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.
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.
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.
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.
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.
[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.
[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.
[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.
[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.
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.
[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.
[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.
[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.
[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.
[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.
[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.
[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.
[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.
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)