 44 d6-LoD vs. Power to Destroy or affect cauldron.The only blood within the cauldron is four pints of the mage's blood as it was first offered. If this blood is ever spilled out of the cauldron, the mage must offer half his/her blood to the cauldron again. Stamina is only paid ONCE to this cauldron, to invoke the goddess the first time. After that the cauldron feeds on blood offerings and its master's will.

 Stage Two - The mage's will slowly becomes the cauldron's, and visa-versa, and no one but the mage who created the cauldron can command it. Blood must be given to the cauldron to activate its powers, in the amount of one pint for every command given the cauldron. All Blood Sorcery spells cast through the Cauldron are automatically sealed and proofed against disenchantments (+2), and can be cast at level 35. The cauldron soaks all blood spilled into it. When all the mage's will is gone, the cauldron turns the mage into a Bleeding Terror Lich. Cauldron uses -1 Willpower per command used through the cauldron.

 Stage Three - The mage's will is returned to them as a Lich, while all the Bleeding Terror's arcane power and a great deal of their life force is transferred to a secret object to form their phylactery, or vital force. This object must be destroyed to destroy the Lich. The cauldron's TRUE power is unlocked as the mage becomes a Lich. Through the cauldron the Lich can formulate Blood Sorcery powers, enchant items with existing or formulated commands, create wards and artifacts, enslave others, kill them, even mutate, or create monsters out of other creatures, learn and practice Necromancy with up to 4 spells in each level. In a word...Bleeding Terror Liches are POWERFUL, and NOT pleasant to look at either. These Liches have a strong tendency to be as hungry for power as for blood, and not very nice. It was power lust which got them where they are in the first place, after all. See Races: Blood Lich Page.

 12-{36} Tribute of Life - Blood Lich only. Lich offers a victim to their Blood Cauldron to enhance cauldron's power, or to regain some of their former vampiric appearance. if the cauldron has devoured the blood, souls, and lives of 10 victims by the time the Lich reaches level 40, they gain a subrace shift, although IN this shift, they can only command levels 1-35. Tribute of Life powers the cauldron by +4 otherwise.

 12-{37-40} God of Blood - Bleeding Terror Lich can call on the power of the cauldron even at a distance to improve their powers, and can Cast any Blood Sorcery or Necromantic powers at these levels when mastered.

 

Users of Limited Paths

Most mortal magic wielders have limited paths. There are few exceptions. These paths are also sometimes passed down through blood lines by immortals. The advantage to Limited Paths is that it makes a mage more specialized. These paths cost half that of full paths.


Apothecary Skills

Notes:
..... Total roll=potency to benefit or harm.
..... Beneficial effects and checks are affected by +1, +1 per ace.
..... Debilitating effects reduce checks affected by -1, -1 per ace.

..... Harmful effects damage by total power of roll.

..... Healing effects heal by total power of roll.

..... Potency doubles on crit, triples on triple crit 
..... Two 'like' ingredients required to make a mixture with a single effect.

(remedy + remedy = remedy,

poison + poison = poison,

Ingredient + ingredient = potion etc.)
..... If a mixture has multiple effects, the ingredients needed doubles per effect, for example: if 4 effects, 8 ingrediants are needed.
..... Record mixtures made and their effects on a potion list. Keep in a character folder or private discord thread as file named Apothecary of (Character Name).
..... If roll fails, ingredients are lost and mixture fails.

..... Roll 1 d20 when making a potion, remedy or poison to determine if character has supplies needed or add ingredient types found to a supply list when rolled.

  •  Research: gain +5 XP each time character does research towards apothecary skills, roll once a day for success of research.
  • Camping: basic knowledge of camping while doing field research and collecting herbs and minerals; build fire, pitch tent, make leanto, find spring water, etc.
  • Chemistry: +1 HB, +3 d6 towards success and potency.
  • Climb: +1, +1 dexterity, climb to those hard to reach herbs and minerals.
  • Expert Apothecary: get more out of less, double amount of doses made in a batch whenever a crit is rolled.
  • Field Research: gain +10 XP each time character does field research towards apothecary skills, roll once a day for success of research.
  • Find Gemstones: because of your knowledge of minerals, you are more prone than most to find valuable precious (1, +1 per ace w/crit) and semi-precious gems (1, +1 per ace) at value of 1 gold per semi-precious, and 10 gold per precious gem. Roll when in mineral rich areas (as called by GM).
  • Find Rare Ingredients: these hard to find ingredients boost a mixture to critical potency. +2 to ingredients roll and +10% chance per level of finding remote or hidden locations where rare ingredients, whether mineral or herbal, can be found. (a valid side quest post will take the place of a roll).
  • Forage Adeptness: Identify, and correctly harvest, edible plants, mushrooms, nuts, roots, herbs and know how to prepare them. +1 intelligence . +1 edible plant found per success.
  • Herbalist: Find, Identify, and correctly harvest, medicinal or poisonous plants, mushrooms, nuts, roots, and herbs and know how to prepare them. +1 intelligence . +1 medicinal or poisonous plant found with successful roll, +1 per ace. Call whether for potion, poison, or remedy. Roll when making a potion, remedy or poison to determine if character has supplies needed or add ingredient types found to a supply list when rolled.
  • Jump: +1, +1 dexterity, jump across gaps to those hard to reach herbs and minerals.
  • Make Medicine: using items collected, make medicine with 1 called effect which restores a called check or HP, +1 additional effect or dose per AR spent.
  • Make Poison: using items collected, make poison with 1 called effect which damages a called check or HP, +1 additional effect or dose per AR spent.
  • Make Potion: using items collected, make a potion with 1 called effect which effects a called check, stat, action, or HP, +1 additional effect or potion per AR spent.
  • Mineralogist: Identify, and correctly collect, medicinal or poisonous minerals and know how to refine them. +1 intelligence . +1 medicinal or poisonous mineral found with successful roll, +1 per ace. Call whether for potion, poison, or remedy. 
  • Panning: because of your knowledge of minerals, you have taken an interest in gold panning to help find the minerals you need. Gain +1 gold value per success. Pan in creeks, rivers and lakes or where a slues is set up. If hit dice fail, no gold or other valuable metals are found. +1 ingredient mineral found, +1 per ace whenever roll succeeds.
  • Poison Tolerance: by test sampling your own poisons, you have gained a strong resistance to poisons. +1% poison resistance per poison sampled. Lose -1 HP permanently per poison sampled. This ability allows character to trade HP for poison resistance.
  • Resistance to Sleep: testing sleep potions has given character a strong resistance to the same. +1% sleep resistance per potion sampled. Lose -1 HP permanently per poison sampled. This ability allows character to trade HP for resistance to forced sleep effects.
  • Resistance to Paralysis: testing paralysis mixtures has given character a strong resistance to the same. +1% paralysis resistance per mixture sampled. Lose -1 HP permanently per mixture sampled. This ability allows character to trade HP for resistance to paralysis effects.
  • Swim: +1, +1 stamina, swim to those waterside and underwater herbs and minerals.
  • Test Results: sample your own potions, remedies and poisons to test their effects and learn unexpected effects, add +1 effect to a mixture