Magic school Current design Blood

Blood

Blood magic trades in sustain with a price attached. Its power comes with thresholds and consequences that can arrive later — sometimes catastrophically.

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).

Last updated

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Schools of magic