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Few things are more frustrating to mages then the limitation imposed upon them by their own bodies. The bloodmage has learned to look beyond the limitations of the body to find and draw strenght from its most primal source, blood. Either by their own blood or by the blood of other a bloodmage learns to convert the very force of life into magic. While not necessarily evil, bloodmages tend to take a fatalistic view towards life and see things in terms of their sacrificial potential. In the process of praciticing their craft bloodmages become more and more scarred, as a result they tend to become more repulsive to others, unless they happen to admire scar. Blood mages will often wear long sleaves even in warm weather to conceal the scars that begin to cover their arms. The one real danger is that which give life can also take, on rare occassions blood mages have been known to bleed to death. Bloodmages may not be healers.
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Blood for spells: By wounding himself a bloodmage can convert 1 EN into 6 FT for spell casting alone. The blood provides basis of a manna pool from which the mage may draw energy for spell casting. The fatigue generated by this method dissipates after 6 hours. The “holding capacity” of the manna pool grows as the bloodmage advances. It is increased 5 per rank, up to double the FT of the bloodmage. There is a 2% chance that the cut causes a bleeding wound that causes the loss of 1 EN per pulse.
Bloodblade: The Bloodmage is a person that cuts himself often to gain power, or cuts other to use their blood against them. Thusly he becomes attuned to the instrument that makes the blood flow. In order to become a bloodmage one must procure a magic dagger or knife , worth no less than 30TG It is with this blade, and this blade alone that triggers his blood-bought power, The manna pool must always begin with blood drawn from the bloodmage by this dagger. At rank 4 injuries caused by this blade to others convey half of the damage to the manna pool of the bloodmage. At rank 5 a bloodmage may aquire a second dagger as either a back-up or to use in his off hand.
Blood Identification: By examining blood spilt from a creature that still lives a Bloodmage can identify what kind of creature it came from (Humanoid, animal, aberration...). ([3 x perception] + [6 x Rank]) %. The blood can only be up to two hours (+1 hour per rank) old for this identification to take place. Obviously, blood from things like undead, plants, etc, cannot be identified as they do not have blood.
Blood Track: Due to the echo that spilled blood can leave, the Bloodmage can tell, at will, if blood from a still living creature was spilled in an area up to as many days ago as he has rank. It does not matter if the area has been cleaned up in any fashion, or even if the blood was somehow removed, the Bloodmage is sensing the echo of the living blood. [Perception] + [6 x Rank] He can also detect the direction the creature is (but not distance), as long as it is still living and on the same plane.
Pain Resistance: Slicing your body on a daily basis gives the bloodmage an increaed tolerance for pain. All concentration checks are done at 5 X WP. At rank 2 the bloodmage gains the ability of resist pain.
Power of blood: The bloodmage is not able to attack the pulse that he tastes blood, but he may evade. By tasting their own blood, the Bloodmage can double their own TMR and increase their PS by 50% for two pulses. At rank 5 they may taste the blood from an opponent they have injured with their dagger. If it is another mage they increase their magic resistance by 25%. If it is a fighter the bloodmage’s IV is equal to his opponents +5 and they gain 20% on to defense because of a mystical intuition. If it is a creature with special attacks (like a medusa) they gain reistance rolls at 2 factors higher. As each creature is unique, so its blood is unique. Power of blood can only be used on one creature at a time. Being protected from one sorcerer does not protect you from another. Tasting the blood of one basilisk doesn't protect you against its mate.
Healing of the Veins: The Bloodmage is able to replenish himself through others' living blood. He makes a single stike at -20% with his Bloodblade. If successful, it causes triple damage because of the power a Bloodmage has invested in the attack. The blood is then absorbed as it flows over the Bloodmage's hand. This causes the Bloodmage to heal the amount of damage that was dealt. This is the only action that may be done that pulse. The blood mage may use this ability up to ½ his rank number of times in a day.
Blood-seeking spells: At rank 6 anyone who has sustained an injury that causes bleeding (Class A & B) becomes more susuptible to spells from a blood mage and decrease their resistance by 20%. A healing spell or touch of a healer will negate the path that the blood laced spell travels. At rank 8 the spells will do 50% more damage or have 50% more duration.
Blood walking: At rank 10 a bloodmage may transport himself by means of blood from one person to another as long at they are members of the same species or half-blooded. The two “conduits” must be within sight or they must be two known individuals. The bloodmage automatically bloodwalks, the “conduits” must roll under 2 X WP or be stunned from the experience. There is a 25% chance either or both of them sustain d +10 damage to endurance not absorbed by armor. This ability cost 4 FT and may not be taken from the manna pool.
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