home

search

Leveling Up: 03

  :: System: Would you like to see all of the available subclasses or focus on Blood Mage?

  Blood Mage is the only one that gives healing right?

  :: System: Affirmative.

  Let’s just stick to that.

  :: System: Be aware that once a subclass has been chosen it is permanently locked.

  Alright. But that reminds me, you said people might start hunting me when I get to level 10.

  :: System: Affirmative

  Well, why?

  :: Scanning…

  :: System: Starting at level six, Drain and Sip lose effectiveness against creatures five levels below you.

  What? That sucks.

  :: System: There is one exception to that rule.

  Don’t tell me.

  :: System: Drain and Sip are always effective on the intelligent species.

  So it always works on people.

  :: System: Affirmative

  I told you not to tell me.

  :: System: here are your current stats and the Blood Mage abilities.

  :: Species: Human

  :: Class: Vampire Level 3 (4,001/9,000)

  :: Strength: 6

  :: Agility: 6

  :: Endurance: 11

  :: Willpower: 15

  :: Presence: 6

  :: Intellect: 15

  :: Health: 65/110

  :: Vitae: 25/110

  :: Subclass Blood Mage

  :: Upon selection of this subclass Intellect is raised by +5

  :: Vitae becomes based on Intellect

  :: Gain access to Blood Magic

  :: At Agility 20 you will automatically gain the utility spell Crimson Step

  :: At Endurance 20 you will automatically gain the utility spell Blood Conversion

  :: At Intellect 20 you will automatically gain the utility spell Blood Memory

  :: At Presence 20 you will automatically gain the utility spell Blood Imp

  :: At Strength 20 you will automatically gain the utility spell Blood Reserve

  :: At Willpower 20 you will automatically gain the utility spell Crimson Resolve

  :: Spell Cost in Vitae: Spell Level * (30 - Intellect)

  :: Caster may choose to cast at a lower spell level to reduce cost

  :: Cooldown: (30 - Intellect) * seconds between casting any spell

  :: Casting time: Instant. Requires verbal command or somatic gesture

  :: Each time Blood Mage level increases

  :: All known spells raise one level (max level five)

  :: Gain one attribute point and five skill points

  :: Choose one additional Blood Mage spell

  :: Add +10 Vitae to maximum pool size

  :: Choose two spells from each list: Combat, Utility and Healing

  Before we start, how did I end up with exactly enough points to level up?

  :: System: Here is a summary of your recent experience gains.

  :: Experience gained: [+450] (Crag Golems slain x 17)

  :: Experience gained: [+500] (Clear Level 4 of the Chamber of Secrets)

  :: System: This next one is for a title everyone who loses a companion is given.

  :: System: New title awarded, “Survivor”. (+1 xp)

  This world… losing Cedric gave an experience point?

  :: System: Technically. However, titles cannot be given without experience. A long time ago one point was deemed appropriate so as not to make the loss of a companion about experience gained.

  Oh, alright. I can see that. Thank you.

  :: System: New title awarded, “Trap Master”. (+452 xp)

  Four hundred and fifty-two? That’s an odd amount for a title.

  :: System: I assure you it was mere coincidence that the watching shards immediately reached consensus on a title reward that gave exactly the experience you needed to level up.

  The idea of a bunch of angry disembodied shards watching and complaining about the dungeon made Harry chuckle.

  Tell them I said thank you.

  :: System: Shall I present the details of the Blood Mage subclass now?

  Please do. But first lock it in so I have the extra intellect.

  :: System: Very well. Here are your updated stats. Note that your current Health and Vitae reflect the same deficits as before.

  :: Species: Human

  :: Class: Vampire Level 3 (4,001/9,000)

  :: Subclass: Blood Mage Level 1

  :: Strength: 6

  :: Agility: 6

  :: Endurance: 11

  :: Willpower: 15

  :: Presence: 6

  :: Intellect: 20

  :: Health: 65/110

  :: Vitae: 115/200

  :: System: Here are the current Blood Mage spell lists.

  :: Combat Spell List:

  :: Blood Armor: Buff the caster or friendly target to prevent physical damage

  :: Blood Bomb: Summon a fist sized exploding orb that can be thrown at chosen target

  :: Blood Burst: Deals damage proportional to the target’s missing health

  :: Blood Shield: Buff the caster or friendly target to prevent magical damage

  :: Blood Spike: Harden spilled blood into a solid dart which is projected at chosen target.

  :: Boiling Blood: Apply a DOT which causes the targets blood to heat.

  :: Coagulate: Apply a DOT that thickens the target's blood, reducing movement and reaction time

  :: Crimson Terror: Apply a DOT which triggers a primal fear in the target

  :: Exsanguinate: Apply a DOT which drains the target and restores Vitae to the caster

  :: Hemorrhage: Apply a DOT to the target causing a bleed effect.

  :: Vampiric Blade: Infuses a weapon with blood magic. Effective against non-living targets.

  :: Vampiric Leech: Conjure blood leach to Drain target. Can be consumed for Vitae.

  :: Utility Spell List:

  :: Blood Bond: Link caster and target, sharing location and condition.

  :: Blood Conversion: Once per day, convert caster's Health to Vitae

  :: Blood Imp: Summon a small temporary construct for minor tasks

  :: Blood Memory: Drain and Sip automatically cause the caster to see the target's memories

  :: Blood Reserve: Reduces passive Vitae drain rate

  :: Blood Scrying: A target can be tracked from a sample of their blood

  :: Crimson Fog: Summons a thick fog

  :: Crimson Mark: Places a brand on the target which can be tracked

  :: Crimson Resolve: Automatic second attempt on failed Willpower saves

  :: Crimson Step: Instantly move to any target detected with Blood Sense

  :: Sanguine Sense: Blood Sense has a chance to detect invisible and hidden creatures

  :: Sanguine Veil: Attempts to hide the caster from magical detection

  :: Healing Spell List:

  :: Blood Leech: Conjure a health storing leech that can be used by anyone

  :: Blood Pact: Bind caster and target, sharing incoming damage

  :: Blood Transfusion: Caster transfers their own health to target

  :: Crimson Clarity: Apply a Buff to enhance targets mental stats

  :: Crimson Cleanse: Remove Poison, Disease, and Curse

  :: Crimson Mend: Stop bleeding and heal target

  :: Crimson Mist: Summon a healing mist that restores health to all allies in range

  :: Crimson Regeneration: Restore lost limb

  :: Crimson Vigor: Apply a Buff to enhance targets physical stats

  :: Sanguine Renewal : Applies a HOT on the target

  :: Scarlet Will: Force a new Willpower save against an active effect on target

  :: Vampiric Rest: Accelerates the target’s natural healing

  Oh, wow. And I pick two from each section?

  :: System: Affirmative. However please note that with Intellect 20 you automatically received Blood Memory and if you continue to raise Willpower you will soon receive Crimson Resolve.

  What do those do?

  :: Blood Memory: Drain and Sip automatically cause the caster to see the target's memories

  :: L1: See a quick flow of random memories

  :: L2: Can speed or slow the flow of random memories

  :: L3: Can narrow the memories to a broad time period

  :: L4: Can follow a memory once it appears

  :: L5: Can search for a specific memory

  :: Crimson Resolve: Automatic second attempt on failed Willpower saves

  :: Always active

  :: Does not change based on Spell Level

  :: Does not cost Vitae

  Eww. I can’t say I’m a big fan of Blood Memory but I like Crimson Resolve. Can I take it now if I want?

  :: System: Affirmative. But with limited selections and only one new spell each level, what you select now will be crucial.

  Yeah, I can see that. But I never want another moment like when I almost attacked Jo.

  :: System: Might I suggest you discuss it with your companions? You are new to this plane. Even having just received their own User Interfaces, they will be much more familiar with the mechanics.

  Alright, yeah. I’ll do that before picking anything. You said this is the current list?

  :: System: Affirmative. As you travel and explore you may discover new spells and abilities that will be added.

  Nice. So… where do I start? Any suggestions?

  :: Vampiric Leech: Conjure Vampiric Leech to Drain target. Can be consumed for Vitae

  This narrative has been purloined without the author's approval. Report any appearances on Amazon.

  :: Leeches are conjured constructs. They are not living creatures

  :: Leeches will relentlessly crawl or swim toward target. On contact, they will crawl up target to find exposed skin

  :: Target must be detectable by Blood Sense

  :: Caster chooses spawn location within (Intellect * Spell Level * meters)

  :: If target moves beyond caster’s Blood Sense, attached and unattached leeches will despawn

  :: Caster may dismiss unattached leeches or direct to new target with mental command

  :: Attachment to exposed skin and Drain are painless

  :: Drains up to 10 health then detaches and returns to Caster

  :: Willpower save does NOT prevent or reduce damage

  :: Caster may consume returned leeches to recover Vitae

  :: Leeches may be destroyed by physical damage

  :: Full leeches may be stored for later use

  :: Number of leeches conjured: Spell Level

  :: (Intellect + Spell Level) leeches may exist at the same time, including those in storage

  :: At higher levels, multiple leeches may target the same or multiple targets

  :: Recasting conjures more leeches so long as the max count has not been exceeded

  Hold on. That’s a lot to take in.

  :: System: Affirmative.

  So, at level one I could only make one at a time but I could have twenty one total and carry these leaches around in inventory?

  :: System: Affirmative.

  And make them out of combat? Like use them on cows.

  :: System: Affirmative. However they are subject to the same rules governing Vitae as yourself. When you achieve level six, they would no longer work on non-intelligent creatures.

  Damn. But still, I could have two hundred and ten vitae sitting in my inventory to use whenever I want?

  :: System: Affirmative.

  Okay, I see why you suggested that first. But leeches?

  :: System: They are not living creatures. They are constructs that take the shape of a large leech.

  Can’t we make them look like kittens?

  :: System: Negative.

  Fine. I’m almost afraid to ask, but show me Exsanguinate.

  :: Exsanguinate: Apply a DOT which drains the target and restores Vitae to the caster

  :: Damage: (5 * Spell Level) + (3 per tick every 10 seconds) internal bleed damage

  :: Duration: (Intellect * Spell Level seconds)

  :: Drain: Caster gains Vitae equal to damage

  :: Target must be detectable by Blood Sense

  :: Willpower save prevents or reduces damage

  :: Recasting on same target refreshes the DOT timer

  :: L1: 20 seconds. 3 ticks. 5 + 9 = 14 damage

  :: L2: 40 seconds. 5 ticks. 10 + 15 = 25 damage

  :: L3: 60 seconds. 7 ticks. 15 + 21 = 36 damage

  :: L4: 80 seconds. 9 ticks. 20 + 27 = 47 damage

  :: L5: 100 seconds. 11 ticks. 25 + 33 = 58 damage

  What is a DOT?

  :: System: Damage Over Time. You cast the spell on your target and it remains until the timer runs out.

  It costs Vitae to cast but then I get Vitae back over time?

  :: System: Affirmative.

  That sounds super useful if you don’t mind torturing someone. I guess Hemmorrhage is the same thing but without the Vitae return?

  :: System: Affirmative. It provides more damage per Vitae as a substitute for the Vitae regeneration.

  Alright, let’s get to the important stuff. Show me a spell that could have saved Cedric.

  :: System: That level of traumatic damage could have only been healed by Crimson Mend, and only after it had reached level five.

  :: Crimson Mend: Stop bleeding and heal target

  :: Instant Direct Heal: (Spell Level * 5)

  :: Can be used on same target once per day

  :: Range: Touch

  :: L1: Closes minor wounds. Heals soft tissue damage

  :: L2: Restores blood loss. Reduces bruising and swelling

  :: L3: Knits bone fractures. Repairs moderate internal damage

  :: L4: Can restore significant blood loss and treat internal organ damage

  :: L5: Can stabilize critical injury. Cannot reverse death

  That’s the only spell that could have done it?

  :: System: Affirmative.

  Alright. Give that to me right now.

  :: System: Duly noted. Confirm spell selection Crimson Mend (Y/N)?

  Yes, confirmed. What other healing would you suggest?

  :: System: Sanguine Renewal is your baseline healing spell. It applies a HOT, Heal Over Time, that heals one damage for each vitae spent. However, I would not recommend it as Crimson Mend provides the same function for more Vitae but with the additional benefit of healing major injuries.

  Alright, what else?

  Harry forced himself to slow down and read through each spell in turn. Costs. Range. Scaling. He weighed them against real fights, real mistakes, and everything they had gone through to get here. Once he’d read each spell at least twice, he decided it was time to get Jo and Stan’s advice.

  He cleared the screens and looked around.

  The light had shifted. Long shadows stretched across the stone. Late afternoon.

  Stan still sat beside him, legs outstretched, a knife in hand. Wood shavings littered the ground around him. He was carving with steady focus, tongue pressed to the corner of his mouth. The block in his hands had taken shape, thick shoulders, broad back, rough ridges along the arms. A Crag Golem, surprisingly accurate.

  On the other side of Stan, Jo lay stretched out on her mat. A blanket pulled over her. Even in sleep she was favoring her right side.

  Harry rubbed a hand over his face.

  “All quiet?” Harry asked.

  Stan shifted. The carving knife and block of wood vanished into his inventory.

  “Just us an’ the birds.”

  Harry lifted his chin toward Jo. “How’s she doing?”

  Stan scowled and hitched one shoulder. “Not great. Ribs are hurtin’. And… well, she ain’t never lost someone ta violence before.”

  “Me either, not really,” Harry said. “My brother died in an accident when I was young. But everyone else close to me went quietly in a hospital.”

  “Hospitals?” Stan frowned. “That’d be a place they tend the sick?”

  “Yeah.” Harry glanced at him. “You’ve dealt with this kind of violence before?”

  Stan took his time answering. His gaze drifted out over the stone. “I have. The back alleys. The docks…”

  “That’s fine,” Harry said. “If you ever want to talk about it, I’m here. But can I tell you something?”

  “Sure, boss. What ya thinkin’?”

  “What you said before. You’re right. You don’t have to be what anyone says you are. Be whoever you want.”

  Stan let out a breath. “Not an easy thing.” He nodded once. “But I reckon you’d know better’n most.”

  Harry shrugged.

  Stan grinned. “Wish you’d a told me that back in the Dusty Lantern.”

  “Would you have listened?”

  “Most likely not.” He snorted. “But maybe I wouldn’t have busted me hand on your noggin.”

  Stan’s grin faded.

  Harry watched Jo for a moment.

  “I want to get your and Jo’s thoughts on what spells to take,” Harry said. “Should we wake her?”

  “Aye,” Stan said. “She knows more’n I ever will about spells and what not.”

  Harry stood, stepped around Stan, and crouched beside her. “Jo.”

  She stirred. Her hand moved to her ribs before her eyes opened.

  "Hey." She blinked up at him. "Everything alright?"

  "Yeah. I need your thoughts on my spells."

  They sat together after that, heads close, Harry sending each spell through party chat one at a time. A few they liked immediately. Others they argued over. Some they dismissed quickly.

  When he got to the utility list Jo stopped him.

  "Crimson Resolve," she said. "Take it."

  "I want to." Harry scowled. "But I can get it for free in five levels if I keep raising Willpower."

  Stan shrugged. "I say take Blood Reserve. If ya don’t run outta Vitae, ya never lose control. Simple."

  "He's right," Jo said, without hesitation.

  Harry looked between them. "You just told me to take Crimson Resolve."

  "And now I'm telling you he's right." She shifted carefully, favoring her ribs. "Take Blood Reserve. Get Crimson Resolve later for free."

  In the end they agreed on the five he’d take.

  Harry exhaled and focused inward.

  System. These are my picks.

  First, Vampiric Leech. You were right. It’s too good to pass up.

  :: System: Duly noted.

  Then Vampiric Blade. That’s really the only combat spell that works against anything. Undead. Golems. Giant Spiders. And it feeds me a little Vitae.

  :: System: Blood bomb provides almost universal damage, but I concur, Vampiric Blade is more reliable and more useful. It does however mean going into melee combat.

  True. But I was already planning for that anyway.

  :: System: And your utility spells?

  Blood Conversion seems like a no brainer. I can find ways to heal. Poison. Blood Leeches. Whatever works. With this, maybe I won’t run out of Vitae ever again.

  He paused.

  I was tempted by Crimson Step. Would I really just teleport around?

  :: System: Affirmative.

  Harry let out a low whistle.

  “That’s wild. I have to get that someday.”

  He shrugged.

  Oh well, I really want Crimson Resolve. I can still feel that impulse to attack Jo. But they think I should take Blood Reserve. If I don’t run out of Vitae, that won’t happen again.

  :: System: And your final healing spell, you mentioned Blood Leech.

  Ugh. Yeah, Blood Leech. Renewable healing potions I can make anytime. It’s too powerful.

  :: System: Affirmative.

  Harry rubbed his face.

  But two leech spells? People are going to think I have a fetish.

  :: System: Duly noted. Confirm spell selection Vampiric Leech, Vampiric Blade, Blood Conversion, Blood Reserve, and Blood Leech (Y/N)?

  Yes, do it please.

  With that done, Harry shared his full character sheet over party chat.

  :: Species: Human

  :: Class: Vampire Level 3 (4,001/9,000)

  :: Subclass: Blood Mage Level 1

  :: Strength: 6

  :: Agility: 6

  :: Endurance: 11

  :: Willpower: 15

  :: Presence: 6

  :: Intellect: 20

  :: Health: 65/110

  :: Vitae: 115/200

  :: Thirst Meter: 43%

  :: Skills

  :: [Self-Heal: 0]

  :: [Mesmerize: 1]

  :: [Frenzy: 3]

  :: [Sip: 0]

  :: [Drain: 1]

  :: [Identify: 1]

  :: [Inventory: 2]

  :: [Melee Weapons: 2]

  :: [Map: 1]

  :: Core Traits

  :: [Fangs]

  :: [Enhanced physical attributes: 1]

  :: [Enhanced senses: 0]

  :: [Blood Sense: 1]

  :: [Immunity to poison, sickness, and disease: 2]

  :: [Partial Immunity to cold and electricity: 0]

  :: [Nocturnal Vision]

  :: [Respiration optional]

  :: [Thermal signature reduced]

  :: [Olfactory signature reduced]

  :: [Immortal]

  :: [Shadow Manipulation: 0]

  :: Spells: (Cost: 10 Vitae per spell level)

  :: Vampiric Leech: Summon blood leach to drain target. Can be consumed for Vitae.

  :: Vampiric Blade: Infuses a weapon with blood magic. Effective against non-living targets.

  :: Blood Conversion: Convert caster’s Health to Vitae

  :: Blood Memory: Drain and Sip automatically cause the caster to see the target's memories

  :: Blood Reserve: Reduces passive Vitae drain rate

  :: Blood Leech: Conjure a health storing leach that can be used by anyone

  :: Crimson Mend: Stop bleeding and heal target

  They went over it together, weighing numbers, skills, what it meant.

  After a few minutes Harry looked up. “Should we stay right here for the night or move up to that building?”

  Jo stood and moved to lean over the cliff and look down. “I don’t want to camp on this narrow ledge.”

  She pointed back toward the wide platform behind them.

  “But going back there is worse. I don’t want to set foot in that level again.”

  Stan lightly tapped the ground beside him. “Agreed.”

  “So we keep going?” Harry asked.

  Jo and Stan exchanged a look. Both nodded.

  “Alright,” Harry said. “Before we do, let me test out my new healing.”

  


  ***

  This story is free to read on RoyalRoad.com

  If you are reading this on another site it is a pirated copy. If you enjoy the story please read it on RoyalRoad.

  You can find the official updated story here:

  


  


  Offensive Spells

  :: Creates a buffer that absorbs physical damage before it reaches the target

  :: When the buffer has been depleted the spell ends

  :: Buffer Size: (Spell Level * 25)

  :: Duration: (Spell Level * Intellect * minutes)

  :: Recasting on same target refreshes the buff timer.

  --------------------------

  :: Detonation Condition decide upon creation. Typically on impact

  :: Damage: (Spell Level * 5) physical damage

  :: Range: Circle with radius of (Spell Level + Intellect) * 25% * meters

  :: Damage may be dodged or blocked

  :: Armor will reduce damage

  :: Every creature detectable with Blood Sense that dies as a result of the Blood Bomb may cause a chain reaction. 25% chance they also detonate

  :: Each subsequent bomb in the chain does half the damage of the preceding bomb

  --------------------------

  :: Casting Cost: Spell Level * (50 - Intellect) Vitae

  :: Damage: Missing health * [(Intellect * Spell Level) / 100] physical damage

  :: Target must be detectable by Blood Sense

  :: Willpower save does NOT prevent or reduce effect

  :: If target dies as a result of Blood Burst they detonate as a Blood Bomb

  :: Examples:

  :: L1: Target missing 100 health, damage = 100 * (20/100) = 20

  :: L2: Target missing 100 health, damage = 100 * (40/100) = 40

  :: L3: Target missing 100 health, damage = 100 * (60/100) = 60

  :: L4: Target missing 100 health, damage = 100 * (80/100) = 80

  :: L5: Target missing 100 health, damage = 100 * (100/100) = 100

  --------------------------

  :: Creates a buffer that absorbs magical damage before it reaches the target

  :: When the buffer has been depleted the spell ends

  :: Buffer Size: (Spell Level * 25)

  :: Duration: (Spell Level * Intellect * minutes)

  :: Recasting on same target refreshes the buff timer.

  --------------------------

  :: Each spike hits for (Intellect) physical damage

  :: Range: (Spell Level * Intellect * meters)

  :: Spikes may be dodged or blocked

  :: Armor will reduce damage

  :: Number of spikes: Spell Level

  --------------------------

  :: Debuffs the target's Willpower, Intellect and Presence

  :: Penalty: (-1 * Spell Level to each affected stat)

  :: Duration: (Spell Level * Intellect * seconds)

  :: Target must be detectable by Blood Sense

  :: Recasting on same target refreshes the DOT timer

  :: Willpower save does NOT prevent or reduce effect

  --------------------------

  :: Debuffs the target's Strength and Agility

  :: Penalty: (-1 * Spell Level to each affected stat)

  :: Duration: (Spell Level * Intellect * seconds)

  :: Target must be detectable by Blood Sense

  :: Recasting on same target refreshes the DOT timer

  :: Willpower save does NOT prevent or reduce effect

  --------------------------

  :: Causes target to panic and or flee in terror

  :: Panicked targets suffer attack and damage penalties

  :: Target must be detectable by Blood Sense

  :: Willpower save prevents or reduces effect

  :: Range: (Spell Level * Intellect * meters). Must have line of sight

  :: Duration: (Intellect * Spell Level * seconds)

  :: Recasting on same target refreshes the DOT timer

  :: Number of Targets: Spell Level. Additional targets are those closest to selected target

  --------------------------

  :: Damage: (5 * Spell Level) + (3 per tick every 10 seconds) internal bleed damage

  :: Duration: (Intellect * Spell Level seconds)

  :: Drain: Caster gains Vitae equal to damage

  :: Target must be detectable by Blood Sense

  :: Willpower save prevents or reduces damage

  :: Recasting on same target refreshes the DOT timer

  :: L1: 20 seconds. 3 ticks. 5 + 9 = 14 damage

  :: L2: 40 seconds. 5 ticks. 10 + 15 = 25 damage

  :: L3: 60 seconds. 7 ticks. 15 + 21 = 36 damage

  :: L4: 80 seconds. 9 ticks. 20 + 27 = 47 damage

  :: L5: 100 seconds. 11 ticks. 25 + 33 = 58 damage

  --------------------------

  :: Damage: (10 * Spell Level) + (3 per tick every 5 seconds) internal bleed damage

  :: Duration: (Intellect * Spell Level seconds)

  :: Target must be detectable by Blood Sense

  :: Willpower save prevents or reduces damage

  :: Recasting on same target refreshes the DOT timer

  :: L1: 20 seconds. 5 ticks. 10 + 15 = 25 damage

  :: L2: 40 seconds. 9 ticks. 20 + 27 = 52 damage

  :: L3: 60 seconds. 13 ticks. 30 + 39 = 69 damage

  :: L4: 80 seconds. 17 ticks. 40 + 51 = 91 damage

  :: L5: 100 seconds. 21 ticks. 50 + 63 = 113 damage

  --------------------------

  :: Imbues weapon wielded by the caster with magical damage

  :: Added Damage: (Spell Level * Intellect) * 25%

  :: Drain Effect: Absorb (Spell Level * 5%) of total attack damage as Vitae

  :: The drain effect requires the target to be detectable by Blood Sense

  :: Duration: (Spell Level * Intellect * 50% * minutes)

  :: Recasting on same weapon refreshes the buff timer

  :: Willpower save does NOT prevent or reduce damage

  --------------------------

  :: Leeches are conjured constructs. They are not living creatures

  :: Leeches will relentlessly crawl or swim toward target. On contact, they will crawl up target to find exposed skin

  :: Target must be detectable by Blood Sense

  :: Caster chooses spawn location within (Intellect * Spell Level * meters)

  :: If target moves beyond caster’s Blood Sense, attached and unattached leeches will despawn

  :: Caster may dismiss unattached leeches or direct to new target with mental command

  :: Attachment to exposed skin and Drain are painless

  :: Drains up to 10 health then detaches and returns to Caster

  :: Willpower save does NOT prevent or reduce damage

  :: Caster may consume returned leeches to recover Vitae

  :: Leeches may be destroyed by physical damage

  :: Full leeches may be stored for later use

  :: (Intellect + Spell Level) leeches may exist at the same time, including those in storage

  :: At higher levels, multiple leeches may target the same or multiple targets

  :: Recasting conjures more leeches so long as the max count has not been exceeded

  :: Number of leeches conjured: Spell Level

  --------------------------

  


  Utility Spells

  :: Range: (Spell Level * Intellect * 10 * meters)

  :: Can see on Map if caster has Map ability and target is in range

  :: Target must be detectable by Blood Sense

  :: Duration: Permanent until canceled by either party

  :: L1: Know direction and distance to target

  :: L2: Know target's health

  :: L3: Know target's active conditions

  :: L4: Cast beneficial spells on target within range and Line of Sight

  :: L5: Cast beneficial spells on target within range and detectable with Blood Sense

  --------------------------

  :: L1: 5 Health per 1 Vitae

  :: L2: 4 Health per 1 Vitae

  :: L3: 3 Health per 1 Vitae

  :: L4: 2 Health per 1 Vitae

  :: L5: 1 Health per 1 Vitae

  --------------------------

  :: Duration: (Spell Level * Intellect * days)

  :: Blood Imp Size: (Intellect * inches) tall

  :: Blood Imp Stats: (Spell Level + 3) / 2 rounded down

  :: Caster is always aware of location and condition of Blood Imp

  :: Caster can despawn the Blood Imp at any time

  :: Only one Blood Imp may be active at a time

  :: The Blood Imp is a construct, not a living creature

  :: All commands must be verbal

  :: The Blood Imp understands intent. Commands do not need to be explicit

  :: Recasting refreshes the timer on current Blood Imp

  :: L1: Execute simple tasks within line of sight

  :: L2: Execute simple tasks independently beyond line of sight

  :: L3: Deliver a verbal message to a known target

  :: L4: Scout independently and report back detailed information

  :: L5: May be imbued with a single spell. The imp delivers the spell by touch

  --------------------------

  :: L1: See a quick flow of random memories

  :: L2: Can speed or slow the flow of random memories

  :: L3: Can narrow the memories to a broad time period

  :: L4: Can follow a memory once it appears

  :: L5: Can search for a specific memory

  --------------------------

  :: Reduce the drain rate of Vitae while active

  :: This is a passive ability that is always active.

  :: L1: 1 Vitae per 2 hours

  :: L2: 1 Vitae per 4 hours

  :: L3: 1 Vitae per 6 hours

  :: L4: 1 Vitae per 8 hours

  :: L5: 1 Vitae per 10 hours

  --------------------------

  :: Range: (Intellect * Spell Level * 250 meters)

  :: If target is within range know precise location. Shown on Map if caster has Map ability

  :: If target is not in range give direction only

  :: Caster need only touch a sample of the target’s blood

  :: Recasting refreshes the timer

  :: Duration: (Spell Level * Intellect * hours)

  --------------------------

  :: Fog is stationary, centered on caster's location at time of casting

  :: Obscures normal vision of all creatures except caster and party members

  :: Radius: (Spell Level * Intellect * 10 meters)

  :: Duration: (Spell Level * Intellect * minutes)

  :: Recasting creates a new fog cloud

  --------------------------

  :: Shows exact location regardless of distance. Shown on Map if caster has Map ability

  :: Requires line of sight to cast

  :: Target must be detectable by Blood Sense

  :: Duration: (Spell Level * Intellect * hours)

  :: Range: (Intellect * meters)

  :: Recasting on same target refreshes the brand timer

  :: Willpower save prevents effect

  --------------------------

  :: Always active

  :: Does not change based on Spell Level

  :: Does not cost Vitae

  --------------------------

  :: Target must be in line of sight

  :: Range: (Spell Level * Intellect * meters)

  --------------------------

  :: Range: (Spell Level * Intellect * meters)

  :: Target must be detectable by Blood Sense

  :: Always active

  :: Does not cost Vitae

  --------------------------

  :: Always active

  :: Does not cost Vitae

  :: This does not prevent normal detection from sight, sound, etc.

  --------------------------

  


  Healing Spells

  :: Leeches are conjured constructs. They are not living creatures

  :: Number of leeches: (Spell Level + 1)

  :: Max number of leeches that can exist at one time: (Spell Level + 5)

  :: Upon conjuring, caster decides how much of their own health to allow the leech to drain

  :: Drained Health: Maximum = Caster Intellect

  :: Leeches are normally given to an ally but can be sent at a target

  :: To voluntarily use a blood leech, target must attach it to exposed skin

  :: If sent, the leech will relentlessly crawl or swim toward target. On contact, it will crawl up target to find exposed skin

  :: Target must be detectable by Blood Sense

  :: Caster may dismiss leech at any time

  :: Attachment to exposed skin and heal are painless

  :: Leech transfers full amount of stored healing and despawns

  :: Leeches may be destroyed by physical damage

  :: Full leeches may be stored for duration of spell

  :: Duration: (Spell Level * days)

  --------------------------

  :: All damage taken by either party is split equally between caster and target

  :: Pact ends when the damage cap is reached

  :: Damage Cap: (Intellect * Spell Level)

  :: Duration: Until cap is reached or caster dismisses

  :: Target must be detectable by Blood Sense

  :: Range: Touch to cast

  --------------------------

  :: Casting Cost: Caster's Health only. Does not cost Vitae

  :: Casting Time: (Health Spent * Spell Level * minutes)

  :: If cast is interrupted, full health is spent, target receives partial healing

  :: Range: Caster must remain in physical contact with target for full duration

  :: Heal order: Minor wounds, broken bones, internal damage

  :: This spell can be used once per day

  :: L1: 5 Health spent per 1 Health restored

  :: L2: 4 Health spent per 1 Health restored

  :: L3: 3 Health spent per 1 Health restored

  :: L4: 2 Health spent per 1 Health restored

  :: L5: 1 Health spent per 1 Health restored

  --------------------------

  :: Buffs the target's Willpower, Intellect and Presence

  :: Grants: (+1 * Spell Level to each affected stat)

  :: Duration: (Spell Level * Intellect * minutes)

  :: Target must be detectable by Blood Sense

  :: Recasting on same target refreshes the Buff timer

  --------------------------

  :: Caster can choose to absorb the removed poison or disease to halve the casting cost

  :: Range: Touch

  :: L1: Remove one non-magical poison

  :: L2: Remove one non-magical disease

  :: L3: Remove one magical disease or poison

  :: L4: Remove one curse

  :: L5: Remove all poisons, curses and disease

  --------------------------

  :: Instant Direct Heal: (Spell Level * 5)

  :: Can be used on same target once per day

  :: Range: Touch

  :: L1: Closes minor wounds. Heals soft tissue damage

  :: L2: Restores blood loss. Reduces bruising and swelling

  :: L3: Knits bone fractures. Repairs moderate internal damage

  :: L4: Can restore significant blood loss and treat internal organ damage

  :: L5: Can stabilize critical injury. Cannot reverse death

  --------------------------

  :: Heals: (Spell Level * 5), distributed over the duration

  :: Range: (Intellect * meters)

  :: Radius: (Spell Level * meters) centered on target

  :: Duration: (Spell Level * Intellect * seconds)

  :: Allies must be detectable by Blood Sense to gain healing

  :: Allies receive healing for as long as they are in the mist

  --------------------------

  :: Casting Time: (Spell Level * minutes)

  :: If cast is interrupted, full spell cost is spent, limb is partially restored

  :: This spell can be very painful for the target

  :: L1: Restore lost digit (finger or toe)

  :: L2: Restore lost hand or foot

  :: L3: Restore lost arm or leg

  :: L4: Restore lost sight or hearing

  :: L5: Restore brain injury or nerve damage

  :: Range: Touch

  --------------------------

  :: Buffs the target's Strength and Agility

  :: Grants: (+1 * Spell Level to each affected stat)

  :: Duration: (Spell Level * Intellect * minutes)

  :: Target must be detectable by Blood Sense

  :: Recasting on same target refreshes the Buff timer

  --------------------------

  :: Heals: (Spell Level * 10) over the duration

  :: Duration: ((Spell Level * 100) - Intellect seconds)

  :: Range: (Spell Level * meters)

  :: Cannot heal broken bones or major internal damage

  :: If recast on same target refreshes the HOT timer

  --------------------------

  :: Range: (Intellect * meters)

  :: Target rerolls on one active effect with Bonus of (Spell Level - 1)

  --------------------------

  :: The next time the target fully resets they gain extra healing

  :: Can heal any type of damage provided target survives

  :: Extra healing: (Spell Level * 0.5) * Target’s Endurance

  :: Can be used on same target once per day

  :: Range: Touch to cast. Does not require remaining in contact

  --------------------------

Recommended Popular Novels