Sanguine Magiks

## Thaumaturgy of Sanguine Magik

Spell cost is 5 motes of mana times spell level and the spells DC's are normal spell DC's + 5. Spells from this list bypass all but Damage Resistance/Epic. A caster must have at least a +4 talent to cast these spells. Only a number of essence equal to half the level of the caster may be sacrificed for a single spell. Any arcane class with a connection to blood can learn the spells from a source.

These spells consumed more energy than normal, if you have no mana to spend, you burn 5 instead of 3 times the cost in hit-points. If you die from this you are unwound at a magical level and can not come back.

## **1st Level Spells**

-(***Blood Orb***): Call forth a magical orb of liquid blood, the first casting of this spell creates the tiny orb, the subsequent casts only allow it to be accessed. After the first casting, the second casting allows the caster to access their orb for 24 hours as a swift action. Spells that require an essence component only are required to have this spell active, provided the caster has essence in the orb. The orb can store an amount of point up to half the casters level, (1 point is equal to 1 hit die of a creature or 6 hit points). The caster may have only 1 Blood Vessel spell active at one time. Range: Personal; Area: 1 small chest; Duration: 24 hours

-(***Blood Drain***): The caster attacks a target within range, dealing 5 points of damage per level to the target, and absorbing 1 essence per level of the target creature, minimum of 1 if the target dies within 2 rounds of this attack. Range: Close (25ft + 5ft per 2 levels); Area: Single Target; Duration: 1 round per 2 levels.

## **2nd Level Spells**

-(***Heart Attack***): Send out a signal to the blood in your opponent, causing a heart attack. The attack deals 1d8 per level of points of damage as a ranged touch attack and may gain an additional 1d8 points of damage for every essence the caster sacrifices to power the spell. Range: Medium (50ft + 10ft per 2 levels); Area: Single Target; Duration: Instant

-(***Empower Magic***): The caster of this spell can spend the mana and a number of essence equal to the level of the highest spell level they wish to be affected by this spell and have all their normal magical spells be under the effects of the Empower metamagic feat for 1 round per level of the caster + 1. Range: Personal; Area: Self; Duration: 1 round per level + 1

## **3rd Level Spells**

-(***Blood Vial***): Call forth a magical vial of liquid blood, the first casting of this spell creates the small vial, the subsequent casts only allow it to be accessed. After the first casting, the second casting allows the caster to access their orb for 24 hours as a swift action. Spells that require an essence component only are required to have this spell active, provided the caster has essence in the vial. The vial can store an amount of points equal to the casters level, (1 point is equal to 1 hit die of a creature or 6 hit points). This vial is separate from the orb, but if they caster switches, they lose the excess points. The caster may have only 1 Blood Vessel spell active at one time. Range: Personal; Area: 1 medium cask; Duration: 24 hours

-(***Blood Burst***): Cause the blood vessels within your enemies to burst. The spell deals 1d4 points of bleeding per level of damage. A reflex save halves this damage. The caster may sacrifice a number of essence up to their hit dice to extend the damage to every round per point spent as bleed damage. The caster gains 1 essence per hit dice of creatures killed by or during this spell. Range: Medium (50ft + 10ft per 2 level); Area: 10ft square per 2 levels; Duration: Instant

-(***Blood Armor***): Surround yourself with a buffer of blood, granting Fast Healing equal to 5 + the number of essence you spend up to a maximum equal to half the casters level. Range: Self; Area Personal; Duration; 24 hours.

## **4th Level Spells**

-(***Siphon Physique***): Attempt to siphon a piece of the victims physique, forcing them to make a fortitude save or suffer 1d6 points of drain to either their Strength (1d6 EVENS) or Dexterity (1d6 ODDS) and gain half the drain as a temporary sanguine bonus for a number of rounds equal to half the casters level. Range: Close (25ft + 5ft per 2 levels); Area: Single Target; Duration; Permanent until healed.

-(***Sanquine*** ***Stun***): Send a pulse bursting blood in targets heads, stunning them upon a failed fortitude save. The targets are stunned for 2 rounds plus an additional round for every 3 essence sacrificed during the casting of the spell. Range: 25ft; Area: 25ft diameter; Duration: 2 rounds + 1 round per 3 essence

-(***Drain Health***): Deal 1d10 points of damage per 2 levels to a targets health and gain the amount back as health. Range: Close (25ft + 5ft per 2 levels); Area: Single Target; Duration: Instant

## **5th Level Spells**

-(***Blood Urn***): Call forth an urn or storing blood, the first casting of this spell creates the urn, the subsequent casts only allow it to be accessed. After the first casting, the second casting allows the caster to access their urn of blood for 24 hours as a swift action. Spells that require an essence component only are required to have this spell active, provided the caster has essence in the case. The case can store an amount of points equal to the casters level plus an additional amount equal to half the casters level, (1 fragment is equal to 1 hit die of a creature or 6 hit points). This urn is separate from the vial and orb, but if they caster switches, they lose the excess blood. The caster may have only 1 Blood Vessel spell active at one time. Range: Personal; Area: 1 large case; Duration: 24 hours

-(***Blood Familiar***): This spell summons a miniature blood elemental that can gather blood from creatures that die within 25ft of the caster if the target fails a will save when touched. Can gather 1 essence per hit die of a dead creature, a round. Range: Touch; Area: 25ft; Duration: 1 round per 2 levels.

-(***Sanguine Beam***): Attack a target with a powerful beam of blood magik. This attempts to rip an essence out from a target, dealing heavy damage. The target takes 4 points of bleed damage per caster level from the caster. If this damage kills them, their blood is stolen in the casters Blood Vessel, 1 point per hit dice. Range: Close (25ft + 5ft per 2 levels); Area: Single Target; Duration: Instant

-(***Create Health Shard***): The caster can cast this spell to collect a number of essence equal to half the casters level, within their Blood Vessel, and crystallize it into a stone like-being. The caster can only have a number of health shards equal to their casting ability modifier. These shards can be consumed as a full round action to regain the hit points equal to 6 x the number of essences each shard contains. Range: Self; Area: Self; Duration: Instant; Casting Time: 10 minute.

## **6th Level Spells**

-(***Induce Aneurysm***): This spell unleashes a powerful aneurysm as a ranged touch attack; dealing 25 points of damage per 2 levels when cast as a standard action or up to 35 when cast as a full round. This spell costs 1 essence per point of increase when cast as a full round. Fortitude halves damage. Range: Close (25ft + 5ft per 2 levels); Area: Single Target; Duration: Instant

-(***Maximize Spells***): The caster of this spell can spend the mana and a number of essence equal to the level of the highest spell level they wish to be affected by this spell and have all their normal magical spells be under the effects of the Maximize metamagic feat for 1 round per level of the caster + 1. Range: Personal; Area: Self; Duration: 1 round per level + 1

-(***Throne of Blood***): Open a portal to the demi-plane of your own blood, the first casting determines what your throne is like, every other casting opens the door way to your plane. This spell functions as *Create Demiplane, Greater* except that you must cast this spell to open the door way. This plane may be accessed from any other plane, and you can contained up to five times your level in essence with the Blood Pool within the center of your plane. Only those who you designate can travel to this plane. Range: 20ft; Area: 10-20ft doorway; Duration: Permanent

-(***Harden Blood***): Convert essence into an armor of temporary hit points. You gain 1 hit point per point of casting ability modifier per essence you absorb with this spell. Range: Personal; Area: Self; Duration: 1 round per level

## **7th Level Spells**

-(***Sever Tendons***): Force a target to make a fortitude save or be unable to cast move for 1d6 + 1 rounds. The caster can increase the DC of this spell by up to a +5, 1 point for every 3 essence they sacrifice. Range: Medium (50ft + 10ft per 2 levels); Area: Single Target Duration: 1d6 + 1 rounds

-(***Siphon Vitality***): Attack a targets body with draining energy, dealing 2d4 points of drain to the targets Constitution and either Strength (1d4 EVENS) or Dexterity (1d4 ODDS) if they fail a fortitude save. The caster gains half the absorbed ability scores as temporary sanguine bonuses for a number of rounds equal to half the casters level. Range: Long (100ft + 25ft per 2 levels); Area: Single Target; Duration: See Text

-(***Bloodbomb***): Bombard the affected targets blood causing it to pull towards each other. The targets take an amount of damage equal to half of the casters level, however this amount increases by half the casters level again for every enemy in the area, up to a maximum of 5 enemies. Range: Close (25ft + 5ft per 2 levels); Area: Enemies within a 30ft area; Duration: Instant

-(***Bloodfueled Body***): Consume blood in your Blood Pool, restoring health equal to double your talent modifier in points for every essence within the Pool that you choose to consume. Range: Personal; Area: Self; Duration: Instant; Casting Time: Full-Round Action

-(***Vitality Exchange***): The cast can force to targets to make fortitude saves. If both targets succeed at the save, they are stunned for 1 round. If only one target makes their save, the one that failed is stunned for 5 rounds. If both targets fail, their physical statistics are swapped. Range: Close (25ft + 5ft per 2 levels); Area: Both targets must be within 75ft; Duration: See Text

## **8th Level Spells**

-(***Blood Sense***): Peer into the aspect of beings allowing you to see magic and creatures within your sight. You can gain information such as race, magical ability and alignment from the blood and magic spell information from magic akin to *Detect Magic*. Range: Line of Sight Area: Line of Sight; Duration: 1 round per 2 levels

-(***Blood Puppet***): Suspend targets in the air by using their blood for 1 minute per level. A forittude save negates this effect. They are helpless and can not move or speak at all. Range: 30ft centered on self; Area: 30ft; Duration: 1 round per level

-(***Sanguine Carnage***): Attack the blood of a number of targets, equal to 1 target for every 3 levels. This attempts to rip blood out from a targets, dealing heavy damage. The target takes 3 points of damage from the caster. If this damage kills them, their blood is stolen in the casters Blood Vessel, 1 point per level of the creatures. Range: Close (25ft + 5ft per 2 levels); Area: All targets must be within with 75ft; Duration: Instant

-(***Blood Barrier***): Summon a powerful barrier of blood that drains the vitality of those around it. All targets within 5ft of the wall have to make a fortitude save or have 1d8 points of Constitution drain inflected. Those that pass through the wall must make a will save or have an additional 1d10 points of Consitution drain. Range: Long (100ft + 25ft per 2 levels); Area: 1 20ft by 20ft by 5ft thick section of wall per level; Duration: 1 round per level

-(***Sanguine Restoration***): This spell is treated as *Heal* and *Greater, Restoration*. Range: Close (25ft + 5ft per 2 levels); Area: Single Target; Duration: Instant; Casting Time: Full-Round Casting

## **9th Level Spells**

-(***Sanguine Storm***): Summon and control a devastating vitality draining storm. Each round you concentrate on the spell allows the storm to build. Each effect occurs on all subsequent rounds. When you end your concentration the spell persists at the last effects it had for 2 more rounds before dissipating as quickly as it appeared. The first round that you cast this spell the storm is summoned as target must make a fortitude save or suffer 1 point of damage per level of the caster. The second round targets must make a will save or suffer 1d8 points of Strength and Dexterity damage. The third round begins with targets being forced to make a fortitude save or suffer 1d10 Constitution damage. The fourth round begins with targets being forced to make a fortitude save or have their blood absorbed by the caster into their Blood Vessel or if their vessel is full, their Blood Pool, killing them. On the fifth round and all subsequent rounds up to 10 rounds, the caster must spent an additional 27 mana to continue the spell, every round it is continued requires concentration. Targets who enter the fully formed storm suffer all effects at once. Range: Long (100ft + 25ft per 2 levels); Area: 60ft; Duration: 4 rounds, up to 10 rounds with concentration, with 2 more rounds once the spell ends; Casting Time: Full Round action and concentration

-(***True Blood Vessel***): Call forth a magical vessel for storing blood, the first casting of this spell creates the vessel, the subsequent casts only allow it to be accessed. After the first casting, the second casting allows the caster to access their vessel of stored blood for 24 hours as a swift action. Spells that require an essence component only are required to have this spell active, provided the caster has essence in the case. The vessel can store an amount of points equal to double the casters level (1 fragment is equal to 1 hit die of a creature or 6 hit points) as well as a number of Health Shards equal to half the casters level. This case is separate from the vial and orb, but if they caster switches, they lose the excess souls. The caster may have only 1 Blood Vessel spell active at one time. Range: Personal; Area: 1 large case; Duration: 24 hours

-(***Heart Burst***): Force the targets hearts to burst in the area, killing them, upon a failed fortitude save. Range: Long (100ft + 25ft per 2 levels); Area: 60ft diameter; Duration: Instant

-(***Enchanted Blood***): Power yourself up to the point where physical attacks do not harm you; Grants immunity to physical attacks. Range: Personal; Area: Self; Duration: 1 round per 2 levels

-(***One with Blood***): Upon casting this, your mind and body meld with that on traces of the many types of blood that have lingered in the vessel. You gain the effects *Freedom of Movement* and *True Seeing*, you do not age and can not be aged magically. You do not need to breathe, eat, or sleep. Furthermore you are immune to charm, compulsion, sleep, daze, fear and stun effects. Also you gain Fast Healing equal to half your character level. All Blood Magik spells are cast as spell level times 5 instead of 6. This spell costs 10% of the users mana. When the spell was ends, the mana is returned. Range: Personal; Area: Self; Duration: 1 day per level. Casting Time: 1 hour

-(***Bloodbound Pact***): Bestow a pact upon a two touched creatures and creature. This binds them so that as long as the master creature is alive, the servant creature suffers the hit point damage instead. This lasts until the servant creature dies or leaves the area of the spell. Unwilling creatures must succeed a fortitude save to avoid the effects of this spell. Range: Medium (50ft + 10ft per 2 levels); Area: Single Target Creatures; Duration: Permanent until dead, out of range or dispelled.

## **Mastery** **Spells**

-(***Sanguine*** ***Absorption***): This spell costs 100 points of mana, the caster attacks all targets within range, forcing them to make a fortitude save or have their blood ripped from their body killing them and filling the Vessel and Pool of the caster with the essence (1 per level of the creatures) of all creatures. If there are excess points, they are converted into temporary hit points, 5 hit points for every excess essence. These hit-points last for 1 minute per 2 levels. Range: Personal; Area: 45ft radius; Duration: Instant; Casting Time: Full Round Action