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[Magic Lore] - Bloodmagic


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“There is no power more pure than what hides in blood.”

 

 

Fourth Generation Blood Magic

 

There are few powers as raw and primitive as blood magic, an ancient art which predates most existing schools and studies. The oldest accounts of blood magic use date to antiquity in the elder mage wars of Aegis where sorcerers hurled great elemental spells across scorched and devastated battlefields. Among the most obscure, grey, and secretive of the dark arts, blood magic is an art of sacrifice and cruelty for its spells and rituals are drenched in the crimson of the living, donated or stolen. The origins of this grisly art are cloaked in mystery for only the Great Stone Serpent is close to being considered a true master for knowledge is what separates the breeds and iterations of blood magic and this, fourth generation blood magic, is the lineage of Malghourn and he will not so willingly give up his secrets.

 

It is the raw blood of those gifted with souls which fuels blood magic, the namesake of the magic itself. It is from this blood that the fourth generation of blood magi draw strength, it is this substance which they twist and bend to their will in savage blood bending, or the ichor which they spill upon eldritch runes for most gruesome rites and rituals. Blood is a thing of primeval strength, it supports the machinations of the soul in life just as lifeforce supports life itself yet Blood may be exploited, both unshackled with runes, and manipulated with bloodbending. So too is there an ancient, mystical language of blood, an unspeakable yet written language whose words invoke power which blood mages inscribe; there is an immense lexicon of knowledge based in blood and its uses and runes albeit much has been lost to the many bygone eras of the past and a vast majority of those runes and powers are forgotten and those employed by present day blood mages are mere fundamentals. Gone are the days of colossal firestorms and conjured earthquakes.

 

Blood magic use, however, is not without its consequence as the addictive powers of blood will soon become a crutch to a blood mage.  After touching a bloodshard and gaining the knowledge of blood magic’s most basic principles, blood mages become quickly addicted to its effects and find themselves dissatisfied with most other magic, unable to bring themselves to learn such so long as they carry the mantle of ‘blood mage.’ As such, the blood mage is one ravenous for such a costly substance, often losing themselves in the carnage of their art with an addiction to power.

 

 

Blood magic is not without its perils. To be awakened by a bloodshard is to invite the eldritch knowledge of slaughter and bloodshed into one’s deepest memories, an injected lesson of the secrets of crimson. Those who undergo this awakening are thus disturbed by it mentally and changed by it physically. 

 

 

 

 



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The tangible effects of blood magic include but are not limited to causing one’s skin to pale, hair to lighten or become brittle and dry, eyes to become milky and bags to form beneath them, easy bruising, occasional nosebleeds, appear anemic, or racing or slowed heartbeat. These effects are rarely dangerous medical conditions however they are telltale signs of blood magic use; the player may opt to increase the severity of these features and the character might seek out medical or alchemical remedies to their symptoms. 

 

The intangible effects of blood magic include extensive mental disorders; the more affluent the blood mage the more severe their condition and the most common mental traits include but are not limited to irrational thought, paranoia, insomnia, and addiction. It is best to research your character’s mental afflictions as to not roleplay an offensive or distasteful stereotype. 

 

Also called cognitive distortions in modern medicine but related to logical fallacies, irrational thoughts include a heaping list of irrational thinking patterns below for simple examples. 

 

Spoiler

 

-Always being right
-Disqualifying positive things
-Blaming and holding others accountable
-Emotional reasoning (“I feel stupid, therefore I am”)
-Filtering (“>ignoring positives and focusing on negatives”)
-Jumping to conclusions: making a conclusion with little to no evidence
>Mind reading and thinking you know what other people know (usually negative)
>Fortune-telling and predicting outcomes (usually negative)
-Labeling or simplify people down to names (bad first impression means a person is a “jerk”)
-Mislabeling or misreading situations with labeling (kid playing is a “street urchin”)
-Magnifying things and making much larger deals of them than they realistically are
-Minimizing things and making much smaller deals of them than they realistically are
-Overgeneralizing and making hasty generalizations to write things off (“all elves are snobs”)
-Personalization, self-blaming (“I’m a bad mother because my son is a blood mage”)
-Splitting or black-and-white thinking, all or nothing, yes or no

 

Paranoia can be interpreted very broadly as with addiction but the general thought is that blood mages become more secretive, distrusting, and anxious because of paranoia crawling around in their thoughts. At its greatest extent blood mages may even turn upon their friends in episodes of paranoid delusions. Get creative with how you interpret this paranoia because it’s very broad in the sense that it could be distrust for others, the world, or even yourself.

 

Insomnia’s effects are both mental and physical but they can include changes in mood, lack of motivation and energy, irritability, and more. Being drowsy makes one feel preoccupied and tense.
 

The most free range madness, addiction takes countless forms and can get quite weird quite quickly, so have fun coming up with this one. Blood mages can be addicted to anything, from the feeling of an emotion, a person, an object, a substance, a song, and so on, but the most common addictions include:


-Drugs and alcohol (cactus green, alcohols, sugar, etc)
-Gambling and chance taking, increased risk-taking
-Indecent interaction (through a flirtatious and obsessive personality)
-Spending money recklessly, without checking impulse
-Entertainment (anything that amuses) in excess
-Tattooing and piercing, self mutilation in perceived enhancement
-Binge eating or food addiction (to cope with stress or incredible cravings)
-Risky behavior or thrill seeking, little regard for one’s own safety

 

 

 

 

 

 

 


 

 

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Bloodshards and the Red Nexus

 

The eldest known living blood mage is no man of Horen, Malin, Urguan, or Krug but a great serpent of Dragur; granted sentience by Setherien following his defeat in the North of Anthos, the drake Malghourn reigns supreme over his lineage of students. This drake-breed of blood magic is what is known today as the third generation and thus is closely related to Malghourn. Donated an original bloodshard from Setherien modeled after the drakaar’s lexicon and dubbed the Red Nexus, the crystalline mass of congealed blood has been chipped at nine times, forming ten shards with the Red Nexus being the prime leftover of the original, colossal bloodshard. These nine gems of coagulated blood borne of Setherien-era hemomancy act as smaller lexicons for Malghourn’s superior Red Nexus  which at a mere touch inject knowledge into the mind. To grace a bloodshard is to accept the information of blood’s nature, the craft of blood magic, and the tools to use it. Such complex ideas and philosophy cannot be spoken or instructed, only shown, and thus bloodshards are conduits for making bloodmages. Familiarity with blood and the runes permits a masterful blood mage some vague understanding of the complex language with which Malghourn has stored knowledge into his Nexus. This allows master blood mages to tap into the near infinite knowledge of the Red Nexus at times and potentially glimpse its libraries or adversely communicate with Malghourn through it.

 

Weightless and massive -- no smaller than nine meters and no larger than thirteen -- these floating crystals are spread across the mortal realm and are dearly coveted by blood mage cabals. They are coveted things and as such are often hidden, tucked away things or disguised as mere rocks for they have the durability of stone and the texture of a crystal. Whilst destructible, master blood mages may reconstruct these shards of the Red Nexus from any piece of their remains as well as smaller gems -- dregs -- to either restore a bloodshard or create dregs.

 

-Bloodshards allow individuals to become viable for learning blood magic. There are, at all times, nine, and Malghourn may move them at his will (By LT or ET’s decision and discretion).

-Bloodshards MUST be physically built upon the map, or kept in a sharded form for a small period of time (one week in real time)

-Any tier 5 blood mage may restore a bloodshard with any amount of its fragments. Attempting this without a fragment or after the last of the nine have been reformed it results in the creation of a simple dreg.

-Bloodshards may grant tier 5 blood mages knowledge of all spells thus keeping the magic spread at all times; no knowledge can be hoarded and/or hidden. Future discoveries and additions may also be spread through this manner. Combinations of runes and rituals are not learned, however, and are gained through extensive experimentation. Only bloodmages with a TA may take advantage of this.

-ET/LT events may be held for blood mages who touch bloodshards to commune with Malghourn to whatever end.

 

 


 

 

 

The Powers of Blood Magic

 

Bloodsense

The first and most humbled tool in the bloodmages arsenal, a bloodmage can view and see the vitals and internals of their body by entering a heightened state of sensation, past their normal five. This gives bloodmages the tools of awareness and wisdom.

 

 

Spoiler

Sensing (Mixed): As the baseline form of bloodmagic sensing should be your first spell where you define your character's tell, usually a rhythmic, meditative act accompanied by closing one's eyes or focusing on some point in space as to allow the mind peace for a moment so it can reach out. This can also include the opposite, where eyes widen and the person enters a heightened sensitivity and alertness, but not to one’s surroundings- more as if they were viewing others on another plane entirely, as they witnessed other’s blood and internal organs. Sensing – like most weaker forms of bloodmagic – requires something along the lines of  rhythmic joint cracking, hand posing, repetitive and/or intricate movement, or some other somatic gesture which portrays focus and attention. This is unless, a creature is overflowing with blood (7+ litres) which can be passively sensed.

 

Sensing (Mixed): the baseline form of bloodmagic, sensing is the extension of a blood mage’s reach out towards what is around them in order to tell if usable blood is nearby. This bloodsense aswell shows the heartbeat and blood-movement of a person they have successfully sensed, requiring feedback in a tell. Incredibly precise, they can notice shifts in heartbeat and blood rushing to specific areas, even subtly.

Mechanics: Sensing will allow one to only see the internal workings of usable-blood bearing creatures within a 5 metre radius. The bloodmage may be able to strike the target, but will not be aware of their surroundings, should they change, as they focus upon the vitals of the enemy. Sensing requires no blood to use, and take one emote to perform, casting upon that emote. This counts as a passive effect and may cast while sensing, but will suffer any and all detriments brought by sensing regardless, such as practical blindness. The bloodmage may have 5 emotes per 24 hours. After any session of sensing, the bloodmage will enter a recovery state, and will be effectively vulnerable and dazed for an emote afterward. A creature with overflowing levels of genus (7+ litres) may be sensed without a dazed emote afterward. Sensing may be learned by novice blood mages (tier one). At tier five, a bloodmage achieves Enhanced sensing. With enhanced sensing, a bloodmage has their vision range increased from five meters to ten. 

 

 

-Sensing numbs senses besides itself- becoming blind to all but the vitals and blood of living creatures, deaf to any sound but ones they make and breathing. They do not get much of a sense of touch of scent, yet a strong, distinct taste of blood. They however are still capable of feeling pain.

-Sensing grants line of sight in a five block radius no matter cover. However, one cannot cast inside a person – the outside still applying. An example being an evocation, you would evoke normally with line of sight granted but would not be able to cast a spell within person.

 

 

 

 

 

 


 

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Bloodbending

A second and more vicious tool of blood magic, the lifeblood of others may be manipulated in various manners to puppeteer bodies after the great blood mages of yore.  Unlike most other types of sorcery, users of blood magic are more volatile the closer they are to others as well as when near bare skin or open wounds. Bloodbending may take the form of controlling another’s limb, inducing paralysis, or bursting veins.

 

A blood mage’s most versatile and more freeform abilities come in the branch of bloodbending, the act manipulating blood to cause movement or induce force. All blood bending is restricted to within a twenty meter radius form the blood mage, dependant on reaching out to the intricacies of blood - not a feat conducted over long distances - through immense focus. This not only requires the blood mage to envision their target, but may also for some spells require the victim to have visible skin, be marked by splatters of blood already under the blood mage’s influence or in some cases be already wounded themselves.  On a similar note, not all bloodbending is consistent within the twenty meter radius. Some feats can only be enacted within specific ranges, whilst others are performed with greater ease on closer targets. Blood is cost from exertion by the bloodmage, to cast bloodbending spells. 

 

-All spells in bloodbending require a ‘tell’ in the first emote of said spell’s emote count, this can be RP’d similarly to a voidal connection wherein the tell is freeform so long as it suggests something amiss with the caster. Examples of a tell could include (but are by no means limited to) a shudder, the emergence of a visible aura, twitches and spasms, assuming a stance/ physically directing a spellcast or fine manipulation of bled blood for aesthetics etc.

-Emotes are required to show what is both visible to an audience or people nearby, as well as the pm’d action or effect the bloodmage is having upon their victim. 

 

 


 

Bloodbending Spells

 

 

Spoiler

The following are tell guides for bloodbending spells. 
 

Manipulation (Mixed): As the baseline form of bloodbending, Manipulation is just that- the altering or movement of blood within a body. Manipulation can be achieved by sensing blood, and following with the focus. By connecting to a target’s blood  directly you could, with effort, manipulate and control it to move to other portions of the body. This is the basis of all bloodbending, utilized off of this base spell. This is done by focusing upon the target, and afterward using minor somatic motions alongside the uninterrupted focus to manipulate the target’s blood. This can be used on it’s own, and in a different form is used to build the basis of bloodbending.

 

Contortion (Combative): Whereas sensing is a more passive, quiet form of bloodbending, contortion is the first introduction to true manipulation. Contortion requires preparation akin to sensing albeit targeted towards someone, meaning a blood mage should stare down their target in order to fixate on them while they make their more casual motions before they go to enact the spell and contort a limb or throw a body which is achieved by exaggerated, outward arm movements that are directionally appropriate and fitting for the manner in which the target will move; if contorting a limb a blood mage should thrust their arm in a way to make it seem as if they are touching the victim from afar such as moving an arm by grasping at the air and moving it in a mimicked / corresponding manner.

 

Congealing (Non-combative): Congealing begins with the bloodmage focusing upon the blood laid before them- envisioning their end product and goal. With such an image still in mind, they will begin to somatically move the blood before them, forming into the shape of the desired object slowly, and certainly. It would remain unsteady, viscous, and still flowing, up until it’s final emote, where the dreg would crystalize into a solid, shardlike form.

 

Siphon (Mixed): Siphoning will begin with the bloodmage focusing upon the blood of their enemy, trying to weave and intertwine it with their own. The already-bleeding-wound of the enemy will have it’s blood redirected onto an open-skin spot of the bloodmage, or if there is no wound, will cause a small opening within their enemy to begin siphoning the blood out of (that will seal when the spell ends). It is slow at first, with heavy somatic motions as they weave and control the blood to move to their own if of range, or a quite-literal drain if applied in melee. 

 

Bloodsculpting (Mixed): Bloodsculpting will begin by drawing upon one’s, or a fresh corpse’s, own blood to weave and somatically almost mould the item together. Continuing the process and eventually creating a bloody, usable item. Item’s whose creation is interrupted or unfinished will dissipate. 

 

Scabbing (Mixed): Mist will leak from any blood that is coagulated by scabbing albeit the use of the spell very obviously creates large, wicked scabs upon wounds which form at the touch and guide of the blood mage’s hand(s); the scabs forming out of a wound in an instant is an obvious enough tell otherwise.

 

Concussion (Combative): Since concussion builds up to its effect from range you should maintain your character’s specific meditative tell such as with sensing albeit with more vigor and intensity. Message the victim in PMs and emote to them feeling what is first akin to migraine which increases into a sharp (but not painful or debilitating) that will either pass or end in unconsciousness depending on the roll / emotes. Most notably you should make an emphasis on your character staring the victim down; unyielding, predatory, latched.

 

Hemorrhaging (Combative): Hemorrhaging’s idle lead-up emotes should be a step above the idle movements of sensing wherein the character uses hand signs, dance-like motions, and other obvious magical gestures of tearing or crushing or stabbing or any other relevant or appropriate movement to portray that there is damage coming. Where your character touches the victim is where the hemorrhage will take effect which could be a punch, slap, caress, or anything of the sort.

 

Exsanguinate (Combative): Exsanguination, if going through cover, requires sensing to cast first. The person if in direct contact does not require sensing first, just needing a connection to their blood. In direct contact, emoting would be something of something signifying blood starting to advance flow- this may be done through a somatic motion of pulling as if one’s blood were being pulled out, or a squeezing motion on direct contact that would give the illusion of draining the wound of all its worth. In range, the motions are the same, but a but more drastic and exaggerated.

 

Freezing (Combative): As the ‘top shelf’ sort of bloodbending spell you should describe the power of the act to be wild in a way and difficult to conduct regardless of mastery; struggle against your own body, be tense and shake, and then maintain some kind of strain after touching the victim to insight the paralysis.

 

Rapid Circulation (Mixed): as the most dangerous and taxing form of manipulation, one takes an emote to prepare their body, and focus on one’s own blood. As one focuses, their muscles begin to bulge and gain mass, their breathing picks up and blood flows quickly. After such is over, the bloodmage faces incredibly physical exhaustion, incapable of putting up a fight.

 

Tearing (Combative): The end of bloodbending, tearing can be as brutal and grotesque or practiced and disciplined as you like due to the aesthetic of tearing a person apart or disemboweling them etc etc. The emotes need to be blatantly obvious through strain and harsh motion or eloquent dance and precise fingerwork that you are working on a volatile spell and are beginning to barbarously pull their flesh apart. The tears can be progressive to a degree but there shouldn’t be major injury or effect until after the 6 emotes.

 

Spoiler

 

Manipulation (Mixed): Blood is easily vulnerable to manipulation from a bloodmage, with their learned gift. By this, one may connect to and move blood  within one. This cannot be used for much hostile action without further mastery and learning of the art of doing such.

 

Mechanics: Moving blood within one can only yield effects such as warm sensation is areas of great stores of blood, and coolness in others, alongside weakness. At tier three, a bloodmage may begin manipulating the muscle tissue, affecting the strength and dexterity of their target. This is defined as if those muscles had, for one emote each time afflicted by the bloodmage’s manipulation, been completely drained of energy and stamina. This would tax the manipulated target greatly if continuously used, and could heavily damage the muscle. From a range, a target may be manipulated in emote count in equal to the bloodmage’s tier. In grapple or direct skin-to-skin contact, that number is doubled. This takes a great mental tax upon the bloodmage, being completely focused, and will take time to recover from being in such a state. Manipulation costs no blood to use. It however does take a great mental toll due to strain. If starting from a range, they may not grapple to double their allowed count. Manipulation requires two emotes in total (casting on the second), and lasts for as long as the bloodmage can stand (in accordance to above). A target may at maximum be manipulated up to 10 blocks away if manipulated from a range. This may be learned by novice bloodmages (tier one). 

 

-The cooldown of manipulation emotes is 24 real-time hours. Your manipulation emote-charges are returned after this time, and you are allowed once more to choose whether you will utilize manipulation in grappling or from a range.

-The bloodmage may only target the muscle tissue of the arms and legs if using manipulation offensively.

-A bloodmage must use the two emote tell to connect to the target, and the tell decides how they will manipulate for the rest of combat. If they started manipulation while grappling, they are allowed their doubled-emote-count but may not switch to ranged. 

-Manipulated targets may not have their organs deprived of blood to in effect “kill” someone by causing organ failure or stroke. Their organs will stay at normal rates, in accordance to the person’s whole blood level (If they are bleeding out, they are obviously weakened. Manipulation may not affect organs in any way shape or form). 

-After each emote of manipulation, the bloodmage becomes weaker. At maximum emotes, they reach physical and mental exhaustion. Each emote up to such is a buildup of weakness that must be roleplayed. After manipulation, a bloodmage must spend an emote “in recovery” as they return to their senses.
 

 

Contortion (Combative): By use of contortion a victim may be thrown in a direction or partially puppeteer-ed after the blood mage has entered a mental stance preparing them to use this form of bloodbending.

 

Mechanics: Contortion requires .5 litres of blood per cast. Contortion requires 2 emotes to prepare (the ‘tell’) and 1 emote to perform if the victim is within 5 blocks and has the targeted bodypart clearly shown, or is bleeding from or onto that area (or is bearing blood upon such). A victim can successfully struggle against the forceful movement via a contesting roll of 20 with the blood mage. For each tier in bloodmagic, the bloodmage gets a +1. Contortion may be used twice in succession before there is a 8 emote cooldown wherein it cannot be used. This cooldown repeats every 2 uses. Thrown individuals may be tossed 3 blocks in any direction except up. The force of an impact with any objects is equivalent to having unwillingly ran into it. Contortion may be learned by apprentice blood mages (tier two).

 

-Contortion can only be used in natural motions, meaning a leg cannot be bent backwards or an arm twisted behind one’s back to break it. As well, no motion with contortion can be sustained or kept in place; a blood mage cannot use contortion to pin a person to the ground via their leg nor can they pin an arm to one’s side.

-Contortion requires significant focus and cannot be used immediately following physical exertion within combat (Dodging, swinging, etc). Use must be spaced by 1 emote from the caster between their previous action and casting in order to realign focus after weapon or spell use.

-Contortion may be used as a spell twice consecutively, but with an eight-emote-cooldown between each use, as if it was bearing two charges. This is so users may not use the spell repeatedly.  


 

Congealing (Non-combative): the coagulation of blood in supernatural form, congealing has two uses; it may restore broken bloodshards from any fragment so long as the bloodshard hasn’t already been restored and can too be used to form a dreg. A dreg is a litre of blood congealed into a small shard of red crystal which acts very similarly to a mana gems albeit with interesting properties.

 

Mechanics: Dregs cost 1 litre of blood to make. Multiple dregs cannot be used to fuel the same item’s enchantment, or enchantments. Creating a Dreg takes 3 emotes. Dregs used to make dark art enchanted objects must be made as a MArt. Dregs, when used in conjunction with an enchanter upon an item, may give different looking effects. A fiery blade by burn a deep red hue, or a liquid staff made of a dark red and viscous hue. A dreg itself would be the size of a fist, and may take the shape of whatever one may wish. As well, dregs are easy carriers for magics which cannot otherwise be enchanted with, namely dark arts. Congealing may be learned by apprentice blood mages (tier two).

 

-Enchanting with dregs will merely change the aesthetic properties of the item, being rather freeform with options of design choice. These effects are strictly aesthetic and may not change the properties of the enchantment whatsoever. 

-If a Dreg is broken, it will lose it’s effectiveness. Dregs may not be consumed to replenish one’s bloodpool, or used to cast. 

-Darkmagic items enchanted with dregs require MArt

-Should there be less than 9 bloodshards upon the map, a Tier 5 bloodmage may congeal a dreg into a full bloodshard. 

-Dregs can only be made from the blood of Voidal Horrors and T3+ Voidal Mages, due to a more mana-rich blood. The bloodmage, if a T3+ voidal mage, may draw upon themselves to create dregs.

 

 

Siphon (Mixed): a form of manipulation much more sinister and offensive, is the ability to Siphon. Siphoning draws from the blood of the user to absorb it into themselves.

 

Mechanics: Siphon takes 3 emotes to cast (casting on the third emote), with the first absorb only adding .5 Litres to the bloodmages reserve. However, for every emote following, they may drain 1 Litre from the target per emote. The foe of the bloodmage would suffer the effects of rapid bloodloss. Once the bloodmage reaches capacity, the spell will stop, and the victim’s wound will seal, if it was not already opened before spellcasting. They will still suffer effects of bloodloss.  Blood would flow from a small, temporarily opened wound (or already opened wound) of the enemy to the bloodmage to be absorbed. The spell may be used in reverse funneling blood into someone, effectively acting as a transfusion. Siphon may be learned by apprentice blood mages (tier two).

 

 

Bloodsculpting (Mixed): One of the most convenient tools when needing to give one’s self a fighting chance- by crafting weaponry and armour given preparation, one may stand a chance that they otherwise did not. Taking time to craft objects, a bloodmage will likely call upon their own blood, the spell dangerous to use in combat. 


Mechanics: Each bloodsculpted item requires 3 emotes per cast, the item created on the third. Bloodsculpting costs .5 Litres of blood per cast. he item is equated as if having the rune of flesh applied to it. It bears the properties of ferrum, or iron. A bit weaker and heavier than steel, but still effective in a pinch. Bloodsculpted items are soulbound to the blood of their user, and if not in direct proximity (5 blocks), will dissipate. The item will dissipate regardless after 1 narrative day (and at maximum, 24 hours). Bloodsculpting requires one free hand to shape and create items. Bloodsculpting may be learned by adept blood mages (tier three).

 

-Bloodsculpting items, due to their temporary activity (1 narrative day, or at maximum 24 hours), do not require LT signage. 

-If a bloodsculpted item is moved farther than 5 blocks away, it will dissipate. 

-Items may be bloodsculpted from freshly dead foe, but not living ones. 

 

 

Scabbing (Mixed): a blood mage’s best friend, scabbing just as the name implies, uses the forceful coagulation of blood into a scab upon a wound. 

 

Mechanics: Scabbing costs 1 litre of blood per cast, and may only be used within 5 blocks. Scabbing causes grain pain to the inflicted, alongside bloodloss equivalent to .5 litres of blood. This cost only applies to the target, and does not further bloodloss if self-casting. cabbing allows for blood mages to keenly preserve their blood or that of others by mending wounds however this does not heal wounds nor restore lost blood. Scabbing may be learned by adept blood mages (tier three).

 

Scabbing requires 1 emote to perform when scabbing tiny wounds or erasing bloodstains (smaller than 2 inch cuts), 2 emotes on small wounds (smaller than 4 inch cuts), 3 emotes on medium wounds (smaller than 6 inch cuts), and 4 emotes on any wound larger than 6 inches. The wound is not simply “Healed”, but the blood rushing to the area as a body’s natural form of coagulation, congeals, crystalizes, and scabs as if it were a sped up process. Further damage will lead to re-opening of the wound which will continue to bleed.

 

 

Concussion (Combative): a less harmful action, concussions can be inflicted upon a target subject to a mass push or pull of the blood in their head, usually resulting in unconsciousness. 

 

Mechanics: Concussion costs .75 litres of blood to cast, requiring three emotes to cast, casting on the third (The victim then having to roll). Blood mages can only attempt this on targets whose heads are on display or those bleeding through whatever cover might be upon their head whilst also adhering to a maximum range of ten meters. The victim feels the buildup as the blood mage is casting, beginning to feel like a mild migraine before ramping up into a noticeable headache which either passes or results in unconsciousness. If performed too hastily or incomplete they’ve also a tendency to fail the spell, leaving targets dizzy and lightheaded but not incapacitated. Concussion may be learned by adept blood mages (tier three).

 

0-5 - The victim falls unconscious, after a brief moment of confusion, blindness, and delirium. This unconsciousness will last for four emotes, extended if the victim wishes so. 

6-11 - The victim becomes greatly staggered, weakened, and disoriented, with general confusion. They are incapable of casting for three emotes due to lack of focus.

12-16 - The victim is incapable of casting for one emote (if not casting), or interrupting their current focus. They become slightly physically weakened and dazed, as if they had a mere headrush. 

17-20 - The victim is generally unaffected by the spell.

 

A bloodmage will subtract a number in equivalent to their tier onto the roll, determining its effect.

 

-The target’s head must be at least partially visible or they must be bleeding through whatever cover is over it. Slits in a helmet or headcover do not count as lacking cover. 

 

 

Hemorrhaging (Combative): a gritty and brutal use of bloodbending, hemorrhaging is the act of creating a weeping wound upon an individual through bursting veins. This creation of a wound is equivalent to a stab minus the depth of damage; it is only surface level. Hemorrhaging may be learned by adept blood mages (tier three).


Mechanics: Hemorrhaging costs .5 litres of blood per cast. Hemorrhaging requires brief touch, which is where the weeping wound appears where touch was made- having effects equivalent to the rune of draining, requiring an additional two emotes to heal. Hemorrhage requires full maintained touch for two emotes, then disconnection may be made upon the third. Hemorrhaging requires 4 emotes to perform, casting upon the fourth. After the three cast emotes, a blood mage may opt to have the creation of the weeping wound be delayed 1-4 emotes (their choice) after they have touched the skin of their victim. This creation of a wound is equivalent to a stab wound four inches deep. Hemorrhaging may be learned by adept blood mages (tier three).

 

-To cast hemorrhage, full flesh-to-flesh contact must be made and maintained with small gaps of jostling allowed. A full removal of contact, even if for a brief moment, will cancel the spell.

-The victim of the spell will feel a buildup, over the three emotes feeling an increasing warmth into the touched area, and a small cooling sensation to the outer extremities. This warmth would be at first nothing notable, but by the third and delayed emotes, would be dreadfully uncomfortable.

-The bloodmage may opt to cancel the rupture during the delay, should they wish. 

 

 

Exsanguinate (Combative): A more passive control of  blood, but a brutal one. Exsanguination is the act of forcing one’s blood out through an already-open or freshly-healed wound.

 

Mechanics: Exsanguinate  costs .5 litres of blood per cast. It aswell requires two emotes if using direct touch, but can also be used at a range with three emotes. The spell activates on the last emote (Second or Third if ranged). Unlike other bloodbending spells, there does not have to be direct line of sight as long as one maintains sensing. The wound must be visible or under light cover such as bandaging or light clothing. The wound must be freshly inflicted or patched-up, not being able to open old scars. Exsanguination resumes the bleeding of the wound at an accelerated pace, defined as twice as quickly. This could be used on both an already-open wound, and a freshly closed wound. Exsanguination may be learned by expert blood mages (tier four).


 

Freezing (Combative): the most focus dependant of feats in bloodbending, freezing is the act of paralysing a target’s full body in place for a period of time. 

 

Mechanics: Freezing costs .75 Litres of blood per cast. Freezing may be started for use from a range at maximum of 10 blocks. However, if casting from a range, they may move at half speed (5 blocks, rather than 10) per emote. After two emotes of preparation from melee or a range, a direct touch must be made upon the third emote to freeze the target. The target would have one emote of slowing down to a halt, and freezing completely afterward with their last action. If taking any new damage (Such as being bloodbended further, or attacked), the freeze will break and the target will become free. The target will take two emotes of lethargy, slowness, and recommendation as they go under severe cramping. If not taking damage, once a bloodmage is between 5 and 10 blocks away, or 6 emotes have passed, the target may roll to become free. Any roll above 5 by the victim will result in freedom, regardless of action from the bloodmage. The target may not be frozen again for a narrative day. Freezing may be learned by expert blood mages (tier four).

 

-The bloodmage is required to list a “tell” when they reach the threshhold that the player is allowed to resist. 

-Further bloodbending can not be performed on targets whilst frozen, even by other blood mages. Furthermore, high impact and newly applied bloodletting injuries applied to a frozen individual will immediately release the blood mage’s hold; a frozen target that is clubbed would be liberated from the paralysis, as would one being cut the moment skin is broken and blood is able to escape.

-Freezing is only applied to muscle mass for the purpose of restricting movement. It can by no means stop another’s heart from pumping blood, cause organ failure or any lasting damage beyond incredible cramps and weakness once freedom is regained.

 

 

Rapid Circulation (Mixed): by overloading ones muscles and internal organs, one can effectively send themselves into a natural state of overdrive. Through such, rapid circulation gives enhanced strength and dexterity for a short amount of time. The strength only lasts a brief while, and such takes a great toll on the body. 


Mechanics: Rapid circulation costs 1 litre of blood per emote. Rapid circulation aswell, takes one emote to cast, before on the second emote the body going into overdrive. Each emote continued, Rapid Circulation costs an additional litre of blood. Rapid circulation grants the strength and speed of a fit orc. Rapid circulation takes a great toll on the muscles as they suffer from rapid Hypoxia, and will lead to an incredible state of physical exhaustion. After the spell ends, the bloodmage will find it impossible to stand or walk at a even slow pace afterward for at least a narrative hour, unable to take actions such as swinging a sword or throwing a ball. Rapid circulation may only be casted by those who have completed The Rite of The Brutal. Rapid Circulation may be learned by expert blood mages (tier four).

 

-The bloodmage under this spell is still afflicted by pain, wounding, and any form of inhibition (being stunned or slowed in any manor). If there is an effect that takes into matter one’s strength or speed, it applies as being that of an orc’s, and not their natural strength. 

 

 

Tearing (Combative): arguably the most brutal spell in the bloodbender’s arsenal, tearing is exactly that; ripping a target limb from limb through sheer force upon their own blood. As with all abilities of such excess, however, this is an inefficient feat reserved for the cruelest amongst the blood mage ranks. Tearing may be learned by expert blood mages (tier five).

 

Mechanics: Tearing costs 1 litre of blood per cast, and may be cast from up to 10 blocks away. However, if using direct contact, one less emote is needed in total. If casting in melee, full flesh-to-flesh contact must be made and maintained. Flesh being torn must be visible and touched from oncemore, flesh to flesh, unless there is blood upon the area. Tearing may be learned by expert blood mages (tier five).

 

-For minor extremities (fingers, toes, ears, nose), 3 emotes are needed.

-For minor limbs (such as hands or feet), 4 emotes are needed.

-For limbs, such as arms and legs, 5 emotes are needed.

-For the head, due to spinal connection, 6 emotes are needed

-For a separate at the hips (ripping someone in half), 7 emotes are needed. 

-To cast tearing in melee, full flesh-to-flesh contact must be made and maintained with small gaps of jostling allowed. A full removal of contact, even if for a brief moment, will cancel the spell.

-To cast tearing at a range, one requires a incredibly obvious, and violent, tell. The motions must be laboured and physically draining, struggling as if you were miming. Similar to hemorrhage, the target would feel an incredible and uncomfortable warmth near the bodypart being attacked, and an extreme pulling sensation.
-Organs and other bodyparts unspecified may not be targeted for tearing (Such as eyes, a heart, etc). 

 

 

 

 

 


 

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Blood Runes 

The third and more complex tool of blood magic, runes and rituals are forms of ritualistic acts where usable blood may be used to write glyphs, each embodying meaning and power structured and fueled by blood, either alone to some effect in the case of Force runes or in circles full of various runes to create a complex ritual.

 

There are many runes to blood magic, its unspoken, sanguine language a thing used to invoke primal powers. Detailed in the countless pages of Malghourn’s ethereal tomes of his Red Nexus, taught by the tutelage of a blood mage or a bloodshard’s touch, these glyphs produce abilities born of blood. Runes, words, and rituals, elaborate sentences, both are pure invocations. 

 

-Without the setting of a ritual where effects are specified or may be experimented with, runes act simply as an esoteric alphabet. Drawing one without the proper preparations would yield no special consequence, effect, or action.

 

 

 

Spoiler

 

 

Elemental Runes

 

“The firstborn in this dismal plane and the elements the Maker shaped my father and his ilk, the Brothers and their children, and the world itself, the primeval express what is more pure and raw. Each is of their own order and chaos, good and evil, peace and fury.”

 

Rune of Fire

FireRune.png

Fire is hot and furious. It is father to steam and humidity when bound to water(1), cinder and ash when bound to earth(2) and smoke and miasma when bound to air(3). It suggests fury, anger, pain, unruly strength, raw chaos.

 

Rune of Water
WaterRune.png

Water is fleeting and calm. It is mother to steam and humidity when bound to fire(1), fog and mist when bound to air(4) and filth and mud when bound to earth(5). It suggests fluidity of emotions, brief order, agility and uncertainty either altogether or individually.


Rune of Earth
EarthRune.png

Earth is wise, obedient, malleable and stalwart. It is father to cinder and ash when bound to fire(2), dust and sand when bound to air(6) and filth and mud when bound to water(5). It suggests sturdiness, patience, steadiness, long-lived order and knowledge either altogether or individually.


Rune of Air
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Air is sporadic and swift. It is mother to smoke and miasma when bound to fire(3), dust and sand when bound to earth(6) and fog and mist when bound to water(4). It suggests lighter chaos, speed and quick-willed emotion either altogether or individually.


Rune of Dark
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Darkness is abyssal and eternal. It is shadow and shade; suffocation and cold, but also spaciousness and warmth, endlessness and the end itself. It bears no father nor no son, for all other elements may only produce the perception of darkness -- they may generate it’s visage, but not take it’s raw form.


Rune of Light
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Light is clarity and constant. It is understanding and true perception; warmth and the foreseeable, but also desolation and a blank canvas. It bears no mother nor daughter, for all others elements may only produce the perception of light -- they may generate it’s visage, but not take its raw form.


Rune of Metal
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Metal is firm and orderly. It is certainty and stubbornness; it can be melded to fit another shape, and melted to mimic rivers, but in the end it shapes into that of unbreakable iron. It is said to be the product of fire, water and earth, and retains faint semblances of each of these elements with it’s creation. Lightning is attracted to the element of metal.


Rune of Lightning
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Lightning is both orderly and chaotic; unexpected and warned of. It is swift and strong, and dissipates with the whip of wind. It brings justice in the form of ash and fire where it touches, and is attracted to metal; the only element that may give the impression that lightning may be bent to one's will, but only for a brief moment.
 

 


 

 

Existence Runes

 

“Of flesh, of flora, of ethereal; entities come in few forms and among them are three, a triad of raw forms always obeyed lest they be something other, something godly and divine. A mortal, a plant, a spirit, or a combination, they are all of baseline existence except for what the invisible minds above create and hide in their realms.”

 

Rune of Flesh
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Flesh is fueled by the essence of blood and bound only to those who bear true minds; it is expression of mortality to those who live despite immortals misusing the visage of flesh to suit the needs of relation. Runes of Flesh are used to create beings of flesh, or to summon entities of flesh from other realms.


Rune of Flora
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Flora is the life which makes up our world; it is what binds the earth of most mortal realms to the natural cycle of things and to assure all is not desolate, bleak and mountainous. Flora comes in many forms but retains similar structure despite what realm it belongs to, and hosts peculiar natures that range from simplistic and mindless to wise and divine, much like the Elder Trees of the Aspects. Runes of Flora are used to create beings of flora, or to summon entities of flora from other realms.

Rune of the Ethereal
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Those of ethereal nature are otherworldly creatures that are not known to belong to mortal planes in native form. They are either a hazardous invasion or an unnatural dawn of life, and bear nary blood or flesh or the stem of flora; taking vague forms that range from ghosts of long-lost life to wretched wraiths. Runes of the Ethereal are used to create ethereal beings, or to summon ethereal entities from other realms.

 

Rune of Divinity

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Divine beings are cryptic and mysterious, and their nature are not set by one single law; they bear all the knowledge one may hold often without the insanity it brings, and it is said they are the prime product of the Maker, whom are intended to vanguard the realms of creation so the Void does not swallow them whole. This rune is an enigma and operates in theory; for it is unknown whether or not it may truly bring about the presence of greater beings such as Aenguls, Daemons, Spirits, or antediluvian forces far too magnificent to be beheld by mortal perception.

 

 

 


 

 

Totality Runes

 

“This world is not alone. We are one of many -- perhaps prime, perhaps not -- but our loneliness is unfounded for what lies beyond, be if akin to the mortal planes, transcendental ones, or of the divines, they roam in the eternities beyond waiting to be abused and summoned from. Alternatively, and most delectably, they may be targeted or bound there.”

 

Rune of Mortality
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The Rune of Mortality is reserved for summoning beings of any known physical form from planes that host them in the time of their summoning. Aos and Eos, the sides of the coin show to boast their own native life that bear their own origin of creation. However, despite all mortal realms being similar merely based on hosting a land of flesh and flora and often natural life, no two realms are exactly similar, and to believe such would be foolhardy and unsuspecting of what threats may await on the other side.

Rune of Transcendence
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A true mystery is not only the nature of other worlds, but what shape they may take beyond the makeup of mortal planes. These places are ever rarely witnessed by one’s true perception -- and only the most famed wizards and portal-delvers of ages’ past have beheld the distortion of transcendental realms. There are countless transcendental realms yet unnamed -- claimed to be the failure of naive divines, simply the foreign perception of another plane or even mortal planes that have met a fate so destructive that the very earth that made it up had fallen into a chaotic nexus, and the elements that kept order betrayed their natural laws and sought their own machinations in the form of unrelenting chaos. No true life may support itself in these wretched places, so thus, it is only natural that supernatural beings, often spectral entities, roam these planes and survive by their own unknown means. Some theories even suggest that the Void itself is a realm of transcendence, and if such is to be true, to open a rift and allow another being to slip through into our world and from the Void would likely mean to devastate the land and to endanger all life and lands beyond.

Rune of Sacrosanctum
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Divine, sacrosanct realms are the foreign pages of a book written by greater beings -- prime examples being the Nether, the Seven Skies and even the Spiritual Planes and what subjects are hosted within them. It is referenced in common mortal knowledge that divine beings such as Aenguls and Daemons individually hold reign over their own special realms. Thus, it may be imagined that divine realms are more related to mortal realms in terms of order and what defines them, which almost often concerns the alignment and affinity of the divines that control them. Entities, whether bound by flesh or ethereal form, may be summoned from other sacrosanct realms if they are hosted within them, but to summon the divines themselves is a theoretic, forbidden process in which success in doing so would likely tear the mortal plane the ritual is hosted in asunder whether in defiance of the natural laws between divine presence in other realms or simply on behalf of the raw power said divines expel.

 


 

Force Runes

 

“True power embodied through blood is found here, including power itself. These are the most coveted runes for their knowledge is volatile and a thing of great potential -- be it great creation or great destruction -- and a thing to be deeply wary of.”

 

Rune of Power
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Power is raw force and strength; it is one’s bloodbound muscles, a king’s lordly reign, the fury of flame, the grip of Gods and the will of man. Power is a broad concept and comes in many forms, so thus this rune may be used to empower many things in many rituals. It is the fuel necessary to carrying out the more volatile rituals.

Rune of Draining
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Force may take form in greater power, but it also takes form in one's ability to claim; to take from others what one desires for oneself. It is primal action to take away from others -- to take the life from one's prey, to steal their blood and their essence for yourself. To drain is merely another aspect of claim. To claim is another aspect of power. It is to take.

Rune of Binding
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The shackles of slavery bear their own history that stretches across these past dismal ages, but they were all forged of iron -- able to be shattered and broken after rust made them brittle. The essence of blood, however, bears no such brittleness; there is no rust to be had, no weakness dawned by the passing of eras. Blood is a catalyst; and its power is ever-flowing through one's mortal veins. Shackles ever-empowered, and never broken; only unlocked by the master of those who are runed. So too can shackles be worn with no master but the world and life itself. 

 

Rune of Silence

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The antithesis of power and infinite potential, silence is nothing, the black crevasse and the bottomless abyss. It voids energy and sound, leaving nothing behind but absolute stillness and eternal calm. It is pure order, pure nothingness. Silence embodies a muted scream and a muffled death rattle, a tangible force itself which roams as quelling entropy.

 

Rune of Life
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Among the most enigmatic and potent runes, life is sentience, animation, and more than mere existence but consciousness and spirit. It is a physical and ethereal heartbeat and a tool to be used most carefully; life both marks and denotes the living as well as gives life. It is what blood aspires to uphold and a force fueling its own cognition. To inscribe life is to signify sentience, a frightful thing for not all things ought to have lives of their own.

 

 

 

 

 


 

Rituals

Where runes are words which invoke meaning and abilities, rituals are sentences which create elaborate effects. There are four types of rituals.


 

Blood Rituals are dependant upon runes chiefly followed by sacrifices used to empower said runes which - with the right management - can achieve great feats. The blood required for specific rituals is measured in litres. Litre count varies from person to person, the specifics outlined below:

-Average, typical people have 5 litres of blood, equating to 1 body’s full blood reserves.

-Those who’ve touched a bloodshard have 6 litres of blood, due to their enhancement in understanding of tapping into themselves. 

-Azdrazi, dragons, tree lords, and ascended have 7 litres of blood due to their supernatural or superior states of being.

-Voidal Horrors have 10 litres of blood due to their immense storage capacity.
 

-Attempting to draw from, connect, or absorb blood from a Voidal Horror bears unforeseen consequences, such an incredibly unstable mental state that may induce hallucinations, loss of humanity, and insanity, for a brief period (by the horror’s (et’s) discretion.). 

-Average people can regenerate up to 1 litre of blood per 24 hours in real time.

-Bloodmagic runes must be placed at maximum level a half inch to full inch below skin, and may not be etched into bones or organs. Any alteration in makeup of the rune (by severely mutilating or removing pieces) will render the rune, or all runes associated(drawn) with it nulled. The integrity of the rune must be comprimised. 

-Runes drawn upon players are OOCly consented upon both ends. 
-If the race is unlisted upon the above, refer to them as bearing 5 litres of blood. This excludes non-blood-bearing creatures, such as Golems.

-Blood may never be drawn from NPCs, temp or throw-away characters, or non-player creatures (Meaning in the end, only players.). 

-Not taking into account The Rite “Ascension of Malghourn” (As it provides blood to be freely used), the following is a list in order of blood usage and its effects, specifically on a Bloodmage’s 6 litres. This does not take into account and does not describe nor redline other’s effect with bloodloss.
-A person will not experience the effects of bloodloss as soon as the blood is expelled, with the body taking a moment to recognize the lack of it’s own transport system (12 seconds in narrative for effects to take place, or two emotes.)

 

+Using any amount of blood up to 2 litres yields mild side effects that increase with loss, such as minor physical weakness and loss of stamina, aswell as general coldness. 

+Using 2 litres of blood leads to notable physical weakness that is represented by one’s actions and lack of ability to perform physical activity for a short amount of time, requiring breaks.

+Using 2.5 litres of blood sends the person into a state of unconsciousness briefly, for a couple of minutes (at least 10 narrative minutes) once the blood is used. The person will continue to have faint consciousness, more prone to being knocked out and surprised with detrimented alertness and senses. Their heart rate would be incredibly picked up by this point aswell, supplemented by short and rapid breaths frequently. If they are physically strained whatsoever, they find themselves in a moments notice faint enough to pass out.
+Using 3 litres of blood would send the person into an unconscious state for longer than 8 hours in narrative, being lithe and completely drained of strength, stamina, and their general senses.
+Using 3.5 litres of blood would bear the prior effects, as well as the inability to regenerate blood through unnatural means, such as the rite of Consumption. This leaves the person disabled in their capabilities for quite some time, not recovering until they have reached 5.5 litres of blood.
+Using 4 litres of blood would drain the person of all their resources and energy, PKing them near instantly, unable to regenerate quickly enough through the rite of Consumption or Regeneration. Unlike the previous effects, once a person uses 4 litres, they are sent into cardiac arrest and mass organ failure instantly after casting.

 

Where runes are words which invoke meaning alone, rituals are sentences which create elaborate effects. There are four types of rituals: elemental, summoning, creation and force. Runes can be inscribed for rituals within a relatively short frame of narrative time (provided there is sufficient blood available to fuel their creation) or be painstakingly drawn over the course of weeks and months, though any rune left after a narrative month (an OOC day) without use would dry; any fully prepared ritual in this circumstance would take an additional litre of blood to awaken.


-Runes drawn for rituals must be done with immense precision and focus, effectively impossible to scrawl down during combat or within loud environments.
-A ritual that takes more than 1 IRL day to prepare will require an additional litre of blood to activate.

-Runes drawn from rituals are easily disturbed and manipulated, cancelling their effect. A life rune put on the stone can easily be fractured or shoveled away on dirt as example. Upon the body, such works as a branding and must only be skin deep – allowing an extremely painful “cutting out” to take place, to remove it.

 

Spoiler

 

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Enhancement Rituals

 

“Objects may be infused with the nature of the primeval elements, the makings of blood’s true potential as an ink of existential rituals.”

 

Elemental rituals are conducted upon objects and items, granting them additional properties to what which they already have embodying the element they are used with in the ritual. Elemental rituals require only the elemental rune they are being inscribed with and a rune of mortality, binding their planar property to the object in a ritual; the object itself bears no runes and the enchantment is permanent unless destroyed. In conducting the ritual, a larger rune of mortality is to be drawn. Within the crescent at the rune’s corner is then placed the object and the relevant rune. Requiring 2 runes, elemental rituals require 1 litre of blood.

 

Fire: the item becomes terribly brittle, flaking away with use. Swords may last a battle, but they will surely need tending to by the hand of a blacksmith afterwards. These items, when drawn quickly along rough surfaces after having the fresh blood deposited upon them, will burst into flames and burn ferociously until the blood runs dry (five emotes). After burning out, they will enter a refractory period where they may not be activated once more for 24 IRL hours. They are also very resistant to heat, protecting the wearer within.

Water: when dropped into the water, the item will invariably float to the surface and rest atop the waves, no matter their ferocity. The wearer will always remain dry and free from the creeping chill of water. When the blood of the wielder is shed upon the item, it will become as malleable as liquid for a short period of time, and will shift into a new form that was determined at the time of the items inscription. This transformation will take three emotes at the least, or more dependent on size. The item will become weaker and much more easily-breakable the larger it is expanded in accordance to it’s original size.

Earth: the item becomes noticeably heavier; a single suit of armour may be comfortable to wear to the strong but certainly beyond anything a magician or untrained individual could handle. Swords are capable of being lifted by the untrained, but their added heft will quickly exhaust one who has not readied themselves beforehand. These items have great protection from physical stress, and their general durability is also considerably enhanced; vibration is also near completely nullified. These items have no activated ability.

Air: an object inscribed with the element of Air becomes lighter and far more easy to handle. Mundane tools, for example, could be granted the freedom of air, enabling the force of its original weight to be exerted, yet its functional weight appears much lower than before. Inscribed swords may be swung like light branches; armor may feel alike light cloth clothing. However the untrained would soon find the lack of weight in armaments imbalancing; weapons easily slipping from their hands mid-swing as the gracefulness of the wind betrays them. However, the object or applied item becomes extremely weak, breaking after just a few hits. It aswell would not project force well. 

 

Dark: things with elemental Dark written upon them are visibly shaded as though they were always underwater and instead of reflecting light with light edges they glow with shadow and carry darker patches. Shadows tug towards these objects as if reaching out to caress them. If doused in fresh blood these items become completely and utterly jet black.

 

Light: an object inscribed with with Light bears no shadow and if near a lightsource intensifies it just faintly, kindling a torch or aggravating a lantern. When blood is shed upon the item an ambient glow ranging from the intensity of dim moonlight to a brightly burning torch with a color denoted by a rune suffix; fire gives red or orange, water gives purple or blue, earth gives green, grey, or brown, air gives faint translucency, dark gives a muddled shadow like glass, light gives light, metal gives grey, and lightning gives vibrant yellow or blue.


Flesh: items that are imbued with Flesh become bloodied in appearance, as they take on the darker form of what could have potentially been a made creature- unto the aspects of the object. Making no real difference in it’s effects, an object inscribed with the rune of flesh would be coloured that of crimson ichor- blood, which would flow according to gravity. As the blood would fall from the object to the ground, it would dissipate, and reform upon the top, forming a cascading waterfall of blood that could be anywhere from dripping slow, to as much as a light rain. The blood that flows from the blade is not potent to fuel any form of need for blood from ritual or spellcasting. These items have no activated effect.
 

Metal: these objects gain an odd sheen which light catches and with it the object attracts lightning and conducts such energy well. Metal inscribed objects also possess a magnetic property towards other objects of their same material, albeit the strength of such magnetism is weak enough for any adolescent to be able to pry them apart. If doused in blood, the object would harden and give off the properties as if the object were made from steel, for up to five emotes, taking on the strength, durability, weight, and stillness of such. Afterward, it would enter a refractory period of 24 IRL hours until it is able to be activated once more. 

 

Lightning: often giving off static shock at a touch, objects inscribed with Lightning give off a sharp and shrill pop and crackle when drug against metal or metal-runed objects and if doused in blood give a skin-numbing zap which remains active so long as the object is bloodied. 

 

Life: these objects gain a very limited form of sentience, as though they were granted life. These items would not be able to retain knowledge whatsoever, and would not form memories. They would however, be able to converse or give opinion, from a strictly Neutral Evil alignment. These items have no activated effect when bloodied, and would not be able to act on their own accord in any fashion.  

 

 



 

 

Summoning Rituals

 

“Be it from our world or the many worlds beyond, summoning draws forth what is desired given enough blood. To want is a risky ordeal lest too eager a hand snatches something foul. It is safest to summon from within one’s own realm than to reach out; to reach into the jar is to risk consequence.”

 

Summoning rituals include the conjuring of the unknown, creature or object, from other worlds but also the summoning of creatures or objects from the same realm if marked. Rituals of moderate difficulty unlike elemental ones, these rituals require at least two blood mages to conduct.

 

Summon Entity: If of this plane, a being may be marked with a signature rune to an individual blood mage as well as the totality rune: mortality in advance. When the ritual is had later on using the signature rune of the same blood mage, a flesh rune, mortality rune, and a rune of power the marked individual will be summoned to the location of the ritual site over the course of five emotions which, if interrupted by touch on either side whilst the marked individual fades from one place and appears at the other, the ritual fails and cannot be attempted again until the runes are redrawn. Requiring  6 runes, this ritual requires 3 litres of blood.

 

If summoning an entity not marked, such a ritual may be made to conjure an entity described in runes but otherwise random in identity and make, thus nondescript and usually generic. Summoning a dragon would require runes of  two fire, two flesh, two mortality, and four power whereas summoning an angel of Tahariae’s would require two light, two divinity, two sacrosanctum, and four power. 

 

-Summoned entities owe no allegiance to that which summons them and in turn are most often things that are let loose in the surrounding area. However, they may be conversed with if capable of doing such.

-Requiring at least 10 runes, this ritual require 5 litres of blood if summoning an unmarked creature.

-Requires 8 runes, 4 litres of blood, if summoning a marked creature. 

-Summoned characters must have their hands free in order to allow the ritual to commence; if they are handcuffed they cannot be summoned. As well, should a marked character be captured and blood mages wish to summon them they of course must know ICly they are captured.

-All uses of this ritual require LT approval.

-The summoned creature must be RPed by an ET/LT.

-Whilst touching a bloodshard permits a blood mage full knowledge of runes, it does not teach all necessary combinations for this ritual. These would have to be discovered through teaching or experimentation. 

-To summon a creature one must have a general idea of the creature and its appearance, making it impossible to summon creatures that the person has never seen before or is incapable of imagining. If the creature can be described in length and detail IC and OOC, it can be made, following the ‘random in identity and make, generic’ clause stated above. 

 

Summon Object: If of this plane, an object may be marked with a signature rune to an individual blood mage as well as the totality rune: mortality in advance. When the ritual is had later on using the signature rune of the same blood mage, two mortality runes, and a rune of power the marked object will be summoned to the location of the ritual site over the course of five emotions which, if interrupted by touch on either side whilst the marked object fades from one place and appears at the other, the ritual fails and cannot be attempted again until the runes are redrawn. Requiring  6 runes, this ritual requires 3 litres of blood.

 

If summoning an object not marked, such a ritual may be made to conjure an object described in runes but otherwise random in identity and make, thus nondescript and usually generic. Summoning an alien plant would require a water, an earth, two flora, two mortality, and two power. Summoning an alien artifact would require two metal, two transcendental, 

 

-Requiring 8 runes, this ritual require 4 litres of blood if summoning an unmarked object.

-This ritual requires 6 runes, 3 litres of blood, if summoning a marked object. 

-All uses of this ritual require LT approval.

-Deities can deny things from being summoned from their realms.

-The summoned object requires a MArt.

-Whilst touching a bloodshard permits a blood mage full knowledge of runes, it does not teach all necessary combinations for this ritual. These would have to be discovered through teaching or experimentation.

-One may not summon an object which they have never handled or touched before themselves. Random combinations in attempt to steal MArts that have not been seen or interacted with by the player will bear no fruit.  

 

Rifts: Blood is potential, raw and primitive. Where usual summoning rituals reach out to the infinite cosmos and pull from the many planes beyond, rifts tap into those same places and peer in through smaller, more controlled tears. The planar winds in such rituals can overpower any creature yet rifts, minute and careful, may be utilized more easily.

In essence, this grant's blood mages the opportunity to traverse the stars and spaces between through these rifts. The various planes - mortal, transcendent, sacred or otherwise - are located not by some loose cosmic cartography nor pages from the Planar Dictate, but instead by specific combinations of runes; that which would both literally and metaphorically describe the destination. For example, to visit a populated mortal plane of ice, tundra and fjords one would have to utilise the runes water, air, earth, mortality, power and life encircled by a rune of ethereal. Regardless of combination, all rifts depend on a rune of ethereal to direct the runic definitions for the purpose of planeswalking, being drawn in the base circle of the rune so that the rift may open at the head of the ‘prong’ protruding from the top of the rune. 

 

The smaller scale of rifts compared with other summoning rituals - for the purpose of quelling the planar winds that might otherwise obstruct travel - also brings about their limitations. The rifts are one-way (from the ritual site to the destination) and have no limit on the number or mass of individuals passing through, though the stability of these cosmic bridges is not to be relied upon. With each passage a rift runs the risk of collapsing, the tear forged between realms mending itself, leaving many who partake in this rite disappointedly locked at the site of the ritual. Furthermore, regardless of use they will only stay open for ten minutes of narrative time. 

 

Due to the necessary size of the ethereal rune (in order to house all others within it), it will cost a full litre of blood to build. Following that, all ‘modifying’ runes placed within the ring  will come at the price of one litre every two runes, just as much if the final rune equals an odd number. In the case that time is spent building the rift (rather than a slew of sacrifices for immediate effect) an additional litre will be required to activate the rift.

 

-Rifts are one way, meaning nothing may pass from the target destination into the ritual site. Furthermore once having passed through a rift, the traveler will be trapped until another rift is built on their side to facilitate return to the mortal plane.

-Rifts require at least 3 litres of blood to activate. One for the large ethereal rune, and the rest for descriptors. 

-Interaction with other worlds and realms through rifts would need to be permitted or facilitated by the ET/LT, especially so in the case of planes tied to specific lore.

-Those who venture through blood rifts with no IC ability to return must receive a full OOC explanation of the consequences of blood rifts as well as return OOC consent to the ritual leader before going through. This is due to the hazards of venturing to another world, wherein they may remain indefinitely trapped (effectively PK’d - only playable with ET supervision) or permanently dead as the wilven monks would be unable to retrieve the soul of a character beyond the mortal plane. Should one not provide OOC consent they'd find themselves arriving at the Cloud Temple with no memory of the events leading up to the passage through the rift.

-Rifts can only traverse between planes and can not act as a portals/ shortcuts from a destination on one plane to another in the same plane. 

-Rifts will only remain open for ten narrative minutes. Within that time frame every individual’s passage will determine the stability of the rift by /roll 20. Should the traveler roll below 3, the rift will close - not causing explicit harm to the traveler - requiring a new rift’s construction to follow after any that might’ve prior ventured. 

-A blood mage has no certain knowledge of where or what the rift will lead to until successfully traveled through.

-Whilst touching a bloodshard permits a blood mage full knowledge of runes, it does not teach all necessary combinations for this ritual. These would have to be discovered through teaching or experimentation. 

 

 



 

 

Creation Rituals

 

“The devil is in the details.”

 

Creation rituals are among the most creative and volatile, warranting a need for excessive care lest something foul and monstrous be made or something which would cause the death of the blood mages involved.  Often difficult and layered, these rituals require at least three blood mages to perform who may also participate in the rituals.

 

Invention: the most freeform of all blood rituals, this allows for the creation of new objects or entities from scratch. What cannot be described in runes must be supported by them and other forms of mages may add their magics to shape the ritual. Any magic may combine with blood magic in a creation ritual, thus allowing for divine, arcane, and dark inventions. Such things are always expensive, however, and large stores of blood are required to fuel these freeform rituals. 

 

Creating a great sea leviathan to guard an underwater lair would necessitate a union of blood magic, lightning evocation, and thallassos, requiring  four water, two lightning, two flesh, two mortality, four power, four binding, and two life runes. Creating a devilish sword wrought from hellfire would necessitate a union of blood magic, fire evocation, and naztherak, requiring four fire, two metal, two dark, two mortality, four power, and two draining runes.

 

-Requiring  at least 16 runes, freeform creation rituals require at least 9 litres of blood. 

-There must be one practitioner to every magic involved beyond the original three bloodmages. 

-Invented objects or entities require a MArt.

-Whilst touching a bloodshard permits a blood mage full knowledge of runes, it does not teach all necessary combinations for this ritual. These would have to be discovered through teaching. 

 

Disembodiment: in this rite a blood mage may designate a pair of descendants (or another descendant with themselves) to have their souls displaced and swapped. Their souls are forcibly dragged from their bodies and into the other, anguish taking them as though they are dying before they settling into a foreign mass.  They then awaken as if waking from a drunken stupor and settle into their new body.

 

This can be reversed with the same rite with relative ease if done within the span of two IRL weeks, not requiring any new runes to be drawn. Beyond that the soul needs time to mend and adjust to its new form, the transference being nigh impossible for eight IRL weeks following the initial two. This requires OOC consent on both ends and both players agree to a PK clause should either body die hosting a foreign soul. With their souls displaced, the individuals then become vulnerable to Ascended flame and too cannot travel to other planes within the first two IRL weeks. Relevant curses or afflictions of the soul carry over such as shade or frost witch.

 

-This ritual requires four binding, two life, two mortality, four flesh, and four power runes. 

-Both parties' souls must be inhabiting living descendant bodies.

-One’s soul inside another body’s host applies their curse and effects. Meaning, if one switches to an olog body, they will have their intelligence greatly decreased and will not even be able to get back into their previous body. Going into an orc may still provoke a curse of bloodlust, and so on. 

-Requiring 14 runes, this ritual require 8 litres of blood.

-Bodies marked for disembodiment switching must be living either as descendants or preserved alchemist clones. In the case of the latter, a clone inhabited via this ritual before its intended host would be stolen and the cloned individual would be forced to rely on the switched body (assuming it's properly preserved like a clone) or further clones lest they be forcibly PK'd upon death should they no longer have that body available. As cloning comes with a PK clause of its own (should bodies be destroyed or immature before they're inhabited) this does not require the OOC consent of the cloned individual. The ritual would effect a clone inhabited by its intended soul in the same way as a regular descendant.

-Disembodiment leaves a PK clause so long as the soul is in a foreign host for up to 2 weeks. When returning to it’s original host, the PK clause is removed.

-If two weeks have passed, the body accompanies to the foreign soul, and the pk clause is removed. This is now treated as their soul’s vessel, and the PK clause will resume even if returning to their old body.  

-Whilst touching a bloodshard permits a blood mage full knowledge of runes, it does not teach all necessary combinations for this ritual. These would have to be discovered through teaching. 

 

 



 

 

Force Rituals

 

“Force runes, written blood augmenting power with fueling blood, have individuality. They can be inscribed all on their lonesome and still function; something I have adapted to as well.” 

 

Force rituals are conducted to bring about specific effects with a single force rune, each specific to the rune being inscribed. Requiring 1 shown rune, force rituals require 1 litre of blood, unlike elemental runes.

Unlike Elemental Rituals, Force Rituals have their respective rune present upon the afflicted item or person. They are a darker colour than the material presented upon, but glow fiercely red when blood is applied.

 

Power: known as the brawn ritual, the power rune enables a blood mage to mark an individual’s flesh with bolstering strength they otherwise would not possess. 


-This ritual can be put on another person, or the bloodmage. This silences any magic capability from the applied user, alongside use of voidal-based enchantment.  This aswell silences passive magic gains, such as Rites, as long as the rune is in a dormant, but to-be-activated state. If the rune has expired of its use, magic capability is restored.
-The activated rune gives the applied user the strength, dexterity, and stamina of a fit orc until it’s effect ends. This counts as refreshing what one may have lost aswell, in earlier combat. 

-The power rune’s seven emotes (and added three, at the end) lasts for one narrative day after combat begins. The strength emotes go on until they reach the added three exhaustion emotes, and if it does not reach that point, at the end of the narrative day the player will face the exhaustion. As soon as such ends, the rune becomes inert and unusable unless re-runed. The user is still magically-silenced during this time. Withdrawal may be roleplayed as anywhere from one day to one week afterward in narrative. 

-One may not use their own blood to activate the power rune. 

-The power rune must be placed on external flesh.

-The strength lasts for 7 emotes in total, effective as soon as another’s fresh blood touches the rune. 

-If one’s strength is greater than that of a fit orc, the rune has no effect except magical self-silencing.

-After the rune becomes dormant, the applied user effectively suffers from a brief withdrawal. Their strength is reduced greatly, along with their coordination and stamina. This, in combat, counts for three emotes. In narrative, the person is suffering from withdrawal, and may even become physiologically addicted to a power rune’s application. 

-The Rune of Power may only be applied to 2 other individuals than the bloodmage. 

-Applying the rune must be approved by an LT and marked upon their MA, including who it is used on. Reapplying does not require LT oversight but requires the roleplay to be followed up with.

-The Rune of Power is only activateable by those who have undergone The Rite of The Brutal.

 

Draining: known as the weeping ritual, the draining rune enables blood mages to enchant a slashing or piercing weapon which is then able to conduct in blood it makes contact with. If blood is let upon the weapon it aligns along its shape and either encases or augments its edges wherein if used to stab or cut it creates weeping wounds which are more difficult to tend to -- requiring 2 additional emotes by healers or doctors -- and bleeds much more excessively. Such weapons are made for gruesome deeds.


-The information that the wound is more difficult to heal will be pm’d to the victim for transparency.

 

Binding: known as the enslavement ritual, the binding rune allows a blood mage to ensnare a creature which has a supernatural contract with a master under their dominion instead including eidola, golems, and atronachs. Once the rune is laid the blood mage acts as the entity’s new ruler so long as the rune is in place. It aswell may effect objects of a size enough to be carried upon their own person. This rune lowers the litre cost of attempting to summon the creature or entity it is applied to (from >8 to 6.). This rune lowers the litre cost of Summon Object (from >4 to 3.).

-The Rune of Binding is only activateable by those who have undergone The Rite of The Father. 

-The Rune of Binding may contract up to 3 constructs/nonconstructs in total, and any amount of items. Summoning of an object consumes the rune’s use, than requiring re-drawing. 

-If binding a creature, one must get OOC consent by the construct to have their master switched. This may affect any construct or creation related CA. 

-Binding an item counts as an enchantment and requires LT approval. Binding of a construct or creature must be marked upon the MA. 

-Binding a non construct or creation related CA yield nothing of personal enslavement or control, merely the ability to summon them. Once again, this must be OOCly consented. 

 

Silence: known as the deafening ritual, the silence rune enables a blood mage to mark an object or an 8 meter radius area with the inability to create or conduct sound. 

-If making an approved area, it functions as if there were a ward- needing LT approval, and a sign put down indicating the rune’s presence.

-This rune is only activeatable by those who have undergone The Rite of The Cunning.

 

Life: known as the spiritspell ritual, the life rune enables a blood mage to either empower a spell of theirs or another magician’s to enact the feat of a living spell. Such a spell is bound to the rune it is laid with, causing the spell to fail should the rune be destroyed, and the spell is thus perpetual and of its mind. Such a thing could, for example, lift a building with telekinesis and be bound with the spiritspell ritual to remain floating so long as the rune is undisturbed.

-If making an approved area, it functions as if there were a ward- needing LT approval, and a sign put down indicating the rune’s presence.

-This rune cannot empower or be binded to darkmagics. This includes bloodmagic.

-This may be used in an 8 meter radius. 


 



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Bloodrites

The fourth and most deliberate tool of the magic is Bloodrites. Bloodrites are, in a sense, a form of progression and feat to the bloodmage. My accomplishing goals by themselves and with others, mastery over blood and further, themselves, increases. Bloodrites share exclusivity, giving variance in what some bloodmages do and are capable of. This gives a sense of individualism between bloodmages, and encouragement to work together where another’s shortcomings meet. 

 

 

Spoiler

 

Tier 1 Bloodrites
all rites are marked upon the MA of those undergoing the rite.

To complete a Tier 1 Bloodrite, one must undergo a following ritual.

 

To complete The Rite of Consumption, the trialing bloodmage would need to be in the presence of two other bloodmages. These two bloodmages would inscribe the runes of; 

Flesh x4, Power x1, Life x1, in a circle surrounding the unrited mage. The mage would then need to consume a heart in whole, while the surrounding bloodmages watch on.

 

To complete the The Rite of Regeneration, the trialing bloodmage would need to be in the company of at least one other bloodmage. This bloodmage would use a reverse-form of siphon, to feed blood into the unrited mage. Within a minute, the accompanying bloodmages must overload the unrited mage’s bloodsupply, from 6 Litres to 10. With an overloaded system, one’s body would adversely react and the unrited mage would become filled with shock. They would likely seize and vomit, until the excess blood was expelled- signaling the end of the ritual.  

 

The Rite of Consumption: While bloodmages are often starved of blood as it flows through them, they look to alternative ways to recuperate their lost, precious ichor. The Rite of Consumption allows, through direct consumption of freshly-dead and usable flesh and blood, increased regeneration and replacement. By consuming a corpse, once per 12 hours, you may regain up to 2 Litres of blood. This ritual may lead to more primal and primitive behavior with desensitization of one’s self. 

-Effects of infected or voidal blood apply still. It takes a good sitting to consume enough to get to 2 Litres, meaning it cannot be done in combat or just before. 

 

The Rite of Regeneration: Mutually exclusive with The Rite of Consumption, The Rite of Regeneration increases passive regeneration by a minor degree, allowing small cuts and bruises likely made by accident to heal rather quickly. Per 24 hours, you increase the regeneration of 1 Litre an IRL day, to 1.5 Litres an IRL day. 

-The Rite of Regeneration does not grant superhuman or incredible levels of regeneration, just a more-advanced-than-normal version of such. It aswell does not increase resistance to any toxin or disease. 

 

Tier 2 Bloodrites

To complete a Tier 2 Bloodrite, one must undergo a following ritual.

 

To complete The Rite of The Brutal, one must be in the company of their teacher. The teacher would spar the unrited bloodmage. The unrited bloodmage, is to touch a bloodshard before the fight begins. The unrited bloodmage is granted access to the Rapid Circulation spell for the duration of the fight. Should the unrited bloodmage win, they would touch the bloodshard once more- worthy of receiving blessing, and ability to use the Rune of Power and use Rapid Circulation. 

 

To complete The Rite of The Cunning, the unrited mage must be in company of their teacher, another bloodmage, and another mage of any kind. The unrited mage must exclusively use sensing during the ritual. The unrited bloodmage is to be sent into an open chamber, practically blind to their surroundings, where the assisting bloodmage would verbally assault one with doubts, fears, and hatred. The assisting mage would begin to cast low-tier, pain-inflicting spells upon the unrited bloodmage. This would continue forward, until the unrited bloodmage would be able to find the casting mage by the direction they are being stricken from, and to attempt to write a rune of silence upon the ground before them. This would be incredibly difficult, due to being periodically attacked, and focusing in a stressed environment. After some time, they would find their mind silent to the outside- able to draw the rune with ease. 

 

The Rite of The Brutal: A bloodmage may require great strength in combat, and such can be both applied through rune and spell. They are granted access to The Rapid Circulation spell, and they are aswell granted access to use The Rune of Power. 

-Strength is not enhanced in any way. The person under Rite may merely use rapid circulation or a rune of power. 

-The Rune of Power is only activateable by players with this Rite. 

-The Rapid Circulation spell is only usable by players with this Rite.

 

The Rite of The Cunning: Mutually exclusive with The Rite of The Brutal, a bloodmage requires incredible focus and fortitude to maintain their bloodbending from a range. For such, they are granted increased capability within their mind. For this, a person under this Rite has their mind completely silent of outside forces. However, if they have previous curses (Such as being a former shade), they still have their own internal voice afflicting them. They are aswell granted to use The Rune of Silence. 

-One under this rite is immune to mental magic or mental effects passively. However, trying to connect with a mental mage or voidal horror will leave themselves vulnerable for as long as the combat/roleplay scenario lasts to mental magic or mental effects. 
-The bloodmage is granted the ability to pause their casting for at the most an additional emote to perform otherwise un-achievable feats while casting, such as dodging or movement.

-The Rune of Silence is only activeateable by players with this Rite.

 

Tier 3 Bloodrites

To complete a Tier 3 Bloodrite, one must undergo a following ritual.

 

To complete The Rite of The Mother, the unrited bloodmage would need to be accompanied by their teacher . The unrited bloodmage would capture someone, living. They must watch as the captured person was heavily mistreated and potentially tortured by the bloodmage’s teacher. This would continue until the humanity left within the unrited mage pushes back- the teacher would continue, as the unrited mage’s pleas to stop would grow more desperate. This is up until the unrited mage predictably forcibly stops the act. The now-rited bloodmage would find using the more peaceful ways of bloodbending far easier, after this trial. 

 

To complete The Rite of The Father, the unrited bloodmage does not initially need to be in the company of another, but may be. The bloodmage would touch a bloodshard, and would be granted temporary usage of The Rune of Binding, it and it’s effects only lasting for 24 narrative hours afterward. With such, one must mark a creature- construct or living- with their distinctive binding mark. Following such, the bloodmage would use a Ritual of Summon Entity to summon the creature to it afterward. This likely will require aide from another bloodmage. After such, the now-rited bloodmage could use the rune of binding, and find force-rituals easier to draw. 

 

The Rite of The Mother: This rite specializes in the more soft capabilities of a bloodmage. For their efforts, they are awarded a reduced cost in Scabbing, from 1 litre to .5 per cast. When using manipulation on a consenting target, they may double their allowed-emotecount. Along with such, they are granted increased passive immunity to disease, alcohol, drugs, and poisons. However, high doses or incredibly-high toxicity of any of the above would still yield the expected results with the same effectiveness. 

 

The Rite of The Father: Mutually exclusive with The Rite of The Mother, this rite specializes in the harder and more controlling capabilities of a bloodmage. With this rite, Force Rituals cost .5 litres instead of 1 litre to draw. They aswell unlock the ability to use The Rune of Binding. 

-The Rune of Binding is only activateable by players with this Rite.

 

The Final Bloodrite

To complete The Final Bloodrite, one must undergo the following ritual.

 

Now a master of their craft, they must demonstrate true experience and mastery over their dark art. The unrited bloodmage must first be reverse-siphoned 6 litres of blood, totaling to 12 litres. They aswell require live sacrifice. Gathering altogether, the unrited bloodmage himself would begin to write 2 runes of power, 4 runes of transcendence, 2 runes of flesh, and 1 rune of life, totaling to 6 litres spent. The bloodmages accompanying (of any amount), would begin to kneel, and dip their heads to the unrited bloodmage. The unrited bloodmage, with the sacrifice within the circle and the runes drawn, would then kill the sacrifice with a blade through it’s heart. The bloodmage would then feel raw and incredible power, needing to touch a bloodshard soon after. Once such is done, their bloodpool expands to an enhanced capacity, along with some changes to their person.

 

Ascension of Malghourn: This rite is only achieved after completing all the previous rites. With all the trials and tribulations to pass, this ritual increases one’s mastery over blood in full. They are granted an increased capacity of blood from 6 to 8 litres, and do not suffer the effects of bloodloss from the additional two litres. A bloodmage aswell due to their increased capacity, will bleed quicker than normal, but not by any notable amount. Completing this ritual would give a bloodier appearance to the eyes, as if the sclerae were a tint of red. Furthermore, the caster may find a red-mist emanate from them periodically, at will. Along such, the nails and teeth of one would grow a more pink, red tone.
-The mist does not provide any combat benefit nor does it provide any form of cover. The increased bleeding does not provide any numerical detriment, but bleeding a bit more violently more from wounds. 

 

 

 


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General Redlines

-Blood magic may only use fresh, usable blood for its machinations. “Fresh” meaning spilled no longer than a day in narrative-time and cannot be derived from animals or NPCs.

-Bloodmagic takes three slots in total.

-Bloodmagic does not benefit muscle gain, dexterity, or cognitive ability in any way whatsoever, unless done through the specific spells or runes. 

-A bloodmage can still be affected by other magical passives. If one knows a voidal magic, they would still suffer from voidal poisoning.

-Bloodbending may be cast onto a target with; directly visible skin, bleeding from a wound under cover (armor or clothes), bearing blood upon them (on their armour or clothes), or if having direct grip, unless specified otherwise. 

-Blood mages must carry a multitude of the listed traits within their personality to reflect an increasingly unstable mental state and fortitude, that correlates with their tier (heightening as time goes along), the same for tells upon one’s player-skin or description/description emotes. A lack of these would be considered powergaming, and/or metagaming.

-Physical wounding upon the body effects blood levels and usage. This is up to player discretion of how much blood is lost (within reason), with the minimum being .25 litres per wound and bleed emote at the minimum. 

-Temporary effects gained during rites (Knowledge of Rapid Circulation, over-capped blood levels, and writing runes during combat) are only available during those rites. Should the rite be interrupted, these effects would go away. 

-A bloodmage may never go over their blood-litre upper-limit, unless doing The Rite of Regeneration or The Final Rite. 

-If a bloodmage no longer needs a teacher or has a teacher, they may substitute a T5 bloodmage for any teacher requirement for rites.  

-All runes may be learned and drawn. But, the specific, single-rune effects for Binding, Silence, and Power are only gained by achieving the proper ritual. If one were to use such runes for say, a creation ritual - that is allowed. However, one that has not undergone the proper rites, may not use the rune for their effects (Writing power upon a person, enslaving constructs with binding, etc.).

-Blood may not be stored outside of the body for later use in any capacity. 

-Blood is taken from the bloodmage’s pool as soon as the spell begins it’s cast (The first emote). 

-Line of sight is required for all bloodmagic spells unless specified (Sensing counts as having line of sight).
-A bloodmage if making flesh-to-flesh contact may not be wearing any sort of cover upon their casting hand.
-A bloodmage may not make use of a casting implement or focus (Unless using an MArt that allows such.).  

-Pre-Loregames teaching applications are not grandfathered in once the lore is accepted.

-A bloodmage may only take one rite from each tier, and they are not interchangeable. They are aswell marked upon the MA of the bloodmage. 

-Bloodmagic when used at a range is defined as having voidal focusing – Dodging or quick movement, damage, or focus-disturbing effects will cancel a spell. Bloodmagic when used in melee is defined as having a stronger concentration of voidal focusing. They may only be interrupted by being physically displaced (more than a push), or damaged to the point of drawing blood. 

 

 


 

Tier One (Lasts two weeks.)

During tier one, a bloodmage may learn; 

Sensing, Manipulation, and Runes. 

 

Tier Two (Lasts three weeks.)

During tier two, a bloodmage may learn and complete;

Contortion, Congealing, Siphon, Force Rituals, one Tier One Rite

 

Tier Three (Lasts four weeks.)

During tier three, a bloodmage may learn and complete;

Scabbing, Concussion, Hemorrhage, Bloodsculpting, Summoning and Creation Rituals, one Tier Two Rite

 

Tier Four (Lasts five weeks.)

During tier four, a bloodmage may learn and complete; 

Exsanguination, Freezing, Rapid Circulation (Only if having completed The Rite of The Brutal), one Tier Three Rite

 

Tier Five

During tier five, a bloodmage may learn and complete;

Tearing, Enhanced Sensing, Final Rite

 

weeks stacking cumulatively, totaling to 14 weeks in total from start to finish.Players may optionally take longer should they wish.



 

Purpose

 

Bloodmagic has an aesthetic almost essential to dark magics. However, it bears a problem that each write seems to bite more than it can chew- taking on a daunting task to fill an aesthetic which can so easily be manipulated to powergaming and so susceptible to abuse. In my take and write on bloodmagic, I’ve taken a focus back onto the cores of bloodmagic, avoiding archetypes that did not make sense. Bloodmagic is supplemental to a character’s identity and purpose, as should any magic. I have thought scenarios and worries of my take on the magic and went through multiple ways to interpret or view them to avoid the great error that bloodmagic faced before- vagueness, and little clarity. It was difficult to tell often what things did and why, and how. Hopefully in this write, I’ve supplemented redlines that add and benefit to abilities to make them clearer. I have tweaked problematic features or numbers while still maintaining the identity that bloodmagic left, and giving it that of a true wielder of blood. I hope with the materials provided, a great standard of darkmagic roleplay can be set by the tools I’ve laid before, and that the concept of magic-stacking or tool-kitting is entirely dissuaded and removed, by my changes that disencourage such playstyles. I am hoping that bloodmagic provides archetypes, choices, and roleplaying scenarios that are fun and exciting to new bloodmages and old. I spent a long time thinking about the magic and what it should and shouldn’t do with a strong mind for strengths and weaknesses. I know that the changes I’ve made are sufficient to balance the magic out to be a magic that’s clear, defined, and with a purpose in mind. Some of the changes I am more excited about are the defining of manipulation and it’s detailed editing, alongside the aesthetics and progression. With ample edits, I do believe that this generation of bloodmagic will be to stay. 

 



 

References:

 

 

Blood Magic

Blood Magic Rewrite

Blood Rituals and Runes

Blood Shards

Blood Rifts

Zarsies’ Blood Magic Guide

Awakened Blood Magic

Third Generation Blood Magic

 

Previous and referenced lore writers:
Raptor14

TauFireWarrior

Mephistophelian

Swgrclan

Sorcerous_

Zarsies
TheKingOfTheMoon

 

Credit for this lore:
Squak (Author)

And to all the (for now) anonymous people I outsourced advice and consultation from, from the bottom of my heart, thank you.

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I would seriously either use spoilers or at least place a space between each redline. It just looks like a massive and long paragraph that would be hard to reference/find any redline should one have to go and find it. 

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My eyes, they tear up with joy on this fine day.  +1

Definitely a lot more informative, descriptive and generally more appealing than Gen 3. Good job, Squak, and thank you for handling blood magic questions regarding this write- as I’m sure we’d all be lost in the dark without you.

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20 hours ago, SquakHawk said:

Summon Object: If of this plane, an object may be marked with a signature rune to an individual blood mage as well as the totality rune: mortality in advance. When the ritual is had later on using the signature rune of the same blood mage, two mortality runes, and a rune of power the marked object will be summoned to the location of the ritual site over the course of five emotions which, if interrupted by touch on either side whilst the marked object fades from one place and appears at the other, the ritual fails and cannot be attempted again until the runes are redrawn. Requiring  6 runes, this ritual requires 3 litres of blood.

 

If summoning an object not marked, such a ritual may be made to conjure an object described in runes but otherwise random in identity and make, thus nondescript and usually generic. Summoning an alien plant would require a water, an earth, two flora, two mortality, and two power. Summoning an alien artifact would require two metal, two transcendental, 

 

-Requiring 8 runes, this ritual require 4 litres of blood if summoning an unmarked object.

-This ritual requires 6 runes, 3 litres of blood, if summoning a marked object. 

-All uses of this ritual require LT approval.

-Deities can deny things from being summoned from their realms.

-The summoned object requires a MArt.

-Whilst touching a bloodshard permits a blood mage full knowledge of runes, it does not teach all necessary combinations for this ritual. These would have to be discovered through teaching or experimentation. 

 

This lore is good I will always have an issue with this piece. You’re able to mark or not mark an object if you have the desired runes and just ‘teleport’ the object away. I believe the magic can do without this especially since you don’t outline the objects which can/cannot be conjured based on magical entity / size / weight , ext. This permits you to ‘steal’ other artifacts as MArts or other pieces of lore, such as Horen’s blade which was legitimately attempted. 

 

This ability needs to just be straight out removed.

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2 hours ago, WACKO said:

The formatting makes me want to vomit.

 

4 hours ago, NightcastorKitty said:

I would seriously either use spoilers or at least place a space between each redline. It just looks like a massive and long paragraph that would be hard to reference/find any redline should one have to go and find it. 


would you rather me spoiler the piece into sections? 
 

 

1 hour ago, Jenny_Bobbs said:

snip


i think it’s fine. stealing the sword of Horen was never actually attempted, either. The question was brought to me and I said it would be practically winning a lottery. These incidents also require LT approval, which one would not approve of stealing an artifact with a couple, if that, tries. I can see your concern, but I will add in the redline I had in mind regardless. 

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6 hours ago, SquakHawk said:

would you rather me spoiler the piece into sections? 

It probably be alot better to read. Or as I said, at least place a space between each redline. 

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