Sunday, 2 March 2025

Blood Magic: Basic Spells

Blood Magic: Basic Spells

Back in the day, I made a sorcery-based subsystem for Blood Magic. It even saw play a couple of times, and the results were satisfying. While it isn't really intended for PCs, the rules must exist for NPCs as well. Now that I'm touching up all the spellcasting traditions in my setting, I reached blood magic, and I left the mechanics intact, but I had to tweak the existing spells a bit. Unlike shadow magic and all the previous spellcasting traditions that now have separate spell list posts, this one not only will have a spell list, but also its own spells that are not tied to Wizardry. This post has some basic spells that were part of the original post.


Absolute Madness
Keywords: Area (Leveled), Resisted (Will).
Full Cost (Short-Range): 39 points for level 1 + 5 points/additional level.
Full Cost (Ranged): 44 points for level 1 + 5 points/additional level.
Casting Roll: Will.
Cost: 1 HP.
Casting Time: 2 seconds.
Range: Unlimited (-1/yard) - Unlimited (standard).
Duration: 30 minutes.
 
Every sapient creature in the area that wasn’t specifically excluded by the caster gains the Bad Temper (6), Berserk (6) with Battle Rage, and Bully (6) disadvantages if it fails to resist. The spell itself does not provoke violence, but any action such as a friendly shoulder pat or an insult can trigger the disadvantages. The affected area is cylindrical in shape and has a height of 4 yards.
Statistics: Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Area Effect, 2 yards, +50%; Based on Will, +20%; Costs Hit Points, 1 HP, -10%; Disadvantage, Bad Temper (6), Berserk (6) with Battle Rage, Bully (6), +70%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Lesser Mana Sensitivity, -5%; Malediction 1, +100%; No Signature, +20%; Selective Area, +20%; Takes Extra Time 1, -10%) [39]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5]. Additional levels add more Area Effect (+50%) [+5/level].
 
Agonize
Keywords: Resisted (HT).
Full Cost (Touch): 23 points.
Full Cost (Short-Range): 26 points.
Full Cost (Ranged): 31 points.
Casting Roll: Will.
Cost: 1 HP.
Casting Time: 1 second.
Range: Touch - Unlimited (-1/yard) – Unlimited (standard).
Duration: 6 seconds.
 
You cause the subject’s blood to move around violently in the blood vessels, sending the subject into agony (p. B428) if he fails to resist. This spell can only affect living creatures with blood.
Statistics: Affliction 1 (HT; Accessibility, Living creatures with blood only, -20%; Agony, +100%; Costs Hit Points, 1 HP, -10%; Fixed Duration, +0%; Lesser Mana Sensitivity, -5%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Reduced Duration, 1/30, -30%) [23]. The Short-Range version removes Melee Attack, Reach C, -30% [+3]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].
 
Blood Binding
Keywords: None.
Full Cost (Short-Range): 40 points.
Full Cost (Ranged): 45 points.
Casting Roll: Will.
Cost: 3 HP.
Casting Time: 1 hour.
Range: Unlimited (-1/yard) – Unlimited (standard).
Duration: Instantaneous.
 
A Blood Binding spell places a magical command on a fiend or Far Realm creature to carry out some service, as desired by you. The subject must be able to understand your command. Once the service is completed, the subject returns to the last place it has been to on its home plane along with everything it is carrying. The subject must be willing to accept this spell – the caster must persuade, bribe, or threaten it into accepting Blood Binding. Thus, impossible demands or unreasonable commands are never agreed to. As a rule, this spell is cast on a creature called with Blood Ensnarement and trapped in a magic circle created with the Symbol Drawing (Summoning Circles) skill.
Once the requested service is completed, the creature needs only to inform you to be instantly sent back whence it came. The creature might later seek revenge. If you assign some open-ended task that the creature cannot complete through its own actions the spell remains in effect for a maximum of margin of victory days. Note that a clever recipient can subvert some instructions – the recipient needs only to follow the letter of the verbal contract. Blood Binding cannot be dispelled, as its duration is instantaneous, and it functions even in no-mana areas.
If you fail your casting roll, you cannot cast this spell on the same subject again within 24 hours.
Statistics: Affliction 1 (HT; Accessibility, Only on willing subjects, -20%; Accessibility, Only on fiends and Far Realm creatures, -60%; Costs Hit Points, 3 HP, -30%; Heart Attack, Variant, +300%; Immediate Preparation Required, 1 hour, -75%; Increased Immunity 3, -30%; Lesser Mana Sensitivity, -5%; Link, +10%; Malediction 1, +100%; No Signature, +20%; Requires Magic Words, -10%) [30] + Mind Control (Accessibility, Must share a language, -10%; Accessibility, Only on willing creatures, -20%; Accessibility, Only on fiends and Far Realm creatures, -60%; Accessibility, Only to impart Obsession with no self-control roll, -40%; Based on Will, +20%; Conditioning Only, -50%; Lesser Mana Sensitivity, -5%; Link, +10%; Reliable 5, No net bonus, +40%; Requires Magic Words, -10%; Short-Range 1, -10%; Slow and Sure, 1 hour, +40%) [10]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% on Affliction [+5] and removes Short-Ranged 1, -10% from Mind Control [+0]. Note: Even though Reliable is not applicable to Mind Control, here it is applied to negate penalties that depend on the value of the imparted disadvantage. The enhancement has an increased value and does not provide a net bonus.
  
Blood Ensnarement
Keywords: Resisted (Will).
Full Cost: 45 points.
Casting Roll: Will to shift planes, Will to transport, see text.
Cost: 1 HP or more + character points, see text.
Casting Time: 1 hour.
Range: Unlimited (special).
Duration: Instantaneous.
 
Casting this spell attempts a dangerous act: to lure a fiend or a Far Realm creature to the caster. This spell cannot be used to lure an extraplanar creature that is currently on the caster’s plane of existence, and there are other countermeasures that can prevent you from ensnaring a creature (see the description of the Symbol Drawing (Summoning Circles) skill for details). Usually, the caster prepares a trap, where the called creature will be held until it agrees to perform on service in return for freedom. The type of creature to be ensnared must be known and stated, and if the caster would like to ensnare a specific being instead of a random creature of the chosen type, the specific, proper, or given name must be used in the casting of this spell. The initial casting roll is resisted by the called creature’s Will, but if the caster rolls an unmodified 14 or higher, the spell automatically fails, and the called creature becomes aware of the ensnarement attempt. It does not learn the identity of the caster, but may do preparations to avoid future attempts. In addition, on a failure, the caster takes a cumulative -2 penalty to cast this spell until he waits one day before the next casting. The creature that successfully resisted Blood Ensnarement gets a permanent cumulative +2 bonus to resist Ensnarement cast by the same caster.
If the creature fails to resist, the caster must spend a number of unspent character points equal to the point total of the called being / 200, rounded up, and the creature is transported from its plane of existence to the caster’s plane along with everything it is carrying. It appears in a random safe place within 1dx50 miles of the caster.
Then, the caster must make another uncontested casting roll to transport the creature to any safe spot that can support the ensnared creature within 10 yards, usually into a prepared trap. This additional roll does not require any extra time – it is done effectively simultaneously with the first roll, so the outsider does not get any chance to act between shifting planes and teleporting to the caster’s location. The distance between the creature and the caster penalizes this casting roll. Distance penalties appear on the table below. If actual distance falls between two values, use the higher. Since the distance between caster and the creature may be unknown to the caster, the exact penalty also may be unknown.

Distance

Skill Penalty

10 yards

0

20 yards

-1

100 yards

-2

500 yards

-3

2 miles

-4

10 miles

-5

Add an additional -1 for each 10x increase in distance.
Apply a bonus of +1 to this second casting roll per 1 additional HP spent. You must declare this before you cast the spell, and you lose the HP whether you succeed or fail.
If this second casting roll fails, the creature remains where it was, but catches a glimpse of the caster’s face and surroundings, and learns the direction towards the caster. If this roll is a critical failure, then the creature also learns the distance towards the caster. If the roll succeeds, the creature is instantly transported to the designated space. It may freely attack or otherwise affect the caster, unless he prepared a warding circle or other protective measures. Usually, the caster follows-up with a casting of Blood Binding to persuade the ensnared creature to perform a service in exchange for freedom. In any case, many extraplanar creatures react at least at -3 to the caster of Blood Ensnarement, or at least -4 if ensnared into a trap.
Statistics: Affliction 1 (Will; Advantage, Blood Ensnarement, +1,850%; Based on Will, +20%; Character point-powered, x1/5; Cosmic, Doesn’t have to see the target, +50%; Immediate Preparation Required, 1 hour, -75%; Increased Immunity 5, Variant, -50%; Lesser Mana Sensitivity, -5%; Malediction 4, +250%; No Signature, +20%; Nuisance Effect, Can be counteracted with Symbol Drawing, -5%; Plane-Spanning Only, +50%) [45]. Note: “Blood Ensnarement” is Jumper (World; Accessibility, Only fiends and Far Realm creatures, -35%; Based on Will, +20%; Cannot Escort, -10%; Cannot Follow, -20%; Costs Hit Points, -5%; Extra Carrying Capacity, Extra-Heavy, +50%; Gyroscopic, +10%; Lesser Mana Sensitivity, -5%; Limited Access, Only to the summoner, -20%; Warp Jump, +10%) [95] + Warp (Accessibility, Only fiends and Far Realm creatures, -35%; Anchored, Only to the summoner, -60%; Based on Will, +20%; Extra Carrying Capacity, Extra-Heavy, +50%; Gyroscopic, +10%; Lesser Mana Sensitivity, -5%; Nuisance Effect, No more than 10 seconds of concentration, -10%; Reliable 2, +10%; Warp Jump, +10%) [90].

Blood Spear
Keywords: Missile, Obvious.
Full Cost: 10 points.
Casting Roll: None. Use Innate Attack (Projectile) to hit.
Cost: 1 HP.
Casting Time: 1 second.
Range: 50 yards.
Duration: Instantaneous.
 
You conjure a blood spear and hurl it at a single target. This is a ranged attack with Acc 3, 1/2D 10, Max 50. It deals 1d+2 impaling damage, can be blocked or dodged, but not parried.
Statistics: Impaling Attack 1d+2 (Blockable, -5%; Costs Hit Points, 1 HP, -10%; Increased 1/2D, 2x, +5%; Lesser Mana Sensitivity, -5%; Reduced Range, 1/2, -10%) [10].
 
Boiling Blood
Keywords: Resisted (HT).
Full Cost (Touch): 18 points.
Full Cost (Short-Range): 20 points.
Full Cost (Ranged): 22 points.
Casting Roll: Will.
Cost: 1 HP.
Casting Time: 1 second.
Range: Touch – Unlimited (-1/yard) - Unlimited (standard).
Duration: Instantaneous.
 
This spell makes the subject’s blood boil. If the subject fails to resist, he takes 1d non-incendiary burning damage, ignoring external DR. Once the victim loses 1/3 of his HP to this spell, he begins to experience terrible pain (p. B428) until he heals above this threshold. This spell only works against living creatures with blood.
Statistics: Burning Attack 1d (Accessibility, Living creatures with blood only, -20%; Based on HT, +20%; Costs Hit Points, 1 HP, -10%; Lesser Mana Sensitivity, -5%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Symptoms, 1/3 HP, Terrible Pain, +180%) [18]. The Short-Range version removes Melee Attack, Reach C, -30% [+2]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+2].
 
Cause Fear
Keywords: Resisted (Will).
Full Cost: 30 points for level 1 + 10 points/additional level.
Casting Roll: Will.
Cost: 1 HP.
Casting Time: 1 second.
Range: 10 yards.
Duration: Instantaneous.
 
The subject, who must be a sapient (IQ 6+) creature, becomes frightened. If the caster wins in the Quick Contest of Will, roll 3d for the result of a Fright Check, as usual, and add the caster’s margin of victory. The victim gets +1 per Fright Check after the first within 24 hours. Regardless of the result, he becomes immune to this caster’s Cause Fear for one hour. Each additional level of this spell imposes -1 to the Fright Check. For example, with Cause Fear 4, the subjects must make Fright Checks at -3.
Statistics: Terror (Accessibility, Only sapient creatures, -10%; Active, +0%; Costs Hit Points, 1 HP, -10%; Lesser Mana Sensitivity, -5%; Presence, +25%) [30]. Additional levels add -1 to the Fright Check [+10].
 
Frozen Blood
Keywords: Resisted (HT).
Full Cost (Touch): 19 points.
Full Cost (Short-Range): 22 points.
Full Cost (Ranged): 27 points.
Casting Roll: Will.
Cost: 1 HP.
Casting Time: 1 second.
Range: Touch - Unlimited (-1/yard) – Unlimited (standard).
Duration: Instantaneous or 3 minutes; see text.
 
You freeze the subject’s blood, physically stunning him. He may roll against HT each second to recover as normal. If you win by 5 or more, or if the subject rolls a critical failure on this initial resistance roll, the subject becomes paralyzed for 3 minutes instead. This spell can only affect living creatures with blood.
Statistics: Affliction 1 (HT; Accessibility, Living creatures with blood only, -20%; Costs Hit Points, 1 HP, -10%; Fixed Duration, +0%; Lesser Mana Sensitivity, -5%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Secondary Paralysis, +30%) [19]. The Short-Range version removes Melee Attack, Reach C, -30% [+3]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].
 
Locate Blood
Keywords: Information.
Full Cost (Basic): 35 points.
Full Cost (Improved): 45 points.
Casting Roll: Per. Use IQ for analysis.
Cost: 1 HP.
Casting Time: 4 seconds.
Range: Unlimited (standard) – Unlimited (long-distance).
Duration: Instantaneous.
 
This spell detects sources of blood. The GM rolls against the caster’s skill (plus Talent), applying range penalties to the nearest substantial source of blood. The caster may exclude any specific blood sources he wishes. Success reveals the exact location of the blood source, but does not allow follow-up spells to be cast on it.
If the detection roll is successful, the GM makes a second roll against the caster’s IQ. Talent applies here but range penalties do not. Success reveals what the blood source is, if the caster is familiar with it, or gives a more vague description, if the caster is not familiar with it.
The basic (35-point) version of this spell takes standard range penalties. The improved (45-point) one uses long-distance modifiers.
Statistics: Detect (Blood; Costs Hit Points, 1 HP, -10%; Lesser Mana Sensitivity, -5%; Precise, Nontargeting, +90%; Selective Effect, +20%; Takes Extra Time 2, -20%) [35]. The improved version adds Long-Range 1 (+50%) [+10].
 
Locate Blood Mages
Keywords: Information.
Full Cost: 22 points.
Casting Roll: Per. Use IQ for analysis.
Cost: 1 HP.
Casting Time: 1 minute.
Range: Unlimited (long-distance).
Duration: Instantaneous.
 
This spell detects blood mages. The GM rolls against the caster’s skill (plus Talent), applying long-distance penalties (p. B241) to the nearest blood mage. The caster may exclude any specific blood mages he wishes. Success reveals the exact location of the blood mage, but does not allow follow-up spells to be cast on it.
If the detection roll is successful, the GM makes a second roll against the caster’s IQ. Talent applies here but range penalties do not. Success reveals the level of Sorcerous Empowerment (Blood) and Talent of the detected blood mage.
Statistics: Detect (Blood Mages; Costs Hit Points, 1 HP, -10%; Immediate Preparation Required, 1 minute, -30%; Lesser Mana Sensitivity, -5%; Long-Range 1, +50%; Precise, Nontargeting, +90%; Selective Effect, +20%) [22].
 
Lower Plane Shift
Keywords: Obvious.
Full Cost: 40 points.
Casting Roll: IQ-3 or Plane Skill (see text).
Cost: 1 HP or more (see text).
Casting Time: 10 seconds.
Range: Self.
Duration: Instantaneous.
 
The spell allows you to transport yourself to a Lower Plane (Acheron, Baator, Gehenna, Hades, Carceri, Abyss, Pandemonium), to the Far Realm, or back to the Material Plane from the aforementioned ones. To activate the spell, you must visualize your desired destination (you must have visited that place before), concentrate for 10 seconds, and make a casting roll. The casting roll depends on your familiarity with the plane of destination. Once you have visited a plane via a naturally occurring portal, a critical failure, or by “hitching a ride” with another planeswalker, you can memorize its “feel” by concentrating and spending character points to "learn" that plane as an IQ/Easy skill (the so-called Plane Skill). This process takes one hour per point you wish to spend. Use this skill when shifting to that plane in the future. Memorization is optional, but if you choose not to memorize a plane, you must roll against your IQ at -3 to attempt to shift to that plane.
If successful, you will arrive at your intended destination. However, if you fail, you will not be transported anywhere. In the case of a critical failure, you will end up in an unintended location chosen by the GM.
If you are carrying equipment heavier than your Basic Lift, then you make your casting roll at a penalty equal to twice your Encumbrance level. If you planeshift additional creatures by overloading the spell (see below), then the penalty is based on the worst Encumbrance level among the targets. On a failed roll with margin of failure equal or lower than this penalty, you shift planes but leave excess cargo behind. If you were planeshifting with additional targets, all of them shift planes but leave excess cargo behind. On a critical failure, you lose 1 point of IQ for each Encumbrance level used to penalize the casting roll as you “burned out” that part of your brain temporarily. This temporarily lost IQ recovers after you sleep for at 8 hours. If you require more or less hours of sleep due to traits, this time is modified by them as well. If you have Doesn’t Sleep, you still have to rest for 8 hours.
When shifting to a coterminous or a separate plane, you arrive with a deviation of 1d100 miles.
The HP cost of this spell depends on the “planar distance.” To shift between two different layers of the same plane, spend 1 HP. To shift between two bordering planes (such as the Abyss and Pandemonium), spend 2 HP. Spend one additional HP per each additional degree of “removal.” Shifting to the Far Realm requires you to spend 10 HP regardless of your plane of origin.
To cast this spell, you must hold a small, forked metal rod. The size and metal type dictates to which plane of existence or alternate dimension the spell sends you.
If you wish to visit planes that you have not been to before, you must discover a natural portal, critically fail, or "hitch a ride" with another planeswalker. If you are in physical contact with another character that is traveling between planes, you can "hitch a ride" even if the character initiating the shift does not want company. Only the person initiating the shift makes a casting roll; wherever they end up, you do too.
Optionally, you may overload this spell to transport other willing beings in physical contact with you. Your casting roll will be at -5 per additional target, and your casting will cost an additional 2 HP. You can offset this penalty (but never get a net bonus) by voluntarily spending additional HP; each HP cancels -1 in penalties. If you roll a critical success, you recover all HP spent on this casting. A critical failure strains your spellcasting ability; the spell automatically fails, you lose 1d HP, and all your magical powers shut down for 1d seconds. You may buy off this penalty as a Hard technique for each plane.
Statistics: Jumper (World; Costs Hit Points, -5%; Drift, Variant, -40%; Improved, +10%; Lesser Mana Sensitivity, -5%; Limited Access, Lower Planes and Far Realm, -25%; Nuisance Effect, Cannot hurry the jump, -5%; Requires an appropriate forked metal rod, -15%; Uncertain Encumbrance, +25%) [40].
 
 

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