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 Sangromancy, blood magic

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PostSubject: Sangromancy, blood magic   Sangromancy, blood magic EmptyWed Feb 12, 2014 1:06 pm

Sangromancy, blood magic Blood_magic_by_tanathe-d5k4946

Sangromancy is the art of controlling blood. It was first invented by the
vampire lords and blood knights during the event called the Crimson Crusade.
Today, it is not a common form of magic and many religious organizations
are against it.

Sangromancy school:

Selecting the sangromancy school as your specialization gives your the following
abilities:

Blood empowerment:

Whenever you cast a spell, you can use some of your own life force to empower it.
To do so, you must take 1d4 damage if you are 3rd level or below, 1d6 damage if you
are 8th level or below, 1d8 damage if you are 15th level or below and 1d12 damage if
you are 20th level or below. Increase the amount of damage dealt by your spell equal
to the amount of damage that you have taken by using blood empowerment. If your
spell hits multiple targets(example: 3d6 to 4 targets) you can apply this bonus damage
to a single target or you can use it once for each target. If your spell deals damage to
a single target, you can't use blood empowerment more than twice. This ability can be
used only on spells that deal damage.

Strengthen by blood:

Whenever you cast a spell, you can use some of your own life force to make it more effective
against spell resistance. To do so, you must take 1d4 damage if you are 5th level or below,
1d6 damage if you are 10th level or below and 1d8 damage if you are 20th level or below.
You gain bonus to overcome spell resistance with a single spell equal to the amount of damage
taken this way. If your spell hits multiple targets(example: 3d6 to 4 targets) you can apply
this bonus to a single target or you can use it once for each target.

Greater blood empowerment:

Starting at 8th level, you can use your own life force to empower your spells. In addition to all
effects of blood empowerment, you can take an additional 1d4 damage if you are 10th level or
below, 1d6 damage if you are 15th level or below or 1d8 damage if you are 20th level or below.
Increase the DC of the spell equal to the amount of damage taken this way. If your spell hits
multiple targets(example: 3d6 to 4 targets) you can apply this bonus to a single target or you
can use it once for each target. You can use this ability without blood empowerment if you are
casting a spell that does not deal damage.

Level 1 spells:

Infernal healing: Touch a creature with devils blood, giving it fast healing 1 for 1 round/level.
Detect living: Reveals all living creatures within 60ft.
Close wounds: Close all of your wounds and you no longer take bleeding damage.

Level 2 spells:

False life: Gain 1d10 temporary hp + 1/level (max +10).
Blood shield: Summon a shield of blood that gives you +4 deflection AC bonus. All enemies that attack you must make a fort save or become nauseated for 1 round.
Draining touch: A touch attack that deals 1d6 damage to a subject and heals you for equal amount.

Level 3 spells:

Blood drain: Deal 1d6/level(max 5d6) damage and restore your health to 1/2 of the damage dealt this way. Fort half.
Orb of blood: Launch an orb of blood that deals 1d4/level(max 10d4) damage and nauseates the target for 1d6 rounds. Fort negates nausea.
Blood link: For as long as you like, whenever an ally takes damage, you take that damage instead of him/her.

Level 4 spells:

Blood boil: You make one subjects blood boil. That subject takes 4d6 damage at the beginning of each round for 1d4 rounds. It can only make a single action.
Crimson blade: Summon a spectral sword that deals 2d8 damage for 1 round/level. For each two HP that you sacrifice, a sword will deal 1 additional damage.
Crimson burst: Summon a stream of blood that deals 5d6 damage to all others within 60ft range and nauseates them. Fort negates nausea. Reflex half.

Level 5 spells:

Blood freeze, lesser: One subject can't take any actions for 1d6 round. It takes 1d6 damage after each round. For negates damage.
Summon blood golems: Summon 1d4 blood golems.

Level 6 spells:

Pain split: Sacrifice and amount of HP and deal that much damage to one subject. You can't be healed in any way during the next 24 hours.
Blood surge: One subject gains +4 strength, +6 constitution and 2d12 temporary hit points for 1d6 rounds.

Level 7 spells:

Life to unlife: Gives life to one undead/level.
Blood boil, greater. One subject/level takes 6d6 damage at the beginning of each round for 1d4 rounds. It can only make a single action. Fort negates.
Summon blood golems, greater: Summon 1d6 blood golems.

Level 8 spells:

Crimson blade, greater: Summon one spectral sword/level that deals 2d8 damage for 1 round/level. For each two HP that you sacrifice, a sword will deal 1 additional dmg.
Suspended animation: Enter a state of suspended animation for 1 round/level where you can make no actions but you take no damage.

Level 9 spells:

Summon blood golem, major: Summon 1d12 blood golems.
Blood jump: Jump into one creature and come out of another creature of the same species anywhere in the world. Deal 10d6 damage on jumping and on coming out.
Blood freeze, lesser: One subject/level can't take any actions for 1d6 round. It takes 4d6 damage after each round. For negates damage.
Pain split, greater: Sacrifice any number of HP and deal twice that much damage to one subject. You can't be healed during the next 72 hours.
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Sangromancy, blood magic Empty
PostSubject: Re: Sangromancy, blood magic   Sangromancy, blood magic EmptyFri Apr 04, 2014 12:06 am

Ovo treba s necro clericom multiclassat! Very Happy Ili cak s rage prophetom (zbog Blood Surgea), bam, +8 na str u rageu!
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PostSubject: Re: Sangromancy, blood magic   Sangromancy, blood magic EmptyWed Dec 31, 2014 7:39 am

Je cherchais pour certains sujets qui sont assez populaire et enfin fondée votre message, il dispose de superbes sujets avec une grande popularité. Smile
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PostSubject: Re: Sangromancy, blood magic   Sangromancy, blood magic Empty

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