Benleft 924 Popular Post Share Posted November 1, 2023 Blood Magic is an ancient and dark art. Through Genus, a source of energy pulsing through the veins of each descendant, a Blood Mage may rewrite the foundation of the world itself. However, these powers come at a steep cost: Each Blood Mage’s body deteriorates rapidly upon taking up the magic, threatening their life if they do not find a means to escape their mortal body. Their very existence is a race against time and an affront to the natural order. REDLINES: -Blood Magic occupies [2] Magic Slots. -Blood Magic may only be taken up by characters with a Greater Soul and Genus. -All spells and rituals learned must be marked on a Blood Mage’s accepted Magic Application (MA). -Spells may not be learned “ahead of time”. -Blood Magic is incompatible with Paladin and Templar. Blood Magic is a [2] Magic Slot Dark Magic. Genus, the powerful life force carried in the blood, is the cost-system for the magic. Spells and Rituals cost Genus to perform, with rituals often requiring collaboration between Blood Mages. Expending Genus means expending blood. To use all of it is to dry your own veins out, ceasing one's own life. Genus is the fuel of Blood Magic rituals, held in the blood of descendants. It is measured in Units, (any reference to Units refers to the “count” or cost of something in Genus). Below is a general table of Genus Counts for creatures. Refer to individual lore pieces for up-to-date Genus counts. 2 Units: Wonks, Hou-Zi, Inferi Imps 4 Units: Descendants, Kha, Other Inferi 5 Units: Epiphytes, Ologs 6 Units: Demi-Djinn, Treelords, Azdrazi, Zar’akal, Frost Witches 12 Units: Voidal Horrors, Dragons, Drakes Rebound is the fallout of a failed Ritual. When a Ritual Leader fails a roll or performs a Ritual incorrectly, they will suffer Rebound. Rebound comes in three degrees: Minor, Moderate, and Major. Rebound takes the characteristics of the Runes used. For example, a Ritual using multiple Earth Runes may cause roots to shoot out, cutting off a participant’s hand upon failure, or a Ritual using the Runes of Ethereal and Metal may find their arm cut off by flying, teleporting bits of shrapnel. Spoiler Minor Rebound: Minor Rebound will cause moderate damage to those involved in a ritual. This may manifest as cuts, low-grade burns, or otherwise painful but not devastating injury (such as a broken hand or a finger being dematerialized). Moderate Rebound: Moderate Rebound will cause significant harm. A limb may be crippled, or a very devastating wound may appear, causing long-term damage to the physical body. Those who suffer from Moderate Rebound may also feel their mind begin to split, leading to a prolonged depression, sense of purposelessness and grief, or more general mania. Major Rebound: Major Rebound is incapacitating and sometimes lethal. It will destroy entire limbs, maybe multiple at a time, or cleave a person’s mind so they feel a lasting sense of body dysphoria. Survivors of Major Rebound may feel a greater, potentially spiritual, understanding of Blood Magic, as if they alone know some fundamental truth about the magic. When activating a Ritual (not a spell), a blood mage will roll unless otherwise specified. Rolling follows the following criteria (unless otherwise specified) 1 – Critical failure: The Ritual fails spectacularly, causing Major Rebound. If a 1 is rolled, Major Rebound will occur regardless of modifiers. 2-7 – Failure: The Ritual fails, causing Moderate Rebound. 8-11 – Flawed Success: The Ritual succeeds, causing Minor Rebound. 12-20 – Success: The Ritual succeeds without complication. Rolls may be modified in the following ways: +[1] for each extra unit of genus added greater than the ritual cost, up to a maximum of +[3] from added genus. +[1] for each participant using a Commuted Item up to +[4]. +[1] if the Ritual leader is a Tier 2-3 Blood Mage, +[2] if the Ritual leader is a Tier 4-5 Blood Mage. +[2] if the Ritual is cast with a Bloodshard. During rituals requiring ST supervision, rebound occurs at the discretion of the staff member overseeing the event. Rebound may be used as a form of creation for MArts, or used stylistically for PKs or shelving with Story Team management approval and Story Team supervision. REDLINES: -Outside of events, Rebound is self-roleplayed. -Rebound may not be used maliciously. -When multiple players are self-roleplaying Rebound, they should agree out-of-character on what the consequences will be and roleplay accordingly. -In Rituals requiring Story Team approval, roleplay of Rebound must be documented. If consequences of failure are not appropriately roleplayed, a ritual may be denied by a Story Team member. -Rebound may be roleplayed at Story Team discretion in events. -Surviving Major Rebound is not grounds to metagame new knowledge of Blood Magic not learned through roleplay. Blood Mages all carry a distinct and highly visible casting tell. While casting, Blood Mages will begin to bleed uncontrollably from their eyes, mouth, nose, or hands. This blood will aesthetically coalesce and circle around them, pooling in very visible droplets. This must be clearly emoted as blood, red liquid, or any synonym of the two. The Serpent’s Sickness is a condition which afflicts a Blood Mage’s body upon connection to the magic. It only attacks the body, causing it to rapidly degenerate as if a Blood Mage lived a slothful lifestyle and aged a year with every day. Unfortunately the body is not built for this strain. Even the strongest mortal vessel cannot withstand this curse forever. Blood Mages will have exactly [168] out-of-character days ([24] weeks) before their character’s body will completely fail, resulting in their death. Once the Serpent’s Sickness reaches its peak, a Blood Mage is permanently-killed (PKed). However, the Serpent’s Sickness is not unavoidable. Any magic, transformative creature, or feat which preserves bodily health may keep the illness at bay. Blood Mages who become Corcitură, Epiphytes, Inferi, and Frost Witches will find the Serpent’s Sickness quickly reverses, being cured within [7] out-of-character days. If a Blood Mage were to enter a Klone, or a new body, the Sickness will not follow either, as it is bound to the body. Spoiler Below is a detailed description of how the Serpent’s Sickness progresses. Blood Mages are expected to self-moderate their progression. Tier 1 (7 Days): The Blood Mage will appear malnourished and unrested regardless of fitness or fatigue. An innate awareness of their own limited mortality sets in immediately. Tier 2 (14 Days): Muscle deteriorates rapidly weakening them so they may not wear Plate Armor. The knowledge of their own death becomes a compulsive and unavoidable recurring thought. Tier 3 (28 days): Hair and skin lose their color and pale noticeably. Their own death becomes an obsessive fixation. Tier 4 (35 days): Skin will wrinkle and sag all over the body. Thinking of their mortality will be all-consuming and compulsive. Tier 5 (84 days): The Blood Mage will appear as if their body is constantly on the verge of death, their eyes growing milky and even their voice becoming weak. Madness and desperation may take root and drive Blood Mages to act irrationally or irresponsibly in the name of escaping death. REDLINES: -The Serpent’s Sickness may not be outright cured through medical or alchemical healing. -Alchemical alteration may keep the Serpent's Sickness concealed with consistent and attentive application. -Deific “cleansing” abilities have no effect on the Serpent’s Sickness. -Teachers must inform their students of the Permanent Kill-clause in the Serpent’s Sickness. Failure to do so may result in Story Team action. -Characters that die prior to the [168] days through ordinary roleplay are not permanently killed, so long as they have a valid means of respawning such as Monk revival, revival at a Frost Witch altar, or any other valid respawn mechanic. -Symptoms of the Serpent’s Sickness may have no combative function or use. -If a character enters a new body such as a Klone, a body stolen with the Rite of Revocation, or other vessels bearing genus, the Serpent’s Sickness will no longer afflict them. The language of Blood Magic is a strange and esoteric alphabet. Shapes and symbols called Runes form complex webs, reaching out to change the fabric of the universe. Knowledge of each Rune and their characteristics is innate and intimate to each and every Blood mage, forcibly fed to them upon connection in a traumatic ritual. Spoiler Each Rune is described by a series of adjectives and descriptors corresponding to its nature and characteristics. These are not exhaustive but should serve as guidelines for free form rituals. They may be plugged together to create a great many different results. Association or use may be denied or have mechanical consequences in free form rituals at Story Team discretion. When combining Runes in free form Rituals, each Rune can be thought of as a certain kind of word. Combining a handful of Elemental Runes without a Force Rune will be unpredictable or outright useless. The simplest way to combine Runes is as if they are words working together to create a “sentence”, spelling out an action or a recipe. Elemental Runes Elemental Runes describe the natural world. Fire, stones and dirt, the wind, all phenomena crucial to the wider universe. They are often used to mimic things seen in nature, such as permanently altering an object’s shadow or making a ritual's outcome draw its shape from stone and rock. Rune of Air - Lightness, uncertainty, wind Rune of Dark - Shadows, doubt, nothingness Rune of Earth - Strength, resolution, balance Rune of Fire - Energy, change, warmth Rune of Light - Brightness, sun, certainty Rune of Lightning - Quickness, static, brevity Rune of Metal - Resilience, direction, consistency Rune of Water - Flow, comfort, progress Animation Runes Animation runes capture states of life and may be used to describe characteristics. For example if a Blood Mage were to try to summon a giant Dionaea muscipula (venus flytrap) they may make use of multiple Runes of Flora and Runes of Flesh to capture its essence. Rune of Divinity - Aengodaemonica, the soul Rune of Ethereal - That which is not native to the mortal plane Rune of Flesh - Blood and sinew Rune of Flora - Plant-life and nature Totality Runes Totality Runes encompass what little is known about reaching beyond the mortal plane. They delve into the obscure and unknown, capturing broad strokes as opposed to specifics. They are imprecise descriptors for things people can rarely understand. Rune of Mortality - Life, creatures, people Rune of Sacrosanctum - Closed realms, hidden planes Rune of Transcendence - Interplanar travel, the veil Force Runes Force Runes describe actions crucial to a Ritual. For example, the creation of a Commuted Item requires the use of the Rune of Draining to signify the transference of Genus. Rune of Binding - Shackles, connection Rune of Draining - Transference, reduction, conversion Rune of Life - Sentience, being, thought Rune of Power - Action, direction, movement Rune of Silence - Absence, lack of sound, reduction REDLINES: -Runes hold no meaning in and of themselves and cannot function by themselves; inscribing a Rune of Fire onto a tree trunk will not cause it to burst into flames. -Combining Runes in free form rituals does not require a strict order-of-operations. Story Team members may deem a certain recipe as close or far from the desired outcome as they like. Connection and Disconnection Upon connection to Blood Magic, a Blood Mage’s mind will instantly be filled with intimate knowledge of Runes and an understanding of the disconnection process - two pieces of information innate to all Blood Mages. [Tier 1] Disconnection (Noncombative) Self-disconnection from Blood Magic may be done in a free form Ritual where the Blood Mage stands atop a Rune of Silence, which upon activation severs their ability to manipulate Genus. Upon disconnection, a Blood Mage will forget all knowledge of Blood Magic, from Rituals and Spells to the Runes themselves. Disconnection fully stops the Serpent’s Sickness, which will leave the body after [7] out-of-character days if it is still present in a Blood Mage. Disconnection is subject to standard Rebound rolling mechanics. Regardless of the roll outcome, a Blood Mage will be disconnected. [Tier 5] Connection (Noncombative) Connection may be done through a free form Ritual. Upon connection, a Blood Mage’s mind is warped and honed to become a conduit for Genus. The only mandatory component of the Connection ritual is that the student must consume [1] unit of their teacher’s Genus. This may be done through drinking, eating, injection, or any other means of consumption. Connection may be self-traught a Tier 5 upon the acceptance of a Blood Mage's Teaching Application. REDLINES: -Upon connection, a Blood Mage gains all knowledge of Runes and the basic disconnection process. -Upon disconnection a Blood Mage forgets all knowledge of Blood Magic, Runes, and the Ritual and Spellcasting processes but not the experiences they had. Relationships may lose meaning, but they will not lose knowledge of holding certain types of associations. - Blood Mages may only disconnect themselves, not others. Runescribing [Tier 1] Runescribing (Noncombative) It is nearly impossible for the mortal mind to hold all the intricacies of the many spells and rituals accessible to Blood Mages. To ease this burden, each Ritual and Spell is tethered to a Blood Mage’s very body, alongside their dedication to the art. This is done through Runescribing, the application of a Rune onto the body by a Blood Mage. Spoiler Mechanics By tattooing, branding, scarring, or any other form of modification that physically displays a Rune on a Blood Mage’s skin, a Blood Mage applies the affects of Runescribing onto a target. When applied to a Blood Mage, a Rune will imprint itself onto the Blood Mage’s soul and mind, forming a permanent association between the abilities of that tier (when learned) and the Rune. This must be done upon the progression to a new Tier in order to use the Spells and Rituals of that tier. Runescribing also imparts changes to an individual’s being. A Runescribed character may feel blown by invisible breezes when inscribed with the Rune of Air or constantly sweat from the Rune of Water. These changes are purely aesthetic and may not impact how a person behaves or feels. When Runescribing a character who is not a Blood Mage the effects will be dampened, but not invisible. For example, a knight Runescribed with the Rune of Metal may find their voice is underscored by the grinding of gears. REDLINES: -Runescribing may not impact combat in any way and require out-of-character consent. Its effects are purely aesthetic and theatrical, such as wind blowing a character’s hair. -Each time a Blood Mage progresses a tier (including to Tier 1) they must have a unique Rune Runescribed onto their body. -Blood Mages are expected to keep track of the Runes applied to their bodies. It is encouraged to use a personal-log in discord, or a document. -Upon entering a Klone, or any new body a Blood Mage will be unable to access their abilities until they have the same Runes Runescribed onto their body. -Runescribing requires out-of-character consent in order to have any effect. This includes application from a Blood Mage's teacher to their student at each tier, and application on non-Blood mages. Spells and Rituals Spells [Tier 1] - Splattershot (Combative) [1 Emote, 1 Unit, 10 Block Range] By propelling their own blood outwards, a Blood Mage may create a simple diversion. Spoiler Mechanics Splattershot is cast by a Blood Mage manifesting their casting tell and shooting blood out from an orifice such as the eyes, nose, mouth, under the fingernails, or an open wound of any size. This blood travels in a straight line and splatters on impact. Splattershot will lightly cover a [1] by [1] meter ([1] block) area within [10] meters (blocks) in blood. REDLINES: -Blood expended with Splattershot is ordinary and mundane but is stripped of all Genus. -Blood from Splattershot may be wiped away with a minor action. -Splattershot has no impact or meaningful force behind it. It may snuff out a candle, but it does not come with any significant amount of force. It is a distraction at most. [Tier 2] - Boiling Blood (Combative) [3 Emotes, 2 Units, 3 Emote Duration] By elevating the temperature of their own blood and raising their heart rate, a Blood Mage may temporarily elevate their speed and reactions beyond their ordinary potential. Spoiler Mechanics Boiling Blood is cast by manifesting a Blood Mage’s casting tell for [3] emotes. After the third emote the Blood Mage’s movement speed and reflexes will be significantly increased for [3] emotes. Their mechanical movement will increase by a half of their base mechanical movement from [4] blocks and [8] blocks to [6] blocks and [12] blocks. This does not raise the Blood Mage’s reflexes to superhuman levels, but it would be feasible to dodge a swift strike or perform a remarkable (but not impossible) feat of strength in the heat of battle. While Boiling Blood is active, a fine red mist will exude off the caster. It will appear like steam as the caster is literally boiling away the Genus in their veins to increase their physical capacity. After Boiling Blood is completed, the Blood Mage will be exhausted, their movement being capped at [4] meters (blocks) per emote for [2] emotes. REDLINES: -Boiling Blood does not increase or restore stamina or athletic ability, it only allows a Blood Mage to better use their existing energy. -Boiling Blood does not increase reaction time or change one’s perception. -Boiling Blood does not increase the caster’s strength. -While Boiling Blood is active, the caster’s base movement speed is [6] blocks if performing an action and moving, and [12] blocks if focused solely on movement. -After Boiling Blood completes, the caster will be able to move at maximum of [4] blocks per emote and will be sluggish and tired for [2] emotes. [Tier 3] - Evoke Essence (Combative) [4 Emotes, 2 Units, 15 Block Range] By coalescing their genus together a Blood Mage may fire a dangerous blast of superheated blood outwards with great speed and force. If it connects, their target will face intense scalding that may threaten even armored opponents. Spoiler Mechanics Evoke Essence is cast by manifesting a Blood Mage’s casting tell for [3] emotes, a tennis ball-sized projectile of boiling blood materializing in front of the Blood Mage’s hands, and on the third emote firing the projectile in a straight line with the speed and strength of an arrow fired from a hand crossbow. Casting Evoke Essence requires concentration and will be interrupted by major movement (movement greater than [4] blocks), verbally responding to conversation, defending from or suffering a blow, or attacking. If the Blood Mage’s projectile were to fly too far astray it would lose cohesion and splatter harmlessly to the ground after [15] meters (blocks). Upon impact the projectile will splatter in a [1] meter (block) by [1] meter (block) area, boiling away for [2] emotes. The projectile may scald and warp materials like metal or leather, or burn through flammable materials like cloth over [1] emote. The blood causes third degree burns to exposed skin over [2] emotes and second degree burns over [1] emote. REDLINES: -Blood from Evoke Essence may be removed with [1] major action. -The projectile flies with the speed and strength of an arrow fired from a crossbow but will never be strong enough to pierce armor of any kind, as it disperses on impact. -As blood boils away it will raise the temperature of other objects it comes in contact with. -This may cause up to first degree burns if skin makes direct contact with an object directly heated up by Evoke Essence for [2] emotes. -After [2] emotes of burning, the blood will completely boil away. -After the blood boils away, heated objects will begin to cool, retaining no added heat after [1] emote. [Tier 4] - Torsion (Combative) [4 Emotes, 2 Units, 15 Block Range] Often known as “bloodbending,” by focusing intensely a Blood Mage may reach out and restrict the flow of another’s blood to immobilize part of their body for a short time. Spoiler Mechanics Torsion is cast by manifesting a Blood Mage’s casting tell and focusing on a single limb on a single target within line of sight for [3] emotes. Casting Torsion requires concentration and will be interrupted by major movement (movement greater than [4] blocks), verbally responding to conversation, defending from or suffering a blow, or attacking. On the third emote of casting, the caster freezes the targeted limb for [3] emotes. REDLINES: -Torsion may only be cast on genus-bearing limbs. Atronach, automata, and other non-genus-bearing prosthetics may not be impacted by Torsion. -Torsion does not impact blood flow, it solely freezes a limb's motion. -Torsion may only target one limb regardless of the size of the target. -If cast on limbs greater than Olog-size, Torsion will fail. [Tier 5] - Bloodburst (Combative) [4 Emotes, 3 Units, 8-16 Block range] By manifesting a ball of condensed blood and altering its properties, a Blood Mage may create a sticky area to deny passage or slow movement. Spoiler Mechanics Bloodburst is cast by manifesting a Blood mage’s casting tell for [4] emotes and manifesting a small ball of blood in front of the Blood Mage’s hands. Casting Bloodburst requires concentration and will be interrupted by major movement (movement greater than [4] blocks), verbally responding to conversation, defending from or suffering a blow, or attacking. On the third emote, the ball may be physically thrown or pushed and may travel up to [8] blocks in a straight line for [1] emote and optionally for [8] more blocks in the same direction so long as the Blood Mage dedicates [1] additional emote to maintain their focus. Once the ball connects with a solid target of any kind or the spell is released it will splatter evenly in a [5] meter (block) by [5] meter (block) area and coat the ground in blood. Movement within the area coated with blood is reduced to quarter speed rounded down for [3] emotes. REDLINES: -Bloodburst may only travel for [2] emotes at a rate of [8] blocks per-emote for up to [16] blocks total. -Bloodburst may burst in the air on the first or second emote if it does not make contact with a solid target. -Maintaining concentration to continue the movement of the projectile follows the same constraints as casting concentration. -The radius ([3] blocks) of Bloodburst begins on the block which it splatters. This means it can cover up to a [5] by [5] block area. -Bloodburst only becomes sticky after the blood has settled on the ground. -Quarter-speed movement in the area impacted by Bloodburst rounds down to the nearest whole number. If a character were to have a maximum of [6] block movement, their movement would round down to [1] block. Rituals [Tier 1] - Rite of Repair (Noncombative) [2-4 Emotes, 2-4 Units] [Ritual] By seizing control of one’s genus, a blood mage may begin to heal wounds of varied size and severity, even healing life-threatening damage with multiple hands. Spoiler Minor Repair [2 emotes, 2 Units] Mechanics The Minor Rite of Repair is cast by inscribing [1]Rune of Flesh, [1]Rune of Life, and [1]Rune of Mortality in a Ritual circle over, or near a minor wound. Once activated, the blood surrounding the wound would begin to scab over, covering and stabilizing the wound. The Minor Rite of Repair may scab over a light cut, minor burn, or similarly insignificant injury. The Minor Rite of Repair may treat wounds up to [6] out-of-character hours old. REDLINES: -The Minor Rite of Repair does not immediately heal wounds, only scabbing over them. -The Minor Rite of Repair does not heal muscle damage and may only stabilize minor injuries. -These include light cuts and burns, broken fingers or toes, or small and shallow puncture wounds. -The Minor Rite of Repair may treat wounds up to [6] out-of-character hours old. -The Minor Rite of Repair does not require a Rebound roll. Major Repair [4 Emotes, 4 Units] Mechanics The Major Rite of Repair is cast by inscribing [2] Runes of Flesh, [1] Rune of Mortality, and [1] Rune of Silence in a Ritual circle, with the injured individual placed in the middle of the circle. The Major Rite of Repair cannot mend injuries or damage sustained from encounters more than [12] hours (out-of-character) prior. When successfully activated the ritual will stabilize all non-life threatening injuries on a person, including repairing damaged or lost organs and up to [1] lost limb and scab over all bleeding light and moderate wounds. Restored limbs will appear as grotesque imitations of their original shape and size with a layer of scar tissue covering muscle and bone. The Major Rite of Repair follows standard Rebound rolling mechanics. REDLINES: -The Major Rite of Repair stabilizes and stops blood loss from light and moderate injuries. -The Major Rite of Repair cannot stabilize life-threatening organ injury such as a punctured lung. -The Major Rite of Repair can only restore up to one lost limb. This includes hands and feet. Multiple lost hands cannot be restored from one use of the Major Rite of Repair. -The Major Rite of Repair may be used to treat wounds up to [12] out-of-character hours old. [Tier 2] - Rite of Commutation (Noncombative) [4 Emotes, 3 Units] [Ritual] Acting as a conduit, Commuted items better enhance a Blood Mage’s connection to the Red Nexus, ensuring their rituals are more efficient and far more reliable. Spoiler Mechanics The Rite of Commutation is cast by inscribing [1] Rune of Mortality, [1] Rune of Metal, [2] Runes of Draining, and [1] Rune of Power in a Ritual Circle with an item of the Blood Mage’s choosing placed in the center of the Ritual Circle. On an item of the Blood Mage’s choice, the Runes of Metal, Draining, and Power must be inscribed in blood, etched, or otherwise written somewhere on the items. Alternatively the Rite of Commutation may be applied to an object up to [15] meters (blocks) by [15] meters (blocks) by [15] meters (blocks) in size. The Rite of Commutation requires Story Team approval. The Rite of Commutation may be used to enchant any item of a Blood Mage’s choosing. Once enchanted, a Blood Mage may forgo literally spilling their blood to run a ritual, and instead may write their Runes in a material such as chalk, ink, or anything similar. When activating a ritual drawn without blood, the Ritual leader and all participants must hold onto their enchanted item and will their genus into the ritual circle through a hazy red mist flowing from their item. If using a Commuted object, Genus is added similarly without the need to hold an object. If a bladed weapon is enchanted with the Rite of Commutation it will take on unique properties. When wet with blood its edges will sharpen, honing themselves as if recently worked on by a smith. Additionally, wounds inflicted by these weapons will cause blood to splatter dramatically, aesthetically coating walls and floors. Corcitură may opt to feed by running a hand over the blade, causing all spilled blood to evaporate and instantly nourishing them. When attempting a ritual, +[1] will be added to the Rebound roll for each participant using an item enchanted with the Rite of Commutation up to +[4]. The Rite of Commutation follows standard Rebound rolling and mechanics. REDLINES: -Commuted items are things that can be held in one hand and are enchanted with the Rite of Commutation. Commuted Objects are things such as buildings and trees that cannot be moved and are enchanted with the Rite of Commutation. -While giving genus to a Ritual with a Commuted item, a Commuted item must be physically held. -Users not using Commuted items may still give Genus by adding blood to a Ritual circle. -A Blood Mage may only have [1] item enchanted with the Rite of Commutation. In order to create a new one, previously enchanted items must be destroyed. -Items may be enchanted with the Rite of Commutations as long as they may be held with one hand while inscribing Runes during a Ritual. -Bladed weapons enchanted with the Rite of Commutation function as ordinary weapons in all regards save their sharpening and the aesthetic splattering of blood. -Splattered blood may not impact combat in any way. -Objects (not items) enchanted with the Rite of Commutation may be up to [15] blocks by [15] blocks by [15] blocks in size. This may include a room, building, or anything else within the space parameters. -When using a Commuted object (as opposed to an item) in a Ritual the Rebound rolling bonus still may not exceed +[4] even if there are additional Commuted items. [Tier 3]- Rite of Preservation (Noncombative) [4 Emotes, 3 Units] A "Charm" or trophy is a stylistic prize taken from the dead, reconstituted into an additional marrow to increase a Blood Mage's Genus' potency. Spoiler Mechanics The Rite of Preservation is cast by inscribing [2] Runes of Mortality, [1] Rune of Binding, and [1] Rune of Ethereal in a Ritual Circle with the desired Charm placed in the center of the Ritual Circle. Charms may only be made with items taken from living beings, such as bones, skin, preserved heads, or scales. The Rite of Preservation requires Story Team approval. Once enchanted, a Charm will grant a Blood Mage an additional unit of Genus while worn. This does not increase the total amount of blood in their body, merely its potency. Up to [2] charms may be worn, allowing a Blood Mage to gain a maximum of +[2] additional units of Genus. When casting, a Charm will alight and begin to glow a dull Red, growing brighter as the Blood Mage’s casting continues. By the final emote of casting a Blood Mage’s Charm will glow brilliantly and noticeably, impossible to obscure and hide with fabrics or other thin coverings. Charms may be affixed to a Blood Mage’s person through a clasp, clothing, or any other component. However, if they are not outwardly visible and exposed to air, a Blood Mage will not find their Genus any more potent. The Rite of Preservation follows standard Rebound rolling and mechanics. REDLINES: -Only [2] items enchanted with the Rite of Preservation may be worn by a Blood Mage. -Charms may be no smaller than a golf ball (1.5 inches tall and wide), and no larger than a square-foot. -If a charm is destroyed or sustains damage that warps or alters its shape it loses all power. -Charms do not increase the amount of blood in a person, they only make their blood more potent, thereby increasing their Genus count. -Only Blood Mages may use Charms. Non-Blood Mages gain no use or bonuses from wearing them. -If a Charm is not visible and exposed to the air it will have no effect. [Tier 3] - Rite of Sealing (Noncombative) [4 Emotes, 6 Units] One of the most potent tools of the Sorcerer’s arsenal is the ability to entirely suppress the effects of mana on an item. Spoiler Mechanics The Rite of Sealing is cast by inscribing [2] Runes of Silence and [2] Runes of Binding inside a Ritual Circle and [4] Runes of Transcendence in or surrounding a Ritual Circle. In the center of the Ritual Circle the item will be placed inside the circle. The Rite of Sealing may be applied to a container (chests, barrels, boxes, wardrobes, etc.) or a covering (sheets, blankets, clothes, etc.). Upon successful activation the targeted item will become covered in red Runes of Binding which emit a dull light that shine through any painting or covering. The Rite of Sealing may be used to enchant containers, coverings, or other storage units up to [8] cubic meters (blocks) in size. When a magical item is placed within a Sealed container its mana-based abilities cannot be activated. Sealing may be broken through blunt trauma to the Sealed item (three to five strikes) or splashing it with water. Sealing does not make an item invisible and the use of spells and abilities that would indicate its location would still be valid. For example, a Seer would still be able to use the spell Ritual of Divining to gain the location of a magical sword locked away in a Sealed box. The Rite of Sealing requires Story Team approval. The Rite of Sealing follows standard Rebound rolling mechanics. REDLINES: -Only containers up to [8] blocks in size and coverings may be enchanted with the Rite of Sealing. -When an object is covered or placed inside a Sealed container it does not lose its magical properties. They become muted, unable to be activated or removed while contained. -The Rite of Sealing’s enchantment on coverings and containers may be broken in a minimum of [3] blunt attacks. -The object itself still takes damage ordinarily. Strikes to the enchantment will still hurt the object itself. [Tier 4] - The Rite of Revocation (Noncombative) [4 Emotes, 6 Units] By tethering their soul to another body, a Blood Mage may escape their mortal form to take the shape of another. However, this transmission is not perfect, leaving a Blood Mage dangerously weak as they adjust to their new form. Spoiler Mechanics The Rite of Revocation is cast by inscribing [2] Runes of Ethereal, [1] Rune of Draining, [1] Rune of Binding, and [2] Runes of Mortality in a Ritual Circle with the body of the Blood Mage’s choice in the center. The Rite of Revocation is subject to Rebound rolling mechanics and successful use must be recorded on a Blood Mage’s MA. Upon successful activation, the Ritual Leader’s soul will leave their body, passing into the body within the circle. When entering their new body, the Ritual Leader will experience a painful and difficult year as their soul overwrites the body's previous owner's ([7] Out-of-Character days), where the body they have entered is weakened, unable to engage in strenuous physical activity and unable to wear and carry anything heavier than light gambeson armor. During this year the body will reject all alchemical alterations and all prostheses, though they may be reapplied later. Once the Blood Mage has entered their new body, they will find all physical ailments do not follow their soul. This includes the Serpent’s Sickness; upon entering their new body, a Blood Mage is no longer bound by the PK-clause specified under the Serpent’s Sickness. However, this is only a temporary solution. Any natural descendant’s body a Blood Mage enters will only continue to function for up to [50] years ([50] out-of-character weeks, [350] out-of-character days). If a Blood Mage’s body were to fail this way without a suitable replacement, their soul would be irreversibly lost, and they would be permanently killed. The Rite of Revocation follows standard Rebound rolling mechanics. REDLINES: -The Rite of Revocation requires out-of-character consent from the victim for the ritual to succeed. -Successful use of the Rite of Revocation must be documented on the Ritual Leader’s Magic Application. -When successfully cast the Ritual Leader’s previous body will instantly begin to break down and disassemble itself into a fine dust. -The Ritual Leader’s stolen body will age as it ordinarily would. -When successfully cast, the Ritual Leader’s new body will be weakened and cannot lift more than [25] pounds for [7] out-of-character days. -If a character has their body stolen, they may freely Monk Revive if they are not subject to other respawning mechanics. -The Rite of Revocation will fail if used on anything other than an ordinary descendant’s body. If used on Klones, Epiphytes, Ologs, Kha, Musin, and other Creatures the Ritual will fail. -This does not apply to Sycophants Corcitură. If entering the body of a character holding one of these feats, the character may choose to adopt it or not to. If adopting either feat this way, roleplay evidence of the Rite of Retrieval's success and the victim's accepted feat-application must be linked. -The Rite of Revocation will fail if used on any body with none, or expired Genus. -The Rite of Revocation will fail if used on a descendant's body if below the age of 16. -After [350] out-of-character days a stolen body will collapse. Failure to transfer into a new body before this point will result in a Permanent Death. -Using the Rite of Revocation does not exclude a Blood Mage with a stolen body from Monk Revival or other respawn mechanics. If killed they may proceed as any character would [Tier 4] - Rite of Advancement (Noncombative) [5 Emotes, 6 Units] [Ritual] At a great cost a Blood Mage may create a Bloodshard, ensuring their soul remains protected from the most dire of consequences should a Ritual go awry. Spoiler Mechanics The Rite of Advancement is cast by inscribing [2] Runes of Transcendence, [1] Rune of Flesh, [1] Rune of Binding, [1] Rune of Draining, and [1] Rune of Power inside a Ritual Circle. The Rite of Advancement requires Story Team approval. Once successfully activated, a red crystal will begin to form from the genus given to the Ritual Circle. It may grow up to any size from [1] cubic meter (block) to [5] meters (blocks) by [5] meters (blocks). When a Ritual is conducted within [10] blocks of a Bloodshard, the Bloodshard provides a [+2] modifier to the Rebound roll. However, any roll that would cause Moderate Rebound overloads a Bloodshard, rendering it useless for [7] Out-of-Character days, and Minor Rebound occurs in its place. Any roll which would produce Major Rebound is instead treated as Moderate Rebound, but the Bloodshard is destroyed. The Rite of Advancement follows standard Rebound rolling and mechanics. REDLINES: -Bloodshards may be destroyed by [7] major strikes. -When a Bloodshard is destroyed by Major Rebound the Ritual leader will not immediately die from Rebound effects. -This does not make them immune from continued effects after the Bloodshard has been destroyed or wounds sustained from Rebound. -Bloodshards are overloaded for [7] out-of-character days by Moderate Rebound. -Bloodshards are destroyed by Major Rebound. -The Rite of Advancement requires Story Team supervision. [Tier 5] - Rite of Retrieval (Noncombative) [8+ Units] The most powerful and accomplished Blood Mages may spirit living creatures and even beings or rare items from otherworldly places. Spoiler Mechanics The Rite of Retrieval is cast by inscribing [1] Rune of Binding, [1] Rune of Mortality, [1] Rune of Power, and up to [8] elemental runes of the caster’s choice inside a Ritual Circle. The Rite of Retrieval’s results may be enhanced by the addition of simple reagents and alchemical components corresponding to their desired outcome. Upon successful activation the Rite of Retrieval will pull the object or entity through the cosmos to the center of the Ritual Circle. . The Rite of Retrieval may be used to move entities, and in special circumstances objects, from one place to another remotely, though accuracy is often difficult to achieve. The Rite of Retrieval is most successful for summoning common living creatures. The rarer and more distant the creature, the more difficult and unreliable the Ritual becomes. However, accuracy can be increased by adding reagents and resources similar or identical to what is being summoned. For example, putting a Crackadonk bone into the Ritual circle would make summoning a Crackadonk much more reliable. Below is a table of examples of how difficult different entities would be to summon. The use of the Rite of Retrieval may be used in player-events that involve purely mundane creatures or to summon mundane materials with greater difficulty so long as the ritual is properly conducted. Easy (Player-Events) : A dog, a cat, mundane creatures. Moderate (Player-Events): Open materials (qalashi steel, anorum crystals), creatures for player-events. Difficult (Story Team-Events): Locked materials (metals, herbs), event creatures. Extremely Difficult (Story Team-Events): Draconic entities, event characters, specific items. It is extraordinarily difficult for the Rite of Retrieval to procure non-living entities. It is almost impossible to use the Rite of Retrieval to accurately summon something as large as a manor or large house if it is not alive. The Rite of Retrieval may successfully summon something like a sword only if all the cards fall correctly for the participating Blood Mages. The Rite of Retrieval is subject to standard Rebound rolling mechanics. REDLINES: -The Rite of Retrieval requires Region Owner or Primary Region Owner consent if performed in a settlement for event or player-event purposes. -Summoning something mundane for personal, non-event use does not require permission. -Creatures summoned through the Rite of Retrieval are unconditionally hostile. -Roleplay knowledge of specific entities and objects is required to summon them. Roleplay Knowledge does not automatically make a ritual possible, and it may be denied by Management. -Buildings, lairs, and settlements may not be moved with the Rite of Retrieval. -Mundane creatures and materials may be summoned without Story Team approval or supervision. Region Owner consent is still required if performed in a settlement. -Event creatures, characters, specific items, and lore materials require Story Team management approval and Story Team supervision. [Tier 5] - Rite of Revelation (Noncombative) [8+ Units] For those who dream impossible dreams, a hodgepodge of Runes may be used to conjure a material, living thing, or perhaps even make abstract knowledge and theoretical spells reality. Spoiler Mechanics The Rite of Revelation is a free form ritual which may create anything of the player’s imagination, represented by a Magical Artifact. As the Rite of Revelation is free form and the effects are functionally limitless, there is no set genus cost for the ritual. The Rite of Revelation follows standard Rebound rolling mechanics. The Rite of Revelation must be overseen by a Story Team member with Management approval. Upon acceptance, Magical Artifact creation cooldown does not apply to participants and only the Ritual Leader. REDLINES: -When using the Rite of Revelation as a creation method for a Magical Artifact, Blood Mages do not need to perform and document the roleplay prior to submission and instead will perform the creation ritual with Story Team oversight. -Unique spells created through the Rite of Revelation may be taught to other Blood Mages by the Ritual Leaders. Spells taught this way must be marked on both the Magical Artifact and the player’s Magic Application. -Blood Mages may only ever know [1] spell created through the Rite of Revelation. -Upon acceptance of the Magical Artifact, the Magical Artifact submission cooldown only applies to the Ritual Leader, not the participants. [Tier 5] Rite of Embarkation (Noncombative) [6 Emotes, 12 Units] [Ritual] The single greatest power of the Blood Mage is to bridge reality itself and to open a portal to another plane. But this power is not without danger. Opening the bridge is easy enough, but once it closes reality is at its most unstable. Spoiler Mechanics The Rite of Embarkation is cast by inscribing [1] Rune of Transcendence inside a Ritual Circle, [2] Runes of Ethereal and [1] Rune of Sacrosanctum, as well at [6] Elemental Runes corresponding to the closest approximate Plane the Blood Mage wishes to travel to. The Rite of Embarkation requires Story Team oversight and Story Team management approval. Upon activation the Rite of Embarkation will open a portal conjoining the two realms, allowing for free passage for a limited time. This portal will remain active and open for [12] narrative hours. After activation, adding [1] unit of Genus will keep the portal open for an additional [12] (Narrative) hours up to [48] hours. On the Ritual’s expiration (when the portal closes), the Story Team member overseeing the Ritual will roll an unmodified roll for Rebound. REDLINES: -The Rite of Embarkation requires Story Team Management approval and Story Team supervision. -The Rite of Embarkation may be denied by Story Team management for any reason. -[1] Genus may be spent to keep the Rite of Embarkation active for [12] narrative hours, up to [48] narrative hours. -Story Team members may describe traveling to other Planes purely through text or with builds at their own discretion. -Entering through a portal created with the Rite of Embarkation means accepting a Permanent Kill-clause until exiting from the destination realm. -Characters with valid respawn mechanics (such as Inferi resummoning, but NOT Monk revival) may still respawn. Redlines -Blood magic cannot be learned by creatures without genus (blood) and greater souls. -Blood magic is compatible with kharajyr, tree lords, zar’akal and inferi, and any other living being with a greater soul and genus unless otherwise specified. -Runes do not have powers on their own, they are merely shapes that evoke meaning for combination in rituals; writing a fire rune on a tree won’t ignite it. -Rituals and Spells must be learned through roleplay. -Blood Magic cannot be taught by OOC supervision. -Rituals and Spells may not be learned through participation. Teachers must clearly explain an ability directly to their students. -Rituals and Spells may only be taught by a Blood Mage’s listed teacher. -Genus is only held in blood spilled within one narrative day or 3 OOC hours. Blood cannot be stored in order to remain fresh. Tier Progression Tier 1 - Lasts for 1 week. Upon connection Blood Mages will have an innate knowledge of Runes and their basic effects. The Serpent’s Sickness begins. Disconnection, Runescribing, Splattershot and Rite of Repair may be learned. Tier 2 - Lasts for 2 weeks. Boiling Blood and Rite of Commutation may be learned. Tier 3 - Lasts for 4 weeks. Evoke Essence and Rite of Preservation may be learned. Tier 4 - Lasts for 5 weeks. Torsion, Rite of Revocation, and Rite of Advancement may be learned. Tier 5 - The Blood Mage may now begin teaching, and has reached complete mastery of Blood Magic. Connection, Bloodburst, Rite of Embarkation, Rite of Retrieval, and Rite of Revelation may be learned. Blood Magic was left incomplete and with room for expansion. This caused significant growing pains, and the magic has shown its age. The primary use of the magic is for the manufacturing of low-power enchantments. To me, this has never been a productive use for the magic- it is meant for traveling dimensions, summoning monsters, and creating unique MArts, not mass-producing items and causing nose bleeds. This rewrite seeks to remove problematic or unused spells and rituals, revise portions of Blood Magic made obsolete by recent shelving and to completely revamp (pun intended) the direction the magic takes. Rituals like Quiet and Spiritspell have been removed as they were only ever used infrequently (and it is encouraged for players to use MArts to achieve these abilities if they want them still), while the magic’s spells have been completely redone to make Blood Mages less invisible while casting; no more untraceable nosebleeds at weddings. This rewrite aims to give Blood Mages the tools to be self-sufficient “combat casters” with powerful tools at their disposal to bend and warp reality in their spare time. Additionally, the cost-system has been completely rebalanced to allow groups of two to four Blood Mages to accomplish any ritual they so choose. Citations Credits Benleft (Writing) Balmakka, Disco_Liquid, Glassyskies, Kujo, Marsilly (mars), Moon_is_innocent, NLThomas, Panashea, Riorr, Traveller, Xeno, Hemomancy, Dev_Clark, Childneglecter (Consultation) Zarsies, Mordu (Previous Blood Magic writers) 28idle (Runes artwork) Anatoly Fomenko (Artwork) 37 Link to post Share on other sites More sharing options...
hemomancy 2870 Share Posted November 1, 2023 hemomancy approves the new hemomancy 2 Link to post Share on other sites More sharing options...
X3N0 518 Share Posted November 1, 2023 I see jjk font I upvote 2 Link to post Share on other sites More sharing options...
Adstrom 547 Share Posted November 1, 2023 She blood on my magic till I benleft 10 Link to post Share on other sites More sharing options...
Itz_Cookie 1735 Share Posted November 1, 2023 babe wake up new bloodmagic lore just dropped 5 Link to post Share on other sites More sharing options...
tasty_cheesecake 923 Share Posted November 1, 2023 (edited) Edited November 1, 2023 by tasty_cheesecake 3 Link to post Share on other sites More sharing options...
creamynoteblock 2552 Share Posted November 1, 2023 PLEAAAASE TEACH ME PLEEEAAASE 1 Link to post Share on other sites More sharing options...
sam33497 2945 Share Posted November 1, 2023 PLUS ONE LET ME BE CHOSO PLEASE PLEASEEEE 2 Link to post Share on other sites More sharing options...
Air 649 Share Posted November 1, 2023 59 minutes ago, Benleft said: -Rituals and Spells may only be taught by a Blood Mage’s listed teacher. i like the post mostly, but this is the only part of it ill question. i dont see why an aspiring blood mage cant also learn a new spell from a different teacher with a valid TA. 6 Link to post Share on other sites More sharing options...
ClassyDryad 1735 Share Posted November 1, 2023 Is it just me or is the 168 irl day death counter like very short and annoyingly arbitrary to keep track of? I guess if every blood mage uses kloning or corc it doesn't matter. 3 Link to post Share on other sites More sharing options...
sam33497 2945 Share Posted November 1, 2023 2 minutes ago, ClassyDryad said: Is it just me or is the 168 irl day death counter like very short and annoyingly arbitrary to keep track of? I guess if every blood mage uses kloning or corc it doesn't matter. it's 24 weeks aka 12 weeks after T5 aka twice the time it takes to progress 1 Link to post Share on other sites More sharing options...
ClassyDryad 1735 Share Posted November 1, 2023 9 minutes ago, sam33497 said: it's 24 weeks aka 12 weeks after T5 aka twice the time it takes to progress Why not just say 24 weeks then, or say both? It's also still a very short amount of time compared to the basically two irl years they have now. 24 Weeks isn't even half a year. It's entirely possible a non-CA blood mage would pk before a mart they submitted was even accepted. 2 Link to post Share on other sites More sharing options...
sam33497 2945 Share Posted November 1, 2023 1 minute ago, ClassyDryad said: Why not just say 24 weeks then, or say both? It's also still a very short amount of time compared to the basically two irl years they have now. 24 Weeks isn't even half a year. two irl years is like a non PK clause at that point if u really think about it... especially when u can circumvent it easily 24 weeks is a long time in lotc.. if this forces some people to actually PK to a PK clause or to have to be more proactive in their roleplay.. i don't see the problem 2 Link to post Share on other sites More sharing options...
christman 2325 Share Posted November 1, 2023 YEAH!!!!! CONSEQUENCES !!!! 2 Link to post Share on other sites More sharing options...
Child Neglecter 2199 Share Posted November 1, 2023 we are so back bloodbros 3 Link to post Share on other sites More sharing options...
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