Well, this seems like as good a place as any to throw out my first attempt at creating a new Tradition.
Built from the concept of blood magic and not inspired at all by any characters from Dragon Age nope totally not at all no sirree bob (okay a little)
(okay maybe quite a bit)
Anyway, Blood Mage, Mrk I
Blood Mage 1d6 years
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Prerequisites – End 4+, Any 1 elemental spell list, Special (trauma)
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Spell list options:
Effect: Blood(special)
Action: Abjure, Create, Evoke, Infuse, Move, Transform
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A Blood Mage rarely sets out to become such a thing. It is, rather, the result of some physical or emotional trauma, directly caused by a lack of power, or more specifically MP. Whether it was a bodily wound taken because she lacked the mp to cast a defensive spell, or the death of someone he could have healed if he’d just had more spell casting power left, some trauma left the blood mage with the soul deep certainty in one thing, that sometimes magic power is worth more than their own bodily safety, or even life. |
End +1, Mag +2, Rep -1
Dagger, Creation, Evoking, Intimidation, Anatomy, Blood Letting
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I. When casting a spell with the Blood element, you may spend your HP as MP at a 2:1 ratio, for example self-inflicting 4 damage instead of paying 2 MP.
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II. Once per day as an act of desperation you may roll you End pool, losing that many HP and gaining the same amount of MP. You CAN kill yourself doing this, so be careful. You May choose to roll fewer dice, likewise both Blood Letting and Anatomy can be applied to this roll as skills (if you really want to die…)
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III. Your MP cap for spell lists with the Blood element increases by 1 (to 6) though you still cannot exceed your total spell MP cap (Mag or 20 whichever is lower)
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IV. When you meditate or study to regain your MP for the day, you may enact a ritual blood letting to sacrifice health for power. For the rest of the day, your End score is 1 lower, and your Mag score is 1 higher. This alters your derived stats (HP and MP) as well as your MP cap for spells, etc.
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V. You may now freely spend you HP as MP, at a 1 to 1 ratio.
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Blood as an element. Blood spell effects are essentially a Palette Swap on Ooze. The Evoke side effects, the Creation rules, etc, all use the rules for the Ooze element, as should any elemental association/conflict rules. The only changes are aesthetic, in that Blood elemental effects leave a slick coating of Blood rather than Slime. Blood conjured/created/evoked thus looks, smells, and tastes just like human blood (why are you tasting it?! Stop!) though like any other magically conjured element it goes away at the end of the spells duration. Though, Create Blood I/Create Death III would allow you to keep a Vampire or other blood drinking undead fed at little danger. |
So, thoughts, adjustment suggestions (alter stat block, move powers around, Nerf of buff a given power, simply cut out a power and tradition rank, etc)?