Sorcery: Blood Magic
And now let's take a short break from the D&D conversions. Dominions 4 is one of my favourite video games. It's a fantasy turn-based strategy with a vast amount of nations, monsters, and spells. The most unique magic school in the game is the blood magic. It requires a special resource - blood slaves that must be sacrificed. Most of the spells of this type of magic deal with madness, bloodletting, blood boiling, healing, and, most importantly, summoning demons and TMWNMTK.
Blood Mage Spell List can be found by following the link.
Blood magic
is one of the most ancient forms of magic. In the past, it was practiced in
many places on the world, but nowadays it is considered barbaric and
uncivilized. In most places, blood magic use is forbidden.
You cannot preserve your own blood
or blood of others and use it later to cast spells (but see sacrifices below).
Blood mages do not need mana to cast spells, and this fact allows them to cast
spells anywhere. A blood mage cannot use FP or ER to cast spells, he can only
burn HP. Blood magic is also limited thematically in its effects – a blood mage
is able to manipulate blood, cause rage, pain, madness, summon fiends and
beings from the Far Realms, transport himself to the Lower Planes, the Far
Realm, or back to the Material Plane, banish outsiders, rejuvenate, heal
(although he cannot heal himself using his own life energy).
Blood Magic’s Scope
It might be reasonable to define blood
magic’s scope in greater detail. Blood magic spells can do the following:
-
Cause bleeding, either as toxic damage to a creature with open wounds
or by afflicting the victim with Hemophilia;
-
Summon fiends and Far Realm entities (demons, devils, yugoloths,
demodands, kaorti, skybleeders, etc.);
-
Transport creatures bodily to the Lower Planes, the Far Realm, or back
to the Material Plane from there;
-
Open gates to the aforementioned planes;
-
Rejuvenate and heal living creatures (HP and FP), neutralize poisons,
cure disease, regrow lost limbs, make bodies regenerate, (the caster can only
cast such spells on himself when using blood points gained via sacrifice);
-
Banish any outsiders, not
only fiends;
-
Strengthen bodies of living creatures (Afflictions that grants ST, DX, HT,
increased Basic Speed);
-
Grant fiendish characteristics: claws, horns, DR (usually with Tough
Skin), leathery wings, Infravision, Dark Vision, Magic Resistance. These
buffs are usually limited with Temporary Disadvantage that grant
Vulnerability to holy weapons, cold iron, silver, or other appropriate
fiendish weaknesses;
-
Leech living creatures to heal FP,
but never HP;
-
Afflict minds with such disadvantages as Bad Temper, Berserk,
Bloodlust, Bully, Combat Paralysis and other forms of madness;
-
Cause internal damage by boiling or freezing blood;
-
Cause pain, heart attack, or paralysis by freezing blood;
-
Weaken bodies (reduce ST and/or HT with Afflictions, grant Low Pain
Threshold, Easy to Kill, Easy to Subdue, Hemophilia, etc.);
-
Cause Fright Checks (only Terror and Confusion, Awe and Despair are
not appropriate);
-
Destroy souls (instant kill spells);
-
Take control of souls (via Possession with Telecontrol);
-
Call down rain of blood (contaminates wells, pollutes the
surroundings);
-
Reflect incoming damage (DR with Reflection);
-
Attack with hellfire (burning attack with Armor Divisor (2) and
Affects Insubstantial);
-
Create and launch blood projectiles;
-
Create vampires via rituals;
-
Increase fertility (both of creatures and crops), allowing creation of
extraordinary hybrids;
-
Detect blood and blood mages, but not blood magic or normal magic. In any case, this is relevant only if you are not enforcing predefined spell lists. I do enforce them, so if you are one of my players, just ignore this box and look at the spell list!
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To gain energy for spellcasting, a
blood mage can make a ritual sacrifice. To do so, the mage must make a
successful Ritual Magic (Blood Magic) roll. The sacrifice requires 5 seconds to
perform on a restrained victim. He can apply
bonuses for extra time spent on preparations. The victim being sacrificed must
be a sapient creature. The amount of energy gains is equal to (the victim’s IQ
* the victim’s HP)/10. This amount is further increased by 20% for every level
of Sorcerous Empowerment (Blood) that the victim has. The energy accumulated
has a cap equal to the amount of points spent
on Sorcerous Empowerment (Blood). Any surplus is lost. This energy dissipates
at a rate of 1 point per 24 hours after the sacrifice, unless the sorcerer
makes a successful Ritual Magic (Blood Magic) roll each day to prevent energy
dissipation. A roll of 16 on this check always fails, and a roll of 17 or 18 is
always a critical failure that results in losing all accumulated blood points. The
energy can only be spent to pay the Costs HP cost of the spell or to cancel
penalties to spell rolls (such as for distance) or as penalties to the target's
resistance. Canceling spell penalties is 2 blood points per -1 removed.
Lowering the target's resistance is 5 blood points per -1 to the target's
resistance roll. Blood points can be spent to alleviate penalties for hardcore
improvisation at a rate of 1 blood point to -1 of the penalty. This energy is cumulative, it adds to any unspent energy. This
way a blood mage can make several sacrifices in a row to gain a significant
amount of energy. Summoned creatures and creatures with no blood cannot be
sacrificed to gain energy.
All blood magic spells have the Blood
Magic, -15% (Costs 1 HP, -10%; Lesser Mana Sensitivity, -5%) power modifier
instead of Sorcery, -15%. Lesser Mana Sensitivity in this case means that the
spells can be cast in manaless zones, but that the magic still can be
suppressed with specialized antimagic abilities that suppress arcane magic. Note that spending HP to cast spells does not impose a shock penalty.
Finally, the Sorcerous Empowerment (Blood)
advantage is Sorcerous Empowerment (Limited Scope, Blood Magic, -30%) [14 for
level 1, +7 points/level].
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