Gilon 3010

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Gilon 3010

Shadowrun game in an alternate, homebrew universe.


    Blood magic spells

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    Blood magic spells Empty Blood magic spells

    Post by GameMaster Mon Sep 16, 2019 5:36 pm

    The following 12 spells were found on the scrolls. They are not considered to be in any of the normal 5 categories of magic. Instead, they are all in a unique blood magic category that all require the use of blood points to cast (these are obtained through the sacrifice metamagic. Note an athame is a type of special bladed weapon focus used in blood magic that can only be bound by blood magicians.


    Blood Barrier
    (Environmental, Area)
    Type: P
    Range: LoS (A)
    Duration: S/P
    Drain: F+1
    This spell is a more powerful version of physical barrier (p 294). Its effects are identical except as follows. The armor and structure rating of the wall created are equal to the force of the spell plus the spell's hits. The wall created appears as a crimson mist. If the caster expends a blood point in the casting, the barrier remains in effect for a number of hours equal to the force of the spell.


    Blood Blade
    Type: P
    Range: T
    Duration: S
    Drain: F-1
    If the blood mage uses a blood point while casting this spell, their athame becomes coated in highly acidic blood that doesn't damage the blade, but provides an AP to attacks made with it equal to the force of this spell for as long as it is sustained


    Blood Slave
    Type: P
    Range: T
    Duration: P
    Drain: F+1
    Tapping into the power of blood, the blood mage is able to turn another being into a permanent slave. Physical damage must be dealt using an Athame (the attack is rolled at the same time as the casting of the spell as a single complex action). As long as at least one point of physical damage is dealt, the target gets an initial chance to resist the effect equal to their willpower+charisma with a penalty equal to the force of the spell. Then a blood point must be spent to maintain the spell.
    If all that succeeds, the target becomes completely obedient to the caster through a mental connection between the two. The target responds as a mindless drone, but is able to follow any commands using their own skills to the best of their ability. A caster may have a number of blood slaves equal to their magic rating. Should this ever exceed that number, a random blood slave from those they control immediately is released from the spell.


    Blood Touch
    (indirect, elemental)
    Type: P
    Range: T
    Damage: P
    Duration: I
    Drain: F-4

    Blood Bolt
    (indirect, elemental)
    Type: P
    Range: LoS
    Damage: P
    Duration: I
    Drain: F-2

    Blood Storm
    (indirect, elemental)
    Type: P
    Range: LoS(A)
    Damage: P
    Duration: I
    Drain: F

    These spells create and direct bloody explosions that cause Acid damage (p. 170) using the typical rules for a combat spell. If a blood point is expended, the acid does not evaporate immediately upon casting like a normal spell might and instead continues to burn as described under Acid damage. Blood Touch is a touch spell (requiring a successful unarmed attack to cast, though it may be cast through an Athame attack as a single complex action). Blood Bolt is a single target spell. Blood Storm is an area spell.


    Coagulation
    Type: P
    Range: LoS
    Duration: S
    Drain: F
    The muscles in the target harden, making it hard to move. The casting check is opposed by the target's strength+body and reduces the target's agility by the force of the spell. If this reduces the target's agility to 0 or less, they are completely incapable of moving.
    If a blood point is spent during the casting of this spell, the effect persists for a number of days equal to the points spent.


    Invigoration
    (essence)
    Type: P
    Range: T
    Duration: S/P
    Drain: F-4
    The target ignores the effects of (force) points of stun damage for as long as this spell is sustained. If a blood point is used, the spell instead heals a number of points of stun damage equal to the number of hits on the spellcasting test. This may only be used once per injury (only curing the damage from that injury). If a second blood point is used, it can even heal stun damage caused by spell drain.


    Resurrection
    (essence, ritual)
    This ritual is used in conjunction with a soul binding spell to bring the recently deceased back from the dead. First someone who is under the effects of a Soul Binding spell must be placed within a lodge with a force equal to 12 minus the force of the soul binding spell currently in effect. The ritual's force must be equal to this force as well. Once the spell has been cast, the leader or any participants in the ritual must collectively spend a number of blood points equal to half the force of the ritual. If a healthy, sapient being is available, they may be slaughtered during the ritual to completely satisfy this requirement provided that their fresh blood is allowed to drain out upon the target.
    Metahumans who have returned from the dead and the mage who revived them must immediately make a Composure (4) test to avoid acquiring long-term mental, physical, or spiritual ailments. Critters with the Sapience power make a Composure (2) test, while critters without the Sapience power only make a Composure (1) test to resist permanent adverse effects. If a metahuman or critter fails to beat the Composure threshold, they must take a number of negative qualities equal to (threshold – hits) from the table listed below. These negative qualities can be purposefully chosen, or they can be rolled for randomly at the discretion of the gamemaster.

    POTENTIAL NEGATIVE QUALITIES AFTER REVIVAL (Roll 2d6)
    2 - Amnesia (Neural Deletion)
    3 - Astral Beacon
    4 - Deaf
    5 - Insomnia (15 Karma)
    6 - Allergy (Sunlight, Moderate)
    7 - Compulsive (12 Karma)
    8 - Loss of Confidence
    9 - Weak Immune System
    10 - Infirm (15 Karma)
    11 - Infirm (10 Karma)
    12 - Compulsive (8 Karma)


    Soul Binding
    (essence)
    Type: P
    Range: T
    Duration: S/P
    Drain: F
    When someone dies, there is a brief period of time before their essence fades entirely. This spell allows a blood mage to bind a soul to a body, preventing that degeneration from occurring, at least for a short period of time. Once a target has gone beyond overflow, this spell must be cast within a number of minutes equal to their (essence - 1, rounded up) at a force equal to the number of minutes that have elapsed plus (6 - essence, rounded up). A single hit is enough to be successful. The target does not degrade any further as long as the spell is sustained unless they receive additional damage (which immediately ends the spell). If blood points are spent, the effect lasts for a number of days equal to the force of the spell times the number of blood points spent and need not be sustained any longer. The spell may be cast again at a later point to renew the effect.


    Soul Swapping
    (essence)
    Type: P
    Range: T
    Duration: P
    Drain: F+1
    To cast this spell, the target must receive physical damage from the caster's athame and a blood point must be spent. The caster then must succeed in a spellcasting+magic[force] vs Willpower+Charisma check against the victim as part of the attack. If the spell is successful, the caster's consciousness is permanently transferred into the target. The caster and target retain their charisma, logic, willpower, intuition, edge and magic scores, but gain the new body's body, strength, agility, reaction and essence scores.
    While this spell is "permanent" the effect slowly ruins the body of anyone who has been affected by it. If the soul is not returned to it's original body, the body slowly degrades, permanently losing one point of essence per (force) weeks. This can be avoided by using this spell to return to one's own body, or to transfer to a new body before the effect degradation happens.


    Transfer Magic
    (essence)
    Type: P
    Range: T
    Duration: S/P
    Drain: F+4
    This spell is cast upon an athame. If the athame is used to store blood points (using the sacrifice metamagic) from an awakened target, that target loses a number of magic points equal to the blood points gained. Those points may then be transferred to another person by cutting them with the Athame (which must deal physical damage, though a willing target can choose to ignore the defense and damage resistance tests). If the second person is not awakened, roll a number of dice equal to the force of the spell minus the number of points of essence they have less than 6. The person gains a permanent magic score equal to the number of hits, up to the number of blood points that have been stored through this spell.
    Targets who are already awakened instead only gain an equal number of temporary points to their magic which lasts for a number of hours equal to the force of the spell. However, this increased magic gain is extremely dangerous to the body so all drain values are considered to be physical damage, regardless of force.


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