Overview
Blood is the school of risk, sustain and delayed consequences. Its power is real, and so is the bill.
Hemorrhage
Hemorrhage is the clearest expression of the school: it provides healing and sustain up to a threshold, and reaching its consequence point produces catastrophic results. Knowing where that line is matters.
In the design
- Defining rule. Blood magic rarely creates power for free. It transfers, borrows, stores, sacrifices or weaponises existing life.
- World property. Vitality, Wounds and Circulation.
- Exceptional at. Vitality manipulation / wound pressure / punishing healing / delayed consequences.
- Deliberate weakness. Rarely creates power for free: costs real HP or needs existing wounds and bloodshed; cannot generate free healing.
- Mastery. Bloodbound: treats vitality across the whole battlefield as a manipulable resource (Reservoir capacity x1.5, passive gathering radius x2).
Connections
Related entries
- Elemental interactions Game system
- The Red Communion Item
Spells
- Blood Pact Spell
- Blood Price Spell
- Bloodhound Spell
- Bloodletting Spell
- Crimson Communion Spell
- Exsanguinate Spell
- Hemorrhage Spell
- Open Wound Spell
- Red Harvest Spell
- Sanguine Thread Spell