Blood Magic

Certain Mortals achieve a form of hedge magic more terrible, destructive and powerful than any other form. Blood Magic harnesses the raw energy of blood and converts it into pure power. This knowledge does not come lightly, and usually requires somebody to make a pact with a powerful spirit, fey or other form of supernatural entity. Once a person knows how to do it however, he can teach others the knowledge and thus the madness usually begins. Blood Magic always involves the spilling of blood, whether it be the caster’s or that of a victim. The power of the blood is extracted and amazing effects are conjured up from the essence within. Blood Magusi are usually cold and often even insane people, the power corrupts them and the hunt for blood consumes them.

Creation

Once a Blood Magus has learned how to harness the power, he automatically gains a level in supernatural Resistance, which keeps it somewhat safe from the effects of others with power. However the price of this is that they no longer count as sleepers when determining paradoxes or disbelieve. They also gain a rank in Blood Lore, which determines their level of magical knowledge. Other supernaturals can learn blood magic as well, simply using their own supernatural track and ignoring all rules concerning supernatural resistance.

Blood Rites

A Blood Magus has to spill blood in order to cast his dark rites. During the first levels of blood magic, spilling their own blood becomes enough, however as the magical knowledge grows so does the need for blood. The higher levels even require multiple people to bleed completely dry. The Blood MUST be fresh, therefore it has to be spilled from still breathing human beings (they can stop breathing afterwards however). The Blood Requirement for a rite is the amount of Lethal damage which must be done to activate the rite. Aggravated damage counts as 2 blood points as the blood flows much more freely in those wounds. Unless the rite says otherwise, the rite is cast in the following turn after the blood has been spilled. In the following turn the Magus may roll to activate the rite and see if it succeeds. The Magus rolls his blood lore as a dice pool + the skill listed under each rite + any blood spilled in excess to the required amount. (Therefore if you spill more blood than required for a rite, you get extra dice) Extra blood can also be used to increase the duration of a rite. Blood that has been discharged of it’s essence appears purple, cold and smells of rot. A Magus may perform a rite in the same turn as the blood is spilled when he spills his own blood. A Blood Magus does not need to spill the blood all at once, and can declare that he is collecting blood for his next rite. In combat blood is only usable for as many turns as the Magus possess blood lore, meaning that if a Magus had blood lore 3 any spilled blood will become unusable after 3 turns. Out of combat each blood lore level is 1 hour that blood is usable in, because out of the hectic stress of combat a mage can concentrate more on syphoning the essences he requires outside of it.
The blood of supernatural creatures also contains something special. The blood of any supernatural creature counts as double the blood.

Hearts

The exception to the fresh human blood rule is hearts. Hearts contain the pure essence that a Blood Magus is after and therefore are extremely powerful in their hands. A heart contains twice the size of it’s owner in blood essence (for an average of 10) that the blood Magus can freely use. The Heart has to be removed from a person before it can be used, and it loses 1 blood essence point every day after removal. A heart that has been completely drained of essence crumbles to dust, unless the heart rots on its own. The most efficient way to remove Hearts is the Blood Lore 3 rite Blood Harvest, however a Magus may also attempt to surgically remove the heart. To do this, the Magus must first have the proper tools, and then roll an extended Intelligence+Medicine roll to remove the heart. The target number is equal to the twice the size of the target, and every roll takes thirty minutes and subtracts one blood essence point from the removed heart. If the surgery fails, the heart becomes useless.

Blood Lore

Just as with Arcanum, each level of Blood Lore opens up all the rites underneath that level. So a Magus with Blood Lore 2 could cast both level 1 and 2 rites. Blood Lore is a pricey knowledge and the higher the level of Lore the lower the Morality of the person using it. Every rank of blood lore decreases the max morality a mortal may achieve, and just for having blood lore the max becomes 8 (meaning at level 5 you only have 3 morality at most). For supernaturals with the knowledge of blood lore, their own morality track is effected in the same way. When the max goes below the current morality level, a magus has been infected by the knowledge and must roll for darangements.

The Tain of Blood

There is a big downside to Blood Magic, which is that it attracts demons. Horrible creatures from places that humans can only imagine in their wildest nightmares. When a blood mage spills blood to fuel a dark power, demons can smell the scent and often follow it to the source. The power and intent of the creature strongly depends on the power of the rite that is attempted to be performed. Every time a Blood Mage performs a rite, the story teller rolls the rite’s blood lore level as a dice pool. Every point of blood that is spent to empower the spell beyond it’s capabilities adds an additional dice to this roll.

0 successes – The scent of the rite was too weak, and a demon could not follow.
1 success – A imp appears. Imps are insubstantial and cannot be seen or touched by anybody without a magical way of perceiving the world. Imps will only strive to cause chaos, and rarely out right try to kill anybody. Imps cause the area around the spell (100 yard radius) to suffer some sort of magical effect. (See Anomaly in Mage: The Awakening). Imps can be destroyed by spirit magic, but otherwise will disappear after 1 hour.
2 successes – A greater Imp appears. These are stronger meaner versions of Imps, which don’t just cause strange Anomalies, but also directly cause harm to people within the radius of it’s influence (100 yards). This often happens by fires starting, or objects being thrown, and most of the time this type of behavior is identified with Poltergeists. Since they’re power is increased, they remain for 3 hours.
3 successes – A Soldier Demon is summoned. Soldier demons are tough and nasty, and usually come equipped with incredible weapons and unnatural resistance. They go on a killing spree until they are put down, or 1 hour passes after which they are sucked back into the hellish abyss.
4 successes – A Trickster Demon is summoned. Tricksters are much different from their brainless, barbaric kind in so far that they try to harvest the souls of people by pretending to grant them wishes. They are powerful combatants when challenged, and it usually takes a lot of team work to defeat one outright. One way to remove a Trickster is by challenging him to a contest. The Trickster may not refuse, and if the contest is won the Trickster is banished back to the Hellish Abyss. If the contest is lost however, the Trickster will pull the soul out of all contestants and consume them. They also disappear after 5 hours.
5 successes – A Matriarch Demon appears. Matriarchs are the leaders and mothers of Demon Kind. They are very tough, intelligent and are near invincible. A Matriarch is not always after death however, and sometimes asks it’s summoners to complete a task. If the Task is completed, the Matriarch disappears… but it’s mostly not that simple. The Tasks are usually difficult and vague, and few ever achieve them. A Matriarch is banished back to the Hellish Abyss after 12 hours have passed.
6+ successes – A King Demon appears. These demons are near god like, and cannot be killed by any mortal means. They usually appear as giants, hulking hundreds of feat tall, and destruction follows everywhere they step. King Demons can only be fought by finding their true name, which is a weakness all demons have, but it is the King Demons only weakness. They remain in the mortal realm until they grow bored of it, or are ordered to via a mortal that has discovered it’s true name.

Weakness: True Name. All Demons possess a true name, that was burned into their very being during their creation. By discovering a demon’s true name and repeating it to the demon, he is now completely under the persons control. They still have their freewill, but are unable to do anything except what is asked of them. They can even be asked to return to the Hellish Abyss, which is the only way to get rid of a King Demon.

The Hellish Abyss

Few have ever seen it, and those that have wish they hadn’t. The Hellish Abyss is the realm where Demons lurk, and from where a Magus pulls his power. Nobody truly knows where this realm falls in the order of things. All that is known is that Demons hate humans, and have a great taste for their Souls. If a Magus manages to wrangle his way into the Hellish Abyss, the journey is usually short and often lethal. The realm has never been properly explored, but what has been seen was always terrible. The smell of burning, rotting flesh stinks in the air and rivers of lava stretch the landscape. The ruins of a gigantic city seems to be littered everywhere, which has been named Jericho by the Magus. The realm is eternally dark, only the lights of the fires illuminating the scenery. The sky appears as a dark blanket, covering who knows what oblivion.

Supernatural Resistance

The knowledge of Blood Magic brings with it a certain understanding of the powers in the Universe. An understanding that turns into a natural resistance against supernatural effects. Any supernatural effect aimed at the magus has to subtract the magus’s Supernatural Resistance, and any contested roll gains it as a bonus. Supernatural Resistance grows over time with experience and as the Magus reinforces his blood through knowledge. At level 1,3 and 5 of Blood Lore, the Magus gains another point of Supernatural Resistance. Supernaturals ignore this rule entirely.

Rite Limits

A blood magus may only have as many rites effecting him as he has stamina points, and may only have as many total active rites as his stamina+blood lore.

Exp Costs

Blood Lore: 10xNewDot
Supernatural Resistance: 8xNew Dot (only 7 can be purchased with xp as the rest comes from blood lore)

What’s Important

Blood Magusi are different from normal spell casters, as their power comes less from mental prowess as learned knowledge and the ability to control and fetch blood. This means that The primary attributes for Blood Magi are in the Social category, and the second either physical or mental.

Blood Magic

Blood Lore •

Blood Sight
Blood: 1
Skill: Wits
Duration: Prolonged 1 scene
Action: Instant
This is the most basic of disciplines. The blood reveals the truths of the world to the Magus, showing him some limited knowledge of the nature and emotional state of people as well as showing him the blood that runs through their veins. When this rite is active, the Magus can see the emotional aura of a person and may roll wits+perception to attempt to see the nature of the target (difficulty should be equal to the creatures supernatural skill if any). The magus can also see People through walls, as he can now see the blood that pumps through their veins. This is limited to a 20 yard radius.

Blood Store
Blood: 1
Skill: Stamina
Duration: Prolonged 1 scene
Action: Extended (amount of blood x 3 is the target)
By extracting the power of blood and storing it in his own body, the Magus may store extra blood in himself. This ritual requires blood to be spilled to begin, each roll requiring 20 minutes. The extra blood should be marked down somewhere, and after the duration of the rite is up, it simply erupts out of the magus (violently). The Magus obviously cannot store more blood than he has spilled, and may not exceed the amount of health he has in extra blood. The extra blood can be used to cast a rite in the same turn as the blood is spilled, and it usually comes out of the Magus’s mouth or ears.

Sense State
Blood: 2
Skill: Stamina (subtract targets resolve)
Duration: Transitory (1 turn)
Action: Instant
One thing the followers of the blood lore know is the feel of blood. This rite allows them to peer into the body of their target and gain some knowledge as to the physical state of the target. They may see the health, willpower and attributes. This allows a Blood Magus to better choose it’s prey, and not get into fights they cannot handle.

Lesser Influence Blood
Blood: 1
Skill: Manipulation (subtract target’s stamina)
Duration: Transitory (1 turn)
Action: Instant
By calling to the life essence of another being, the Magus may gain a limited control over it. At this level, the Magus may calm a target by slowing the blood, or agitate a target by increasing the flow of blood. He can also temporarily seize a target’s blood flow to his brain, causing him to go unconscious for the next turn (and requiring him to get up if he fell). The Magus may also cause sleepiness or extreme energy as well as extreme nausea.

Blood Rot
Blood: 1
Skill: Strength
Duration: lasting
Action: Extended (1 roll = 30 minutes)
Blood Magusi take many lives in their pursuit of their dark gifts, and even a Disciple of Blood Lore may go to prison if his crime is discovered. This rite accelerates a corpse’s rate of decay, and may even leave it nothing but ash. Each success decomposes the corpse as 6 months (doubled for each Blood Lore level, so at blood lore 3 each successes decays as 2 years) have passed in whichever environment the corpse is resting in.

(In a temperate, average humidity environment)

  • 6 Months – the corpse is slightly decayed, but can still be visually identified
  • 12 Months – the corpse has decayed to it’s skeleton and now requires forensics to identify
  • 10 Years – The corpse’s bones begin to brittle, and are difficult to scan for clues
  • 30 Years – the Bone’s of the Body degrade to dust, and all the remains is the teeth, that are no scattered and difficult to find.
Blood Lore ••

Unnatural Stamina
Blood: 2
Skill: Intelligence
Duration: Transitory (1 scene)
Action:Instant
A Magus controls every aspect of the power within, and therefore by casting this rite he can become more resilient than humanly possible. The Magus gains Iron Stamina 3 and cannot grow ill from any infectious or bacterial disease.

The Sleepless Night
Blood: 3
Skill: Composure
Duration: Prolonged (24 hours)
Action: Instant
By regulating his internal systems, a Magus can temporarily remove the need for sleep. The Magus will not grow tired, or fatigued from sleep and operatres at full physical and mental capacity until the end of the rite’s Duration, after which he falls into a long slumber of at least 8 hours.

Blood Shield
Blood: 2
Skill: Stamina
Duration: Prolonged (1 scene)
Action: Instant
The Magus converts the power within blood into a invisible shield of force around himself. The Magus gains points in armor equal to his Blood Lore. This can also be applied against grappling rolls, as the blood forces attackers away.

Intermediate Influence Blood
Blood: 2
Skill: Manipulation (subtract target’s stamina)
Duration: Transitory (1 turn)
Action: Instant
As with Less Influence Blood, except now the Magus can also cause the blood to drain out of the hosts orifices, causing bashing damage equal to the successes rolled. (note that this does not count as a blood sacrifice to cast another rite)

Wolf among Sheep
Blood: 3
Skill: Presence
Duration: Prolonged (1 scene)
Action: Instant
The Magus calls upon the power of the blood, to disguise himself as one of the herd of sheeple, blending in perfectly into a crowed. While this rite is active, anybody looking for the Magus levies a penalty for wits+composure rolls equal to the successes on the rite. As a roleplay consideration, people not paying attention and not actively looking for the Magus completely ignore him as if he was not there.

Blood Lore •••

Blood Sword
Blood: 3
Skill: Strength
Duration: Prolonged (1 scene)
Action: Instant
By shaping and forming the energy within the blood sacrifice, a Magus can create a powerful weapon that he may wield as any other. The Weapon is unbreakable, but the Magus can be unarmed. The weapon causes lethal damage equal to the successes rolled, and ignores any form of supernatural armor. At this level, the weapon MUST be a melee weapon and cannot be larger than size 2.

Blood Trance
Blood: 3
Skill: Resolve
Duration: Prolonged
Action: Extended (1 roll = 1 hour)
Blood is life, and often blood Magusi find themselves close to losing theirs. The Magus spills the blood required to cast the rite and falls into a deep trance in which his wounds restich themselves and his bones heal. Every roll takes 1 hour and the Magus may break free of the Trance at any time. The target number is determined by the amount of damage the Magus wishes to heal. Bashing Damage is healed one per success, while Lethal is requires two successes. Aggravated Damage cannot be healed yet at this level. Note that this can also be cast upon another that’s close to dying, but the target must be willing.

Cloak of Shadows
Blood: 4
Skill: Dexterity
Duration: Prolonged (1 Scene)
Action: Instant
The force within the blood can be used to transport the Magus into another world entirely, allowing him to become effectively invisible. Every success is an additional turn the Magus may remain invisible. Successes may be split into several rounds, and do not require to be in succession. At the end of the rite’s duration, the successes are lost.

Greater Influence Blood
Blood: 3
Skill: Manipulation (subtract target’s Stamina)
Duration: Transitory (1 Turn)
Action: Instant
As Intermediate Influence Blood, except now the Magus can increase and decrease the body temperature of the Target. Increasing it to feverish levels will cause a target to receive a -2 on any action, while decreasing it to near death causes a target to become slow and sluggish cutting his defense, initiative and speed in half. The target recovers after as many turns as successes were achieved.

Heart Harvest
Blood: 4
Skill: Wits
Duration: Transitory
Action: Extended (1 roll = 10 minutes)
Hearts are as valuable to a Blood Magus as gold is to others. A human heart contains an explosive amount of power, and therefore are highly sought after. By binding their target and performing this ritual a Magus may remove a Heart without causing any damage to it through sloppy surgery. The Target of the Roll is the twice the Size of the Target, and once it is achieved the Magus reaches into the chest of his victim and pulls the heart out, without causing any wound or damage in the target. The target will die almost immediately after the heart is removed.

Blood Lore ••••

Blood Puppet
Blood: 5
Skill: Manipulation (subtract target’s Resolve+Composure)
Duration: Transitory (1 turn)
Action: Instant
This rite causes the blood within a victim to become almost completely under the Magus’s control. For every success achieved, the Magus may control the victim’s body for 1 turn and perform physical actions. The Victim is conscious during it all, and unless the Magus forces his mouth shut, may scream or call for help.

Blood Recovery
Blood : 4
Skill: Resolve
Duration : prolonged
Action: extended (each roll = 1 hour)
As Blood Trance, except now the Magus may heal aggravated damage.

Blood Bow
Blood: 3
Skill: Strength
Duration: Prolonged (1 scene)
Action: Instant
As with Blood Sword, except now the Magus can create a ranged weapon. The base distance is equal to 10 yards per success.

Speed of the Predator
Blood: 5
Skill: Dexterity
Duration: Transitory (1 turn)
Action: Instant
A Magus further becomes the predator within himself, and learns how to accelerate himself to inhuman speeds. This Causes several different effects. For every level in Blood Lore, one die is subtracted from an attackers dice pool as a Magus easily dodges the attacks. For each Blood Lore level, the Magus also gains an additional point in Initiative causing him to go up in the initiative ladder. Finally, each level of Blood Lore allows the Magus to add his speed again to his speed (so with speed 9 and blood lore 3, 9+9+9 + base = 36). The effect lasts for a number of turns equal to the successes achieved.

Diminish Force
Blood: 4
Skill: Composure
Duration: Transitory (1 turn)
Action: Instant
This rite channels the essence of the blood to lessen and diminish natural forces around the Magus. The Magus focuses on a Force, such as a flame or electrical current and casts the rite. Each success reduces the strength of the force by the amount achieved. (A flame of level 4 and 3 successes turns it into a level 1 fire, while 4 successes would have extinguished the flames) Alternatively, successes may also be used to increase a force.

Master Influence Blood
Blood: 4
Skill: Manipulation (subtract target’s Resolve+Stamina)
Duration: Transitory (1 Turn)
Action: Instant
As Greater Influence Blood, except now the Magus may cause the blood to violently erupt from a victim, causing extreme damage. For each success 1 lethal damage is dealt, as the skin and flesh of a host rip to allow the blood to escape. (Note that this does not count as a blood harvest)

Blood Lore •••••

Blood Travel
Blood: 6
Skill: Intelligence
Duration: Transitory (1 turn)
Action: extended (1 roll = 10 minutes)
This ritual allows a Magus to travel extreme distances by stepping through the blood of his victim and violently erupting out of another victim at his destination. The Magus must bind a victim and begin the ritual before spilling the blood. The Target successes is the number of miles away the Magus wishes to appear. After the ritual comes to an end, the Magus must spill the blood and dive into it. He will reappear immediately at his target location, exploding out of a random person at the other end, which dies immediately. If no person is in the immediate vicinity of the target area (within 100 yards), the rite fails.

Hellish Doorway
Blood: 7
Skill: Stamina
Duration: Prolonged (1 scene)
Action: extended (1 roll = 1 hour)
This ritual causes a door way to form out of the spilled blood, which when stepped through transports a Magus to the Hellish Abyss, the realm of Demons. The doorway can be only used by humans, so no demons may step back through it. The doorway only remains open for 1 scene, so the Magus must hurry or be stuck forever.

Blood Rupture
Blood: 5
Skill: Strength (subtract target’s Resolve+Stamina)
Duration: Transitory (1 turn)
Action: Instant
The Magus whispers to the blood within a victim, and it attempts to break free of it’s coil to come to it’s master. This rite causes a victim to explode from the inside, blood shooting towards the caster. Each success causes a point of aggravated damage, and may very well kill the target entirely. (The blood does not count as a blood harvest, thought the Magus becomes covered in it)

Blood Warrior
Blood: 7
Skill: Manipulation
Duration: Prolonged
Action: Instant
The rite twist the blood and calls forth the primal nature within it. The Blood shapes itself into a humanoid form, and acts independently of the Magus. The Magus has full control over the being, and it follows his commands without question. The entity acts on the Magus’s Initiative, and can effect physical beings. Successes are used to allocate more points to attributes.

Blood Warrior
Power: 7
Finesse: 5
Resistance: 5
Health: 8
Defense: 3
Blood Attack (Range 50 yards, subtract targets defense and armor from Power+Finesse, causes lethal damage)

Call Demon
Blood: 7 (times rank of spirit)
Skill: Presence
Duration: Lasting
Action: Extended (1 day per roll)
This is one of the Magusi’s most feared rite, the ability to call upon a Demon of the Hellish Abyss. The Target successes required is the rank of the demon that is summoned, and each rank also increases the blood cost by 7. The ritual may never be interrupted, but caster’s may take over for another during the ritual. The higher the rank of the spirit, the mightier it may appear. Some Demons may simple fly into a frenzy, but all must remain at the summoning circle and cannot leave until the Magus let’s it go. The Ritual discloses the Demon’s True name to the ritual master, and thus the demon is under his control.

Blood Magic

Endless Horizons anno1604