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- The first several chapters of the blood magic tome seem to be an odd history of the founding of the witch covenant. A lot of the story is told in rich metaphor and is hard to decipher, or even really make sense of. What you can gather, however, is that the covenant was made several hundred, maybe over a thousand years ago, and has kept themselves and the local village where new members come from safe since that point.
- The chapter following all this is a list of magics they know are related to the blood magic process. While it does not encompass all the magic they can cast or know, it appears these spells are more strongly influenced by blood.
- Cantrip: Bleed
- CASTING
- Casting Time 1 standard action
- Components V, S
- EFFECT
- Range close (25 ft. + 5 ft./2 levels)
- Target one living creature
- Duration instantaneous
- Saving Throw: WIS
- DESCRIPTION
- You cause a living creature that is below 0 hit points but stabilized to resume dying. Upon casting this spell, you target a living creature that has -1 or fewer hit points. That creature begins dying, taking 1 point of damage per round. The creature can be stabilized later normally. This spell causes a creature that is dying to take 1 point of damage.
- 1st: Enlarge/Reduce
- 2nd: Shatter
- 3rd: Glyph of Warding
- 4th: Confusion
- 5th: Planar Binding
- 6th: Phantasmal Killer
- 7th: Blasphemy
- CASTING
- Casting Time 1 standard action
- Components V
- EFFECT
- Range 40 ft.
- Area nonevil creatures in a 40-ft.-radius spread centered on you
- Duration instantaneous
- Saving Throw CHA
- DESCRIPTION
- Any nonevil creature within the area of a blasphemy spell suffers the following ill effects:
- Roll a d20
- 1-10 Dazed
- 11-17 Weakened, dazed
- 18-19 Paralyzed, weakened, dazed
- 20 Killed, paralyzed, weakened, dazed
- The effects are cumulative and concurrent. A successful Will save reduces or eliminates these effects. Creatures affected by multiple effects make only one save and apply the result to all the effects.
- Dazed: The creature can take no actions for 1 round, though it defends itself normally. Save negates.
- Weakened: The creature’s Strength score decreases by 2d6 points for 5 rounds. Save for half.
- Paralyzed: The creature is paralyzed and helpless for 1d10 minutes. Save reduces the paralyzed effect to 1 round.
- Killed: Living creatures die. Undead creatures are destroyed. Save negates. If the save is successful, the creature instead takes 3d6 points of damage + 1 point per caster level.
- Furthermore, if you are on your home plane when you cast this spell, nonevil extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the blasphemy or not. The banishment effect allows a CHA save (at a -4 penalty) to negate.
- 8th: Clone
- 9th: Weird
- Some of these spells are incredibly high magic, some of which you've only heard about in stories or books, while others you've never heard of at all.
- The last chapter of the book you're able to finish before your watch ends talks about the strengths of the blood magic. Casting with blood magic replaces the components of spells with the life force of the person. The greater the need for components, the more it costs, and typically the process can not be started until the caster is bloodied in some way. The book details how the mantles bite into the heads of the witches to start this process for them, but discuss that in the past some witches would open cuts on themselves to perform rituals, which were met with varying levels of success.
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