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As featured
in the "Round Robin" story saga:
Table
of Contents
1. Introduction
2. Rising in Level
3. Learning Blood Magic
4. Life Points
4.1 How Hit Points Affect Life Points
4.2 How Life Points Affect Hit Points
4.3 Life Points: Optional Rules
5. Casting a Blood Magic Spell
5.1 First Blood Spells
5.2 Second Blood Spells
5.3 Third Blood Spells
5.4 Fourth Blood Spells
6. Magic Items
7. Healing
8. Karlonna, Mother of Blood Mages
8.1 The Daughters of Blood
9. Blood Magic Spells
1.
Introduction
Mary
traced the razor-sharp knife lightly down her arm. The slight
pain was nothing compared to the rush of power she felt suddenly
pulsing in her veins. Smiling slightly, she drew the power together,
forming a small ball of light cupped in her hand. "Good,"
her master encouraged. "You're getting it."
Aratto
called for the snow-white bull to be brought forth. The virile
energies of the animal would be transferred, via his spells,
to the surrounding lands, ensuring a fertile growing season.
Arcane
symbols of evil glowed redly from the walls, dimly illuminating
the cellar of the mansion. Smoke from a brazier filled the air
with a haze and dulled the eyes of the three girls, kings' daughters
all, that were confined there. A great spell of darkness would
be wrought here tonight, one that would bring about the fall
of the Three Kingdoms - and the deaths of the three princesses.
Somewhere,
you've probably read or seen the scene: wicked sorcerer with
upraised blade, helpless victim chained to stone altar, faceless
minions chanting in the background, and the hero rushing to
the rescue at the last minute. Blood has many rich and old connotations
with life, energy, power and magic. Blood magics can be dark
- those that sacrifice people certainly are! - but they can
be benign as well.
Rules
are given here for GMs who would like to have a distinct class
of blood mages in their campaign. Blood magic is perhaps best-suited
to cackling NPCs in a horror-tinged game, but the rules given
here make it possible to run a heroic character with the ability
to tap the power of blood. He'll never be as powerful as those
that take energies from others, though... and that might be
a continual temptation.
These
rules are meant to be used with AD&D 2nd edition. In that
case, use all of the usual trappings of the mage class: hit
dice, Thac0, saving throws, proficiencies and experience progression
are all as standard mages. Unless the GM wants to allow it,
there are no specialist blood mages. (An alternative is making
all blood mages specialists, either in blood magic or in a school
of magic which they use blood rituals to cast).
Note
well that a mage will most probably only be able to cast a fixed
number of spells per day via this system. That number will never
change. What will change is the level of spell he can cast.
If a mage has five Life Points (see 4. Life Points, below),
and is using Third Blood rituals (which cost him 1 Life Point
each, regardless of level), he can cast 5 spells per day. That's
it. But they can be five first level spells or five fourth level
spells. That's at the discretion of the mage.
2.
Rising in Level
Blood
mages classify themselves according to what sorts of rituals
they know. A First Blood mage uses his own blood, Second Blood
uses the blood of animals, and Third Blood mages sacrifice other
sentient beings. First, Second, and Third Blood are related
to levels but not tied to them.
At
1st level, all blood mages are First Blood. It's easiest to
tap into one's own energies, since one can feel them.
At
2nd level, the mage has the option of learning Second Blood
rituals. But he doesn't have to! A mage can continue to cast
only First Blood spells if that's what he wants to do. He can
elect to learn a Second Blood ritual at any time, as long as
he can find an instructor.
At
4th level, the mage can learn Third Blood rituals, but only
if he's already learned at least one Second Blood ritual. He
can't go straight from First to Third Blood. Again, the mage
doesn't have to take this next step. He can stick with the First
and/or Second Blood rituals he already knows and learn new ones.
If he elects not to, he can pick up Third Blood rituals at any
later time, provided he has the prerequisites (First and Second
Blood).
3.
Learning Blood Magic
Blood
mages learn their rituals like a mage learns spells, with a
few alterations. Their Intelligence score still limits the level
of spell they can learn to cast, and their percent chance of
learning it. But they get double the number of spells per level
known for 1st, 2nd, and 3rd level spells. This is because of
how rituals work.
First,
Second, and Third Blood rituals are all different - as different
as other spells. Say a First Blood, 1st level mage learns Charm
Person. That's one 1st level spell slot taken. Later, the mage
decides that he wants to learn Charm Person as a Second Blood
ritual. That takes another 1st level spell slot! And it'll take
a third if he also wants to learn the Third Blood version of
the spell.
Typically,
only Third Blood rituals can cast spells of 4th level and higher,
so blood mages get the normal amount of spell slots for these.
Blood
magic can be learned from a higher-level mage, from a book detailing
its ceremonies, or from one of Karlonna's servitors (see Section
8, Karlonna, below).
4.
Life Points
Blood
magic works by draining life energy out of a person or animal
and using it for magic. Life energy isn't dependent on level
- a 10th level fighter isn't any more "alive" than
a rowdy villiager. Figure Life Points for humans and demihumans
as follows:
Base
LP: 5
Each stat of 16: +1
Each stat of 17: +2
Each stat of 18: +3
Each stat of 5: -1
Each stat of 4: -2
Each stat of 3: -3
Life
Points may never drop below 1 due to decreases from low ability
scores.
If
a race has ability score that can exceed 18, give +4 for each
score of 19 or above. But if a creature increases its scores
above its racial maximum, apply -1 for each score so modified!
The creature is no longer an exemplary member of its race; it's
a magically modified freak.
These
are the LP a mage can drain from himself or another without
killing them. If the mage is willing to die (or to kill), double
the LP available. If, for some reason (like injury), LP are
not at full, double current LP.
Figure
Life Points for animals as follows (Note sizes are not AD&D
S, M, L classifications):
Small
animal (cat, chicken): 1 LP
Medium animal (sheep, goat, pig): 2 LP
Large animal (horse, cow, ox): 3 LP
These
are the LP gained by sacrificing the animal. A large animal
can be non-lethally bled for 1 LP. Bleeding small and medium
animals is ineffective.
4.1
How Hit Points Affect Life Points
Hit
Points and Life Points are proportional to each other. If a
person loses half his Hit Points, he loses half his Life Points.
Round fractional Life Points lost down. Ex: If a fighter with
100 HP and 10 LP loses 3 HP to a dagger attack, he'd lose 0.03
LP. Rounding down, he loses 0 LP. It's only a scratch, after
all.
4.2
How Life Points Affect Hit Points
It
works both ways. If the 10th level fighter above allows his
blood mage ally to drain 9 LP from him, he's lost 90% of his
LP. He also loses 90% of his HP - that's 90 HP, leaving him
with just 10 from his original 100 left. Again, round any fractional
Hit Points lost down.
4.3
Life Points: Optional Rules
At
the GM's option, certain qualities might increase or decrease
a person or creature's Life Points. An all-black cat, a nobleman's
son, or a virgin milkmaid might have "better" blood
than more common examples of their species. Bonuses should range
from +1 to +3 and are cumulative (a nobleman's virgin son might
be a better sacrifice than a nobleman's nonvirgin son, for instance).
5.
Casting a Blood Magic Spell
All
spells require Life Points equal to their level squared. Casting
time is as shown for equivalent spells in the Player's Handbook
(or other source), with one additional round added for each
cut made. So a First Blood spell (cut yourself and cast) takes
one round for the caster to cut himself, and then the spell's
usual casting time in the next round before the spell takes
effect. A Second Blood mage sacrificing two chickens will need
a round for each chicken plus the spell's casting time on the
third round. And the mage's concetration can be interrupted
at any point in those three rounds! Blood magic is generally
slow and ceremonial.
Note
on terminology: Techinically, a ritual is the casting method
and the spell is the Player's Handbook description of what happens.
But since a unique ritual is required for each spell, the terms
can be used nearly interchangeably.
5.1
First Blood Spells
In
many ways, First Blood spells are the simplest. The caster cuts
himself with his blooddagger to release the appropriate number
of Life Points to cast the spell. He also loses a proportional
number of Hit Points. It may be useful for a player to write
down Life Point to Hit Point correspondences on his character
sheet, as well as Life Point totals for various amounts of Hit
Points.
Example:
Barakus, a 3rd level First Blood mage, has 5 Life Points and
8 Hit Points. He can only cast 1st level (1 LP each) and 2nd
level (4 LP each) spells. 1 LP is 1/5 of his total LP, so that
does him 1/5 of his total HP in damage. 8 HP/5 = 1.6 HP in damage,
rounded down to 1 HP. The 4 LP needed for the 2nd level spells
are 4/5 of his total, so they cost him 4/5 of his Hit Points
as well. 8 HP * 4/5 = 6.4 HP in damage, rounded down to 6 HP
in damage. Ouch!
Note:
Due to the rounding it is possible to end up with 0 LP and still
have HP left! GMs may deal with this in any way that is fair
and consistent that they like: no penalty except no further
spellcasting, penalities between -1 and -4 to all other rolls,
instant unconsciousness, etc. Note that a person with 0 LP is
useless for a Third Blood sacrifice.
A
First Blood mage can cast spells until he falls unconscious
or it kills him. The mage will fall unconscious if a spell leaves
him at exactly 0 HP. At any time, the blood mage may tap into
twce his normal number of currently available Life Points if
he's willing to die in the process.
Casting
into the "Unconscious and Bleeding" state isn't recommended,
as Life Points don't really take it into account. GMs who want
to allow this for heroic, but not too-heroic, sacrifices might
allow the -10 HP (or -Con, or whatever house rule is in effect)
unconscious range to store 1 or 2 additional LP. If only 1 extra
LP is available, the mage is left at -5 HP. If two LP are available,
tapping the first leaves the mage at -3 HP and using both leaves
him at -7 HP.
Example:
Barakus has been wounded for 4 HP. That's 1/2 of his total,
and he also loses 1/2 of his LP: 5 * 1/2 = 2.5, rounded down
to 2. That leaves him with 3 LP left. If he casts a 2nd level
spell now, he'll need one more LP than he's got. His GM rules
that there's a total of 2 LP he can "mine." If he
casts, he'll drop unconscious to the floor at -3 HP and has
effectively 0 LP.
5.2
Second Blood Spells
First
Blood spells hurt! Most serious blood mages are happy to leave
them behind for Second Blood rituals. These involve the sacrifice
of animals. "Animals" are regular, natural animals.
Magical creatures and other monsters can't be used for Second
Blood rituals (although there is a rumored "Fourth Blood"
level that uses them). Like with First Blood rituals, the blooddagger
must be used to spill the animal's blood.
More
than one animal can be sacrificed at at time, to a maximum of
three. (That's as fast as the mage can do the ritual, get it
right, and hold the energies in a pool). So unless optional
Lipe Point rules are used, a Second Blood mage will never cast
spells higher than 3rd level. (Or unless the GM rules that truly
huge natual animals - elephants, whales, dinosaurs - contain
as many as 6 LP. That would enable casting 4th level spells
via this method).
The
level of spell the Second Blood mage can cast is still limited
by his level in his class. A 3rd level Second Blood mage cannot
cast 3rd level spells, just because it's possible to get enough
energy together for it!
Casting
a Second Blood spell still requires 1 LP from the caster, but
it's 1 LP regardless of spell level. This LP doesn't count towards
the total needed for the spell; it's the cost the caster pays
to "get in tune" with the blood energies. It may be
paid before or after the animal sacrifice has been made, as
the mage wishes, but it must be done immediately before or after
- the energies can't be released and then held until the mage
spends his 1 LP!
5.3
Third Blood Spells
It
is possible to cast Third Blood rituals without killing the
blood donors, so Third Blood mages do not have to be evil in
alignment. Most, however, are. Killing doubles the number of
Life Points available, allowing much more powerful spellcasting.
As with Second Blood magic, only a maximum of three sacrifices
may be used. Even using just average people, that allows the
casting of 5th level spells!
If
even grander spells are required, up to three Third Blood mages
may pool their talents. (Getting three such mages to work together
might involve quite an adventure!) Each of the three may sacrifice
three victims (using blooddaggers, of course) and pool the energy
for a common spell. (Using the 5 LP/person average, this garners
90 LP - enough to cast even 9th level spells). All three mages
must know the spell, and all three must coordinate their casting
exactly. Each mage involved must roll Spellcraft -5 for the
combined ritual to work as planned. (The GM may modify the -5
penalty, lessening it if the mages have extensively worked together
and practiced, or increasing it if the job is hurried). If the
spell fails, the GM decides what happens. If only one mages
misses his roll by a small amount, perhaps the spell simply
doesn't work. If all three fail, or one fails spectacularly,
the GM is encouraged to be creative with spell backlash effects.
The energy is lost in any case.
As
with Second Blood spells, the spell level the mage can cast
is limited by his class level. He also has to pay the 1 LP energy
cost to initiate a spell. However, a Third Blood mage can store
up to 10 extra LP worth of energy for up to a day before paying
the 1 LP to release the spell. These LP can only be used to
cast the one ritual the mage was performing when he decided
to "save" the energy for later. The LP may also be
combined with the mage's innate LP for a nasty surprise - either
later, or at the time of the sacrifice. (Only energy from the
blood of fellow sentients can be so combined; a Second Blood
mage may not add his own LP to the LP drained from a cow). A
blood mage may only have one such spell "on hold"
at a time, regardless of how many LP is cost.
Example:
Innova is an 8th level Third Blood mage with 8 LP. She's been
cornered by the Inquisition and needs to take care of them,
fast. Their captain is advancing with his men quickly, since
they've studied their quarry and know she can't work any great
magics against them without a sacrifice.
But
earlier today, Innova sacrificed a victim for her Third Blood
ritual for Evard's Black Tentacles. She drew all 10 LP available
from her victim, killing him. She adds 7 LP of her own for a
total of 17 - the 16 she needs to cast the 4th level spell plus
the 1 LP activation cost. The captain and his men are quickly
being crushed to death, and the vile mage staggers off, weakened
but still alive.
5.4
Fourth Blood Spells
There's
a persistent rumor in certain circles that magical being and
even monsters can be sacrificed for even greater spellcasting.
The mysterious "Fourth Blood" rituals supposedly call
on the essence of unicorns, nymphs, trolls, dragons (!), and
other such beasts. Speculating even further afield, some wonder
what would happen if the blood of a demon or devil could be
gotten...
The
existence of Fourth Blood rituals is left to the GM. If they
exist, it's easiest to simply say the magical creatures have
a greater than average number of Life Points. A unicorn is only
the size of a horse, but perhaps it contains 20 LP or more!
Alternately, Fourth Blood rituals might be the only way to create
powerful enchanted items via blood magic (see Section 6, Magic
Items, below).
6.
Magic Items
The
most basic enchanted item the blood mage needs is the blooddagger.
The mage typically creates it himself using the Create Blooddagger
spell - the first spell learned by all blood mages and the only
one not requiring a blooddagger to cast. Blooddaggers are highly
personalized and usually exotic; they must be made out of non-tarnishing
materials. Gold, obsidian, ivory, and bone are common materials
for the blade. A mage may never have more than two blooddaggers
at a time, and must always use one of his own. The blooddagger
of another mage isn't useful to him at all.
Greatly
prized by blood mages but feared by most forces of good are
the rumored bloodstones. These enchanted stones, often set in
rings, other jewelry, or the hilt of a blooddagger, can absorb
and hold Life Points gained from Second or Third Blood sacrifices.
If they exist in a campaign, most will hold no more than 10
LP and must be charged with a special Replenish Bloodstone ritual.
Legendary stones might hold much more. The mage must still pay
the 1 LP activation cost (both for Replenish Bloodstone and
for activating the stone), but any spell the mage knows of the
ritual type used to charge the stone may be cast, and unused
LP are not wasted. (That is, if the mage knows Replenish Bloodstone
as a Second Blood ritual, he may use the charged bloodstone
to cast any Second Blood ritual spells he knows). Life Points
from a bloodstone may not be combined with a mage's own LP.
Bloodstones allow blood mages to cast spells on the fly, quickly
and without rituals. This makes them much more dangerous opponents.
A spell for recharging bloodstones is given in Section 9; how
or if bloodstones can be created is left to the individual GM.
It
may be possible to create other "generic" items with
blood magic. Most items so made, however, have a bloody quirk
to them. A ring of protection +1 might need to be bathed in
the blood of the person it protects weekly or even daily, absorbing
1 LP in the process to fuel its enchantment. An enchanted weapon
might need to be similarly "fed." If the item is not
blooded on schedule, it loses its properties permanently or
temporarily, at the discretion of the GM. If properties are
only lost temporarily, a specific ritual or sacrifice might
be needed to "jump start" the item.
Additionally,
the GM may rule that only rare "Fourth Blood" magics
can enchant items other than blooddaggers. Dragon's blood (very
hard to obtain!) might be needed for a wand of fireballs, nymph
blood for a love potion, and so on.
7.
Healing
A
blood mage's power is proportional to how quickly he can recover
from LP losses. It generally behooves him, then, to make friends
with a cleric who can cast healing spells.
Many
good and even neutral dieties, however, look upon blood magic
with a jaundiced eye. This may depend somewhat on how the GM
chooses to use it: the gods of a nation where Second Blood sacrifices
are used daily for divinations and other benign magics might
not feel as strongly as the deities of a land where most blood
mages are homicidal Third Blood sorcerers. If the majority of
blood mages in a land are evil, healing spells cast by opposing
gods might not work to cure blood mages of self-inflicted HP
loss. Clerics of dieties friendly or indifferent to blood magic
won't have trouble casting their healing on the mage, however
- if they feel like it.
Example:
Barakus, even though he is a blood mage, is good at heart and
restricts himself to First Blood rituals. If he takes damage
in combat, his cleric companion willingly heals him. But if
Barakus cuts himself to cast a spell and then seeks healing
for that, the cleric sadly has to deny him. Her god has forbidden
her to use her healing arts on those who intentionally hurt
themselves, and blood mages in particular.
This
is an optional rule GMs may use to reign in PCs who are abusing
the blood magic rules. A PC shouldn't be allowed to traipse
about with a legion of dedicated healers unless there's a very
good in-game reason for it!
8.
Karlonna, Mother of Blood Magic
Karlonna
is a demigoddess who invented blood magic. If you want to insert
blood magic into an existing campaign and explain why it wasn't
there before, she's an easy plot device to use. She's only just
invented it!
Karlonna
is chaotic and evil, dwelling in a small pocket of the Abyss.
She is hiding from several of the other Powers living on that
plane until she's grown a bit herself. She generally appears
as a young woman with violet eyes and long dark hair, clad in
flowing red blood.
Karlonna
was once a powerful mortal assassin and mage, and somehow managed
to enter the Abyss and acheive immortality. (Rumors are that
she somehow swapped minds with a succubus or other lesser tannar'ri,
dooming the demon to the remainder of her short mortal lifespan).
She's spent time researching, trying to combine her two favorite
hobbies: death and magic. She discovered it in blood magic.
Karlonna
is served almost exclusively by alu-fiends. (Some say they're
her daughters, born to the succubus body she wears). She sends
them to the Prime Material Plane to tempt humans to embrace
her style of magic. Karlonna herself is reluctant to leave the
Abyss to materialize on the Prime Material. She knows that her
essence is actually from that plane, and worries that death
there might be permanent and final for her. As long as she has
sufficient servitors, she won't take that risk.
Not
all blood mages necessarily know about Karlonna, and not all
those that do actually worship her. (As one mage was quoted,
"I might kill people, but I don't sacrifice their souls
to demons!") Karlonna is a little desperate for worship,
actually, and a character willing to serve her stoutly might
be the recipient of all sorts of "incentives." She
has no clerics at the moment, and only a handful of specialty
priests (blood mages). Her portfolio only includes blood magic,
although she'd love to assassinate the god of assassins and
take that as well.
8.1
The Daughters of Blood
The
Daughters of Blood, as Karlonna's servitors are sometimes called,
do her will on the Prime Material Plane. They are often dispatched
as "apprentices" to assist mages doing novel or dark
research, to try and guide their investigations down a path
that leads to blood magic.
Karlonna
is also fairly free with sending her Daughters to mages who
request their aid. Such a request must be accompanied with a
deadly Third Blood sacrifice. The soul of any being sacrificed
in such a manner will end up with Karlonna in the Abyss. When
the soul is received, the Daughter is dispatched. The summoning
mage may task the fiend with the traditional single request.
If the request is one that is aligned with Karlonna's aims and
goals, the alu-fiend will fulfil it as best she can. If the
request is disinteresting or opposed, she will try to pervert
her instructions to the best of her ability.
Inevitably,
some blood mage who cares more for their own appetites than
the lives and souls of his fellows will order the demon share
his bed. Perhaps surprisingly, the Daughters perform this task
willingly. What sort of creature would be born from the union
of a Daughter and a blood mage? What plans might Karlonna have
for these tieflings? We leave the answers up to the GM.
9.
Blood Magic Spells
Rituals
Available refers to which "levels" of blood magic
can cast a particular spell (First, Second, or Third Blood).
Recall that blood mages must learn different rituals for the
same spell effect separately.
Create
Blooddagger (Enchantment/Blood Magic)
Level: 1
Range: Touch
Components: V, M
Casting Time: 1 hour
Duration: Permanent
Area of Effect: One knife or dagger
Saving Thow: none
Rituals Available: n/a
This
spell enchants one knife or dagger to serve as a blood mage's
ritual implement. The blade of the knife or dagger must be made
out of a non-tarnishing substance - iron, steel, and silver
will cause the spell to fail. Common blade materials are gold,
obsidian, ivory, and bone. The mage holds the weapon for a full
hour, saying certain chants over it. At the end of the hour,
the caster ritually cuts himself with the weapon to bond it
to him. (This does one Hit Point of damage and does not drain
Life Points). A blood mage may never have more than two blooddaggers
attuned to him at a time. If he attunes a third, the enchantment
on the older of the two existing blooddaggers is broken.
A
successful Dispel Magic against a blooddagger will render it
inoperable for a number of rounds equal to how much the dispelling
mage made his dispel check by.
The
material components for this spell are an ornate knife or dagger
with a non-tarnishing blade worth no less than 50 gp, and a
small amount of the caster's blood. The weapon does not vanish
at the end of the spell and may be used in blood magic rituals.
Replenish
Bloodstone (Enchantment/Blood Magic)
Level: 3
Range: Touch
Components: V, S, M
Casting Time: 3
Duration: 3 rounds
Area of Effect: One bloodstone
Saving Thow: none
Rituals Available: Second Blood, Third Blood
If
bloodstones exist, this spell allows a mage to fill them with
Life Points. After the spell is cast (animals or people are
bled for 9 LP and the caster pays the 1 LP casting cost), the
caster has 3 rounds to sacrifice Life Points of either animals
or sentients (depending on whether or not the Second or Third
Blood ritual is used). One animal or sentient can be sacrificed
per round. Life Points are transferred to the bloodstone, where
they remain until used by the caster or another blood mage who
acquires the stone.
Note
that unless the Optional Life Point rules are used, this means
the most Life Points the Second Blood ritual can transfer is
9, and the most the Third Blood ritual can transfer is 30 (assuming
average victims). If the GM wishes to introduce bloodstones
of incredible power, it's suggested that there are also higher
versions of this spell, available for Third Blood ritual only.
The 4th level spell gives 4 rounds for sacrifices, the 5th level
five rounds, and so on. If group casting is used, all mages
casting must touch the bloodstone to be replenished.
The
material component for the spell is fresh blood.
Summon
Daughter of Blood (Summoning/Blood Magic)
Level: 5
Range: 10 yards
Components: V, S, M
Casting Time: 5
Duration: Special
Area of Effect: One alu-fiend
Saving Thow: none
Rituals Available: Third Blood
This
spell calls one of Karlonna's alu-fiend servitors to the mage.
The fiend will appear within the spell's range, as specified
by the caster. Unless the mage takes the usual precautions,
she will be free to move about. The fiend will listen to one
request made by the caster. If the request is consistent with
her mistress's goals, she will attempt to fulfil it to the best
of her abilities, until she either completes the task or (caster's
level) months have gone by. At that point, she will return to
the Abyss. If the request is not consistent with Karlonna's
ethos, the alu-fiend will still serve the mage for the appointed
time, but will do her utmost to pervert the intent of his request.
At
least one victim must be killed in the process of casting for
this spell to work. Multiple mages may collaborate to cast it,
and not all of the victims must perish, but at least one soul
must be turned over to Karlonna. If two or more mages collaborate,
only one request will be granted. The fiend will take the first
request spoken in her presence as the collective request of
the group.
The
material component is fresh blood.
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