Blood Magic

in: Magic Spheres

## Spells

### Coagulate (Injury Timer Heal)

Assistive Magic Casting - A crude method of healing, the caster can stop the flow of blood and start the scarring process immediately on themselves or others by reshaping, stretching, and repurposing their flesh. Due to its forced nature, wounds heal far uglier than they would’ve naturally. This can be used on yourself or others to heal major wounds and reduces injury timers by 50%.

#### RPR Stats

* **Target(s):** Self or Single (within 2 tiles)
* **Dice Modifier(s):** Assistive Casting
* **Difficulty Class:** Fixed (21)
* **Cost(s):** 6 mana if success, 9 mana if failure
* **Effect(s):** Reduces any present Injury Timer by 50% on the target. The target must apply the half injury timer from the RPR menu and screenshot this emote in case its needed.
* **Cooldown:** 15 minutes

### Purge Toxins (Cleanse)

Supportive Magic Casting - Maladies in the blood can be removed by drawing them out through an open wound, including drunkenness and poison. Light bleeding itself can also be stopped through exerting mild control and forcing it to clot.

#### **RPR Stats**

* **Target(s):** Self
* **Dice Modifier(s):** Support Casting
* **Difficulty Class:** Fixed (18)
* **Cost(s):** 4 mana
* **Effect(s):** Removes the Bleeding and Poisoned statuses on the caster. Sets Blood Alcohol Content to 20 on the caster. *On Critical: Removes the Burned* *and Frozen* *status as well*
* **Cooldown:** 10 minutes

### Create Tendrils (Attack/Special)

Offensive Magic Casting - Using the blood and bone in the caster’s own body, they can cause tendrils to sprout from their back that behave with the same functions as one would expect from another arm. They can be used as weapons, tools, or even restraints. They take effort to maintain, and can’t be held out forever.

#### **RPR Stats**

* **Target(s):** Self
* **Dice Modifier(s):** Offensive Casting
* **Difficulty Class:** Fixed (20)
* **Cost(s):** 4 mana
* **Effect(s):** Applies Blood Tendrils buff to the caster for 20 minutes, granting the ability to use **Tendril Attack**. Applies Bloody status to the caster for 30 minutes.

#### **Tendril Attack**

* **Target(s):** Single Target (within 4 tiles)
* **Dice Modifier(s):** Offensive Casting
* **Difficulty Class:** Target rolls Blood Resistance
* **Cost(s):** 2 mana
* **Effect(s):** Damages target's hit points (modified by Offensive Casting). *On Critical: Attempts to apply Bleeding to target (Target rolls Resist Bleeding vs. DC (16))*
* **Cooldown:** 10 minutes

### Bloodthorn Cord (Debuff/Special)

Offensive Magic Casting - By opening or using a wound on their own body, the caster may draw forth a flow of their own blood which they can semi-solidify into a rope. This can be used immediately to lash out toward a target to attempt to trip them, or can be kept and used for a short time as a means of binding.

#### **RPR Stats**

* **Target(s):** Single (within 4 tiles)
* **Dice Modifier(s):** Offensive Casting
* **Difficulty Class:** Target rolls Blood Resistance
* **Cost(s):** 4 mana
* **Effect(s):** Damages target's hit points, and applies the Knocked Down status on target for 10 minutes. Applies Bloody status to the caster for 30 minutes. *On Critical: Applies additional damage to target (modified by Offensive Casting). Attempts to apply Bleeding to target (Target rolls Resist Bleeding vs. DC (16))*
* **Cooldown:** 10 minutes

### Flesh Sculpting (Special)

Support Magic Casting - The caster can change the physical shape of any living creature with enough concentrated effort, by sculpting their skin as one might clay. This is a lengthy process, and one that the body will reject eventually. Finer details are difficult to replicate, and thus the spell does not work to make disguises. They can effectively maim and disfigure anything they get their hands on long enough, but anything done will revert in 48 hours. This cannot change the overall size of creatures or give them abilities they did not have before. Flesh used for this process must come from somewhere, whether within the target’s body or otherwise, as the spell is not capable of generating new flesh entirely.

#### **RPR Stats**

* **Target(s):** Single (within 1 tile)
* **Dice Modifier(s):** Support Casting
* **Difficulty Class:** Target rolls Blood Resistance
* **Cost(s):** 3 mana
* **Effect(s):** Applies Flesh Sculpted status to the target for 48 hours.
* **Cooldown:** 4 hours

### Flagellate (Special)

Support Magic Casting - The caster can open wound channels on themselves to bleed, using their own body to fuel their own or someone else’s rituals. Doing this inflicts a self injury timer, but will reduce the cost of any ritual being conducted by 1 gem of choice.

#### **RPR Stats**

* **Target(s):** Self
* **Dice Modifier(s):** Support Casting
* **Difficulty Class:** Fixed (18)
* **Cost(s):** 3 mana if success, 6 mana if failure
* **Effect(s):** Applies the Bloody status to caster for 30 minutes.
* **Cooldown:** 8 hours

### Boiling Blood (Attack)

Offensive Magic Casting - If the caster has an open wound, they can transform some of their blood into a terrible and acidic substance. They can fling this blood at an opponent, and when it touches their skin it burns them and even threatens to spread about their flesh like strange liquid fire. This blood can also burn through certain objects such as ropes and, given enough time, shackles.

#### **RPR Stats**

* **Target(s):** Single (within 4 tiles), must be affected by the Bleeding status
* **Dice Modifier(s):** Offensive Casting
* **Difficulty Class:** Target rolls Blood Resistance
* **Cost(s):** 4 mana
* **Effect(s):** Damages target's hit points. (modified by Offensive Casting). *On Critical: Applies the Chemically Burned* *status to target for 30 minutes.*
* **Cooldown:** 5 minutes

### Bodymorph (Special/Buff)

Support Magic Casting - The caster can quickly modify the rigidity and even to an extent the solidness of their own flesh, causing it to become temporarily much more malleable and able to be forced through small spaces. This is useful in combat when the caster finds themselves restrained whether by grappling or magic, allowing them to more easily slip free as their flesh itself slips and morphs. This spell cannot so greatly enhance the caster’s malleability that they can force their body through tiny gaps such as small windows or cracks.

#### **RPR Stats**

* **Target(s):** Self
* **Dice Modifier(s):** Support Casting
* **Difficulty Class:** Fixed (18)
* **Cost(s):** 5 mana
* **Effect(s):** Applies Body Morphed status to caster for 30 minutes.
* **Cooldown:** 10 minutes

### A Mind of Its Own (Special)

Support Magic Casting - A master of Blood Magic can willingly remove their own hand and endow the limb with a subservient will of its own, commanding it so long as the limb remains within a relatively short distance. The hand can use its fingers to move, make short hops, and even climb in a limited fashion. It can attack someone, though its strength is limited. If the hand is taken too far from the caster, it goes limp and begins to die normally, potentially leaving the caster handless!

#### **RPR Stats**

* **Target(s):** Self
* **Dice Modifier(s):** Support Casting
* **Difficulty Class:** Fixed (11)
* **Cost(s):** 3 mana
* **Effect(s):** Applies Missing Hand status to caster for 60 minutes
* **Cooldown:** 10 minutes

### Stolen Essence (Attack/Combat Heal)

Offensive Magic Casting - The caster may target a victim who is already bleeding and rip some of the blood from their body, drawing it back toward themselves. They incorporate the blood crudely into their own body, using it to heal themselves and restore their own vigor.

#### **RPR Stats**

* **Target(s):** Single (within 4 tiles)
* **Dice Modifier(s):** Offensive Casting
* **Difficulty Class:** Target rolls Blood Resistance
* **Cost(s):** 4 mana
* **Effect(s):** Damages target's hit points. (modified by Offensive Casting). Heals the caster's hit points (modified by Offensive Casting). *On Critical: Deals additional damage to the target, no extra heal gain.*
* **Cooldown:** 20 minutes

### Bloodward (Buff)

Supportive Magic Casting - The caster must be bleeding to use this ability. By drawing out some of their own blood through their wounds, the caster may surround themselves with magic charged droplets which create a powerful profane shield against enemy magic.

#### **RPR Stats**

* **Target(s):** Self, must be affected by the Bloody status
* **Dice Modifier(s):** Supportive Casting
* **Difficulty Class:** Fixed (18)
* **Cost(s):** 5 mana
* **Effect(s):** Applies Blood Ward status to the caster for 10 minutes.
* **Cooldown:** 10 minutes

### Blood Fountain (Attack)

Offensive Magic Casting- The caster may cause four targets within range who are bleeding to all viciously spurt blood from their wounds, causing them terrible pain and further ripping their wounds open by the pressure.

#### **RPR Stats**

* **Target(s):** Up to 4 targets (within 5 tiles), must be affected by the Bleeding status
* **Dice Modifier(s):** Offensive Casting
* **Difficulty Class:** Target rolls Blood Resistance
* **Cost(s):** 6 mana
* **Effect(s):** Applies the Bleeding status to target(s) for 20 minutes. Damages target(s)' hit points (modified by Offensive Casting). *On Critical: Deals additional damage to target.*
* **Cooldown:** 10 minutes

### Body Shrapnel (Attack)

Offensive Magic Casting - The caster can forcibly fling shards of their own body along with blood magically honed into razors. The shards are typically pieces of fingernail, bone, blood, skin, callous and other bodily detritus flung fast and magically cut to razor sharpness which can shred up to four targets around them with minor cuts, causing them to bleed.

#### **RPR Stats**

* **Target(s):** Up to 4 targets (within 5 tiles)
* **Dice Modifier(s):** Offensive Casting
* **Difficulty Class:** Target rolls Blood Resistance
* **Cost(s):** 6 mana
* **Effect(s):** Applies Bleeding status to target(s), damages target(s)' hit points (modified by Offensive Casting). Applies Bloody status to the caster for 30 minutes.
* **Cooldown:** 5 minutes

### Bulk the Flesh (Buff)

Supportive Magic Casting- The caster can use their magic upon their own body or that of an ally to force blood into their muscles and rearrange their tissues to give them a large but temporary boost to their physical prowess and strength. This spell is obscene to behold as muscles are grotesquely expanded and fat is moved around beneath the surface of the skin. The muscles, tissue and blood shifting back into place after the end of this enchantment is an intensely painful and unpleasant experience.

#### **RPR Stats**

* **Target(s):** Self or Single (within 4 tiles)
* **Dice Modifier(s):** Supportive Casting
* **Difficulty Class:** Fixed (19)
* **Cost(s):** 5 mana
* **Effect(s):** Applies Bulked Flesh status for 10 minutes. Damages caster's hit points.
* **Cooldown:** 20 minutes

### Bloodscent (Special)

Supportive Magic Casting - By obtaining some of a victim’s blood, the caster can take in its scent and tell several characteristics of the character. They may learn what race they are and  what magic they are capable of using if any, as well as any afflictions or curses they may be suffering from. A single drop of blood will not suffice, and at least enough blood to fill a thimble is required.

#### **RPR Stats**

* **Target(s):** Single (within 2 tiles)
* **Dice Modifier(s):** Supportive Casting
* **Difficulty Class:** Target rolls Blood Resistance
* **Cost(s):** 2 mana
* **Effect(s):** Target will DM the caster, revealing their race, if they are using a illusion, their school of magic and what curses or afflictions they currently have.
* **Cooldown:** 10 minutes

## Rituals

### The Craving (Curse)

The ritualist may curse a victim with a growing need to consume the flesh of sentient beings, progressively removing their ability to gain sustenance from anything else. The curse progresses in stages and even results in physical changes in appearance in addition to mannerisms and behavior.

1. **Stage 1:** The victim loses the ability to gain true satiety from normal food and sustenance and begins to find the thought of eating sentient flesh appealing, their mouth watering at the thought. At this point, the cravings can be fought back through determination and will.
2. **Stage 2:** The cravings become more intense, and the more they are denied the more feral and instinctive the victim begins to behave. The first changes in physical appearance begin to happen at this stage, both as a direct result of the curse and as the victim begins to care less about physical hygiene. Nails lengthen, eyes become sunken, and they may develop a wiry appearance. If they partake of some of that which they crave, it assists them in keeping control of themselves.
3. **Stage 3:** The curse victim’s craving for sentient flesh is nearly uncontrollable, and they will attempt to satiate that craving by force if they cannot do so otherwise. They have become a feral version of themselves, more bestial and primitive than they would have appeared before but otherwise still recognizable. When they have not consumed sentient flesh within the last three days at this stage, it becomes their solitary, preoccupying thought, and when they have been denied for longer than a day they will feel an urge to attack anyone they are alone with for more than a moment.

* **Ingredients:** Cadaverine, Doman Plum
* **Requirements:** 3 Chunk(s) of Jasper
* **Required Scroll:** Enchantment
* **Effect of Ritual:** Curses an individual with a need to consume the flesh of sentient beings. Can be removed by certain rituals.

### Monstrous Transformation (Curse/Transformation)

In a ritual that blurs the lines between grotesque surgery and the darkest of occult practices, the blood mage may begin to transform the body of a victim into a horrible but powerful iteration of its original form. Flesh, sinew, fat and muscle are layered atop the old body, reinforced with superfluous bone in a mockery of nature’s original design that results in a creature with unnatural strength and physical prowess but diminished mental capacities as the strain of its new body weighs upon its mind. This new form is always terrible and ugly to behold, and while its creator may appreciate the art of their creation others are not likely to be as understanding. Typically the creator will attempt to foster some sort of loyalty in their new creation, but others may simply delight in unleashing their monstrous art upon the world.

* **Ingredients****:** Cadaverine, Liniment, Concentrated Demon Blood
* **Requirements:** 10 Chunk(s) of Onyx, 10 Chunk(s) of Jasper
* **Required Scroll:** Transmutation
* **Effect of Ritual:** Transforms the character into a monstrous version of themselves, hideous and likely disgusting to behold. Requires OOC consent. Height must still be within racial limits but can be changed, as well as other sliders. Some attachments may be provided.

### Flesh of Flight

By using gems of power and the dark magic of flesh sculpting, the ritualist can expertly grant function to already grafted wings, once severed, but now grafted onto another player. This enables flight for those who normally would not have it or had it taken away. This ritual requires Flesh Graft to have been performed.

* **Ingredients****:** Ghoul Saliva, Concentrated Demon Blood
* **Requirements:** 3 Chunk(s) of Onyx, 2 Chunk(s) of Jasper, 1 Chunk(s) of Topaz
* **Required Scroll:** Transmutation
* **Effect of ritual:** Give wings previously attached to the character the ability to function properly and give the ability to fly.

### Flesh Graft

Often impractical and cruel, the ritualist permanently attaches and gives limited function to parts a creature normally would not have. Feet can be cut off and replaced hooves, hands can be given claws, the body’s skin can be covered in scales, wings can be attached but will not be functional unless Flesh of Flight is performed. The ritualist cannot do this to themselves. Parts must be obtained from players, a painful process of mutilation and cannot be obtained through NPCS.

Grants an injury timer of 24 hours to the player receiving the graft. Flesh of Flight may not be performed until 4 days have passed from the initial Flesh Graft ritual.

* **Ingredients****:** Liniment, Cadaverine, Screenshots of the body part(s) being collected are required and must be submitted alongside the ritual.
* **Requirements:** 2 Chunk(s) of Onyx, 1 Chunk(s) of Jasper
* **Required Scroll:** Illusion
* **Effect of ritual:** Attach or change various body parts collected from another. Feet can be cut off and replaced hooves, hands can be given claws, the body’s skin can be covered in scales, wings can be attached but will not function normally on their own. A mixture of cadaverine and liniment, along with a not insignificant influx of raw magical power and talent, is the requirement to make parts actually function at least limitedly as a part of the recipient’s body. The mixture acts like a mortar between bricks, though the magic of fleshcrafting will grow over this mortar during the ritual.

### Hideous Regrowth

A ritualist can manipulate an unconscious person’s body, compelling it to unnaturally regrow what was once naturally there in a strange process. This can be used to regrow lost limbs or other body parts, but it does just that, grows them. The limb will return small and weak, slowly regrowing over the course of 48 hours. For example, if you were to regrow a hand, it would start as a baby hand and rapidly grow into a normal, adult hand.

* **Ingredients****:** Liniment
* **Requirements:** 2 Chunk(s) of Onyx, 1 Chunk(s) of Jasper
* **Required Scroll:** Transmutation
* **Effect of ritual:** Regrow limbs of a target slowly over the course of 48 hours. Starting as a tiny limb/body part that isn't functional until the timer is complete.

### Infect Blood (Curse)

The blood of a person can be corrupted, creating weakness in the body. Immediately after the ritual is complete, the afflicted’s wounds no longer heal on their own, and they will constantly bleed from places all over themselves, most often their eyes and ears, but old wounds will start to reopen and bleed as well. The effects of the curse turns the blood of the victim into a blackish, thick consistency. This curse progresses in stages.

1. **Stage 1 (1 day):** The curse manifests itself in thin lines of blackened blood running from their open orifices and cuts, requiring constant wiping to remove. It is painful at this stage but mostly an annoyance.
2. **Stage 2 (2 days):** The blood now runs in thicker and more obvious lines, and nearly no amount of wiping or hygiene can keep the blood from being seen, and the victim suffers from anemia and exhaustion in addition to the effects on their appearance, though they can still defend themselves and otherwise engage in vigorous physical activity. They will simply be miserable afterward.
3. **Stage 3 (3 days):** The flow of blood is strong enough to greatly weaken the victim, leaving them barely recognizable in appearance as they will find themselves covered in both smeared, new, and dried blood if not under constant care. They are no longer capable of defending themselves, though they can still muster the strength to run away in an emergency. Able to PvP flee or surrender but not PvP join.

* **Ingredients****:** Outer Void Vapor, Phosphorus
* **Requirements:** 3 Chunk(s) of Jasper
* **Required Scroll:** Evocation
* **Effect of ritual:** Corrupt the blood of your enemies, causing their wounds to no longer heal on their own making them unable to heal or fight.

### Silence (Curse)

Calling upon darker spirits, a blood mage can have one infest a person to rob them of their voice. While under the effects of the curse, no verbal communication can be conducted. Try as the afflicted may, they cannot scream, they cannot speak, they cannot grunt, they cannot even cry out. The only sound they can make is the most deafening of them all: Silence.This curse lasts for 72 hours or until removed by ritual..

* **Ingredients****:** Corrupted Essence, Atropa Belladonna
* **Requirements:** 1 Chunk(s) of Onyx, 2 Chunk(s) of Jasper
* **Required Scroll:** Illusion
* **Effect of ritual:** Steal the voice of a target, silencing them so that not even a grunt or cry can escape their lips.

### Beast of Blood (Raid)

The ritualist gathers together the flesh of a great pile of corpses together and gives them false and terrible life, calling them together into a twisted and terrible amalgam of flesh that slithers away before reforming into a beast to oppose the ritualist’s enemies.

* **Ingredients****:** Concentrated Demon Blood, Cadaverine
* **Requirements:** 5 Chunk(s) of Jasper, 5 Chunk(s) of Onyx
* **Required Scroll:** Conjuration
* **Effect of ritual:** Summons a bloodmoon beast onto the battlefield placed either to defend or attack, depending. This creature can be fought alongside, but it does not distinguish between friend or foe.

The ritualist gathers together the flesh of a great pile of corpses together and gives them false and terrible life, calling them together into a twisted and terrible amalgam of flesh that slithers away before reforming into a beast to oppose the ritualist’s enemies.

*Credit for Lore Contribution: Rattenkrieg*

1. ↑ **Body Morphed:** Escape Artist +5, Dodge +5
2. ↑ **Missing Hand:** Melee Attack -5, Ranged Attack -5, Escape Artist -5, Manipulation -5
3. ↑ **Blood Ward:** Increase all magic resistances by 4
4. ↑ **Bulked Flesh:** Strength +10