Blood

### Key Elements

Kill Opponents, Melee Damage, Movement, Hashomer Actions, Poison, Heavy Damage on a Single Target, Combinations with Hashomer Presence

# Blood School

Blood is one of the Schools of Magic in Black Rose Wars.

> **Your crimson lifeblood! I don’t want anything else from you since nothing can match its power.**
>
>

Blood school Mages are masters of murder. They prefer the use of spells that poison the opponent and allow them to move like shadows. Their most formidable weapon is **Hashomer**, an Avatar of Death that they unleash against their opponents by taking advantage of the special Evocations (called **Hashomer Actions**). Command of Hashomer through these spells empowers the Mages of the Blood School to unleash his fury against their enemies.

## Special Rules

### Poison Tokens

Some Blood School spells assign **Poison Tokens** to the enemy Mages. These allow you to gain some perks, in addition to inflicting damage with a delayed effect.

Through the effects of the Blood School spells, it is possible to assign **Poison Tokens** to opposing Mages. A Mage cannot have more than 3 Poison Tokens assigned to it. The excess ones are discarded. It is not possible to assign more than the **12 Poison Tokens** in the game. A defeated Mage must still keep all **Poison Tokens**.

Whenever a **Poison Token** is assigned to an opposing mage, place a Damage cube directly on the token, using the color of the Mage who inflicted that status. Any effect that heals a Mage can be used to remove a **Poison Token** (along with the temporary Damage cube on it) Instead of removing a Damage cube from that Mage’s sheet. All **Poison Tokens** will only cause Damage if they remain on the Mage into the following Clean-up Phase.

In the Clean-up Phase, all **Poison Tokens** assigned to a Mage are discarded, and the Damage cubes that were on the **Poison Tokens** are moved to the victim’s sheet (even if the Mage is in their Cell). The affected Mage then discards cards from their hand based on the damage suffered: 1 to 2 damage - discard 1 card; 3 damage - discard 2 cards.

### Hashomer Actions

If, in the Setup Phase, you add Blood School to the game, the **Hashomer** model must be placed in the **Black Rose Room**. **Hashomer’s** model is immune to any effect from the game, does not activate Traps, and does not take damage. It can only be targeted by effects that would affect **Hashomer Actions**.

#### The Cards

Just like normal **Evocations**, they occupy one of the three dedicated spaces on the Mage Sheet. Each **Hashomer Action Card** shows the name of the action on the front and the game Effect.

#### In the Lodge

Summoned **Hashomer Actions** do not use a token or miniature for identification; they can be affected by targeting **Hashomer’s** model and count as if they were **Evocations** in the room containing **Hashomer**. When Hashomer attacks via a **Hashomer Action**, it counts as if it were an **Evocation** attack. **Hashomer Actions** can be affected by effects that remove **Evocations**. To target them with one of these effects, you must target the **Hashomer** model and choose one of the **Hashomer Actions** in play.

#### Activate Hashomer Actions

**Hashomer Actions** can be activated in the Evocation Phase as normal **Evocations** or through the effects of spells from the Blood School during the Action Phase. Each **Hashomer Action**, when activated, describes a series of actions performed by the **Hashomer** model.

## Starting Grimoire

* 1 x Blood Corruption
* 1 x Assassin's Omen
* 1 x Bury
* 1 x Sadistic Lamentation
* 1 x Scarlet Flower
* 1 x Death Knell
* 1 x Horrible Bleeding
* 1 x Easy Target
* 1 x Flaming Blades
* 1 x Drain Blood

## Spell cards

### Spell descriptions

1. ↑ https://ludusmagnusstudio.com/black-rose-wars/black-rose-wars-rules/