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|Sorcery||Blood Sorcery||Evocative Sorcery||Ritual Sorcery|
Blood Sorcery calls upon the power of the sorcerer’s life-force in order to reduce the energy needed to cast spells. This reduction comes at a cost of wounds, but generally the wounds are small and manageable. A blood sorcerer tends to be more flexible, able to cast magic more often, but when things go downhill for a blood mage, they really go downhill. A bad combat situation is exactly the wrong time to be needing to inflict greater wounds on oneself in order to pull out stronger powers.
Wise blood mages manage their wounds and energy carefully, and command a seemingly inexhaustible supply of spell effects. Foolish blood mages go out in a blaze of glory.
Blood Source (20 points)
Spells: The first level of blood magic allows the sorcerer to learn and cast spells of the first circle.
Casting spells above the first circle is possible for a blood mage, but requires a great sacrifice of life energy, perhaps dangerously so. Also such spells cannot be learned and cast any time, the blood mage must have the formula in front of him to refer to.
Bloody Draught: This ability is the signature power of the Blood Mage to turn life energy into magical power. The more blood is sacrificed to the spell, the less the spell impacts the character’s reserve of mystic energy. At this level, the blood mage can accept life-force from other sources, but they must consent without magical coercion to do so, and must supply the blood mage with blood at the moment of casting. Animals never consent to give up their life force.
Vampiric Touch: A blood mage can take life energy from others by touch. This touch must be directly on the body, skin to skin or through clothing. Bulky armor or magical wards block the vampiric touch. The energy drained is not massive, but it does help the blood mage regain some of the life force he’s spent casting, and weakens his opponent to boot.
Bloody Rage (30 points)
Blood Manipulation (40 points)