Blood
Table of Contents
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Ultimate Spheres of Power
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You can manipulate blood and its properties.

Blood Control

As a standard action, you may establish a link to the blood of a target within close range. Unwilling targets are permitted a Fortitude save, and the effect is subject to spell resistance. Targets with less than half their maximum hit points take a -4 penalty on this save. This link lasts for as long as you concentrate, though you may spend a spell point for it to last 1 round per caster level without concentration.

Targets that gain immunity to bleed damage from their creature type, subtype, or a template are immune to blood control. Creatures that gain immunity to bleed damage from other sources are susceptible to blood control, but still benefit from their immunity against bleed damage.

If a second creature attempts to establish blood control on a creature that is already controlled, it must succeed at a magic skill check. A creature may always attempt to end the blood control on itself by attempting a new Fortitude save as a mental-only standard action that may be taken even when normally unable to take standard actions, such as when dazed or nauseated.

You may apply one (quicken) or (still) ability as part of casting blood control. Once blood control has been established, you may spend a standard action (unless otherwise noted) to apply additional (quicken) or (still) abilities. Spending at least a standard action to do so counts as concentrating on the ongoing blood control for that instance of blood control (if able to concentrate on an effect as a move action, applying additional (quicken) or (still) abilities as a move action, such as via the Quicken metamagic feat, would also count as concentrating for that round).

A creature may not be affected by both a (quicken) and a (still) ability at the same time. If a caster attempts to use a (quicken) talent on a creature currently under the effects of a (still) talent or vise versa, the previous effect ends. Some creatures that are normally immune to bleed damage but that frequently feed on blood may be susceptible the blood control. Any creature that has used the blood drain universal monster ability in the previous hour or any creature composed largely of blood (such as a blood golem) may be affected by blood control. Other appropriate creatures may also be affected, at the GM’s discretion.

When you gain the Blood sphere, you learn the following abilities:

Bleed (quicken)

You may cause the target of your blood control to take bleed damage equal to your caster level for the duration of your blood control. This damage can be stopped prior to the end of your blood control by the Coagulate ability, a DC 15 Heal check, or any amount of magical healing or fast healing/regeneration.

Coagulate (still)

You may end any bleed damage affecting the target of your blood control. For the duration of the blood control, the target reduces any bleed damage taken by 1 + 1 per 3 caster levels and any creature using an effect that would inflict bleed damage must succeed at a magic skill check or have the bleed damage negated. Creatures imposing bleed damage via non-magical abilities (such as an attack that deals bleed damage) may substitute their base attack bonus for their magic skill bonus on this check.

Blood Talent Types

Some Blood talents are marked (quicken) or (still). These talents grant you additional blood control abilities.

Blood Arts [BaP]

The Blood and Portents handbook introduces a new set of Blood sphere talents marked (blood art). These talents grant a Blood sphere caster the ability to cast blood arts, which briefly manipulate or transfigure blood.

You may use blood as a catalyst to create effects known as blood arts. Casting a blood art is a standard action, unless otherwise stated, and has a range of close. As part of casting any blood art, either the caster’s or the target’s blood is briefly manipulated, causing that creature to suffer a small amount of damage known as “blood loss”.

Blood loss is inflicted on the creature whose blood is manipulated by a blood art in addition to but separate from any of the blood art’s normal effects. A creature who suffers blood loss takes untyped damage equal to 1/2 the blood art caster’s Blood sphere caster level (minimum 1). This damage cannot be prevented and bypasses any temporary hit points the target may possess.

A creature who cannot suffer blood loss cannot be the target of a blood art. Targets that gain immunity to bleed damage from their creature type, subtype, or a template cannot suffer blood loss. Creatures that gain immunity to bleed damage from other sources are susceptible to blood loss, but still benefit from their immunity against bleed damage. Some creatures that are normally immune to bleed damage but that frequently feed on blood may be susceptible to blood loss. Any creature that has used the blood drain universal monster ability in the previous hour or any creature composed largely of blood (such as a blood golem) may suffer blood loss. Other appropriate creatures may also suffer blood loss, at the GM’s discretion.

Author's Note: "What Exactly Is Blood Loss"

Blood loss is an additional "cost" associated with a blood art. It is damage, but it is not the sphere effect's damage. It cannot be modified, increased or interacted with like a sphere effect's regular damage or effects. Metamagic contingent on an effect dealing damage to a target, such as the Dazing Spell metamagic, would not consider or treat the blood loss mechanic as the sphere effect's damage. Suffering blood loss as part of casting a blood art does not force the caster to make a concentration check.


Blood Sphere Talents

Absorb Blood

When a creature within blood control range takes bleed damage to their hit points, as a free action that may be taken even when it is not your turn you may choose a different creature under the effects of your blood control to gain an amount of temporary hit points equal to the bleed damage taken by the first creature. These temporary hit points last for 1 minute per caster level. Each creature may only provide temporary hit points to one other creature.

As a standard action, you may spend a spell point to inflict 1d2 points of Constitution damage to a creature under the effects of your blood control, then choose a different creature under the effects of your blood control to heal a number of hit points equal to the Hit Dice of the first creature times the amount of Constitution damage dealt. If you possess Mass Blood Magic, you may spend an additional spell point as per that talent to inflict the Constitution damage on multiple creatures and heal multiple creatures. The total number of affected creatures cannot exceed your Mass Blood Magic limit and no creature can be targeted by the Constitution damage more than once per round. A single creature can be healed multiple times.

Blood Tracking

You are always aware of creatures under the effects of your blood control or an effect causing bleed damage, or at or below half hit points within blood control range and may pinpoint such a creature’s square as a free action. Creatures that would be immune to your blood control cannot be detected by this ability.

This talent may be taken a second time; doing so grants you the benefits of blindsight, though this ability is still limited to the listed creatures.

Complex Control [Apoc]

Source: Spheres Apocrypha: Debilitating Talents 2

Creatures affected by your blood control may be affected by both (quicken) and (still) talents at the same time.

Whenever the creature would attempt to end the blood control on themselves by using a standard action, the creature must instead use a mental-only full-round action to end the blood control.

If you possess Greater Blood Control, you may apply two effects of either type instead of just one when using the talent.

Crimson Vortex [CrimDan]

As a standard action you may create a crimson spread with a 5-foot radius within your blood control range. Creatures that are in this area when it is cast or that start their turn within the area must succeed at a Fortitude save or be under the effects of your blood control until the end of a turn in which they did not start within the affected area. Select a (quicken) or a (still) ability as part of creating this area; you may apply the selected ability to the affected creatures. Creatures that succeed at a saving throw against blood control while within the vortex cannot be affected by that vortex again.

You may spend an additional spell point to increase this radius by +10 feet increasing by +5 feet at 7th caster level and every 7 levels thereafter. This spread does not obscure vision. You do not need to be able to see or be aware of the affected creatures, though you are aware of any that fail their save. You may use this ability to target swarms. You may concentrate to maintain this area, moving it up to 20 feet plus 5 feet per 2 caster levels when you concentrate, flying with perfect maneuverability.

If you spend a spell point, the spread instead persists for 1 round per caster level and may be moved as a move action.

Exsanguinating Strike [strike] [BaP]

As a standard action, you may make a single weapon attack in conjunction with using either a blood art or blood control. If a creature is struck by this attack, it is either affected by the blood art or you may initiate blood control on that creature (including a (quicken) or (still) effect) if it is not under the effects of your blood control. If you chose blood control and it is under the effects of your blood control, you may apply a new (quicken) or (still) effect to the blood control effect. Applying any (quicken) ability as part of this talent counts as dealing bleed damage with the weapon for the purposes of the Bloodmonger feat. This casting cannot be reduced below a standard action, and does not provoke attacks of opportunity, unless as usual if making a ranged attack.

Extract Blood Construct

You may drain the blood of a dead creature within blood control range and animate it as a blood construct as a standard action within 1 minute per caster level of the creature’s death. If the creature (or creatures) were under the effects of your blood control at the time of their death, you may reduce the required time to a swift action. This blood construct is of a size according to the below table, but may not be larger than one size smaller than the dead creature’s size.

Extracted constructs are under your control. While they can be dispelled, blood constructs are neither called nor summoned creatures, so are not affected by banishment, dismissal, or the Hallow word of the Fate sphere. The construct obeys your commands to the best of its ability, even harmful or suicidal commands and will generally act to protect you in the absence of other commands.

A blood construct created by this ability persists for as long as you concentrate. The construct must be within your blood control range to concentrate on it. You may spend a spell point to have the blood construct remain for 1 minute per caster level without concentration. Doing so allows the construct to leave your blood control range without any ill effects. Lengthened Control increases this duration to 1 hour per caster level.

You may not have more than 2 Hit Dice of blood constructs per caster level under your control at the same time; creating additional constructs forces you to dismiss existing constructs until the total Hit Dice no longer exceed this cap. Temporary increases to caster level (such as from implements, boons, or the thaumaturge’s forbidden lore ability) do not increase this cap. Once a blood construct is dismissed or destroyed, the blood used can no longer be animated to create another blood construct.

As a move or swift action, you may sacrifice a blood construct under your control to heal another one that you control, restoring a number of hit points equal to the hit points of the sacrificed construct. Any excess hit points beyond the healed construct’s maximum hit points are lost. Both creatures must be within blood control range.

If you possess Mass Blood Magic, you may target multiple creatures per that talent, drawing blood to either create multiple constructs or combining the blood into a larger construct, up to the maximum size you can create, counting two Small creatures as a Medium creature, two Medium creatures as a Large creature, etc. You may increase the size of an existing construct under your control by merging smaller constructs with it as part of their creation or as a standard action; any ongoing effects and damage taken on either construct persist in the larger construct. All targets must be within blood control range.

Caster Level Construct
1st Tiny
4th Small
8th Medium
12th Large
16th Huge
20th Gargantuan
24th Colossal

Eye Bleed

When using the Bleed ability, you may increase the target’s blood pressure, rupturing vessels in the affected creature’s eyes for the duration of the bleed damage. The creature suffers a 20% miss chance from concealment against all creatures for the duration of the bleed damage. If you spend an additional spell point, the creature is instead blinded for the duration of the bleed damage as blood streams from around its eyes. Creature’s without eyes or equivalent sensory organs are immune to this effect.

Greater Blood Control

When applying a (quicken) or (still) talent, you may spend an additional spell point or increase the casting time by one step (usually from a standard to a full-round action) to apply two effects of that type. If the effects require different actions, use the longer action.

Hemo Goblin [Jester's HB]

You may spend a spell point to target a creature within blood control range that is taking bleed damage, under the effects of your blood control, or has less than half their hit points remaining. You summon a hemo goblin, an otherwise ordinary goblin (Pathfinder RPG Bestiary pg. 156), into a square adjacent to the target. The hemo goblin gains a bonus to its armor class, attack rolls, saving throws, and skill checks equal to your caster level.

The hemo goblin fights the target to the death, and will relentlessly pursue the target if they try to run. The goblin cannot be given commands nor can it be convinced to do anything but attack the target. This sphere effect lasts for 24 hours, until the hemo goblin is killed, or when the target dies, whichever comes first. A hemo goblin disappears when this sphere effect ends or when it dies. A hemo goblin does not leave a corpse.

The hemo goblin has an unnatural sense of where the target is as though it were constantly locating the target’s general position as though using the Divination sphere Dowsing sphere effect and automatically succeeds at Survival checks to follow the target’s tracks. A hemo goblin does not automatically locate the target if they are hidden or difficult to find (such as invisibility or a safe house), or traveled a large distance in a short period of time (such as using the Warp sphere True Teleport advanced talent). If you possess the Mass Blood Magic talent, you may spend an additional spell point to summon a goblin for each additional valid target.

Hemokinesis

You gain the following abilities:

Blood Arc: As a standard action, you may spend a spell point to cause an arc of blood to launch from any creature under the effects of your blood control that is taking bleed damage. You may target a creature within that range, who then must succeed on a Reflex save or be blinded until it spends a standard action or two move actions wiping the blood off. Immersion in water, heavy rain, or similar effects may also end this effect. If you possess Mass Blood Magic, you may target multiple creatures with this ability, though a single bleeding creature cannot supply more than two blood arcs.

If you possess Manipulate Alchemy, you may attempt to transfer a formulae (see the Alchemy sphere from Spheres of Might), potion, or poison expelled since the start of your previous turn via the blood arc. Creatures that are willing or that fail their Reflex save are immediately affected by a formulae, potion, or poison and may attempt a save against it if normally allowed.

If you possess Manipulate Health, you may attempt to transfer a disease expelled since the start of your previous turn via the blood arc. Creatures that fail their Reflex save must immediately attempt a save against the disease.

Move Blood: You may move blood. As a standard action, you may cause a volume of blood within blood control range equal in size to a Small object to move up to 20 feet + 5 feet per 5 caster levels. The blood may be moved through the air and does not fall to the ground until the end of a turn in which you choose not to move it. If you possess the Telekinesis sphere, you may use your telekinesis speed if it is greater.

The volume increases by 1 Small object per caster level and the distance it may be moved increases by 5 feet per 2 caster levels. If moving a volume of blood of at least Small size, you may attempt a bull rush or overrun maneuver against any one creature in the path of this movement, using your caster level -5 plus your casting ability modifier as your CMB. You gain a +1 bonus on this check for each size larger than Small the volume of blood is, treating 2 Small volumes as Medium, 2 Medium volumes as Large, etc. If you possess Mass Blood Magic, you may target multiple volumes, but the total volume cannot exceed your maximum volume.

The mostly intact corpse of a creature that was susceptible to bleed damage that has been dead for less than 1 hour per caster level can supply a volume of 1 size category smaller than itself. You may use this ability to reposition the blood trail left by spending a spell point on the Slick talent, treating 1 square as a Small object.

You may spend a spell point to grant a blood construct under your control a fly speed (perfect) equal to your move blood speed for the duration of its existence.

Hemorrhage

Your Bleed (quicken) ability now deals 2 points of damage per caster level.

Improved Bleed

The Heal DC to stop your Bleed (quicken) ability now equals 15 + your caster level. Magic healing does not stop the Bleed (quicken) ability unless the caster succeeds on a magic skill check.

Inject [CrimDan]

As part of casting a blood art or blood control, you may increase the casting time by one step (usually a standard to a full-round action) and inflict 1 point of Constitution damage to yourself. If you do, make a melee touch attack or ranged touch attack against a creature within your blood control range, marking them with your blood. If successful, the struck creature is marked by your blood for 1 round per caster level. A marked creature is treated as though it had less than half its maximum hit points remaining for the purpose of the save penalty of any blood control targeting that creature, and your Blood sphere effects targeting the struck creature ignore any spell resistance it possesses. A marked creature can spend a standard action or two move actions to wipe the blood off and end this effect. Immersion in water, heavy rain, or similar effects may also end this effect, subject to GM discretion. When delivering this effect as a melee touch attack, you may hold the charge, and if you possess the Hemokinesis talent, you may hold the charge when using the ranged option.

If used on a creature that is immune to bleed damage from their creature type, subtype, or a template, you may ignore their immunity to blood control for the duration of this effect, though they do not take the save penalty for being below 1/2 their maximum hit points.

If you possess Mass Blood Magic, you may target multiple creatures, taking 1 point of Constitution damage and making an attack roll for each target.

Instill Blood Magic [instill] [BaP]

As a standard action you may touch a container of liquid and instill either a blood art or your blood control, including one (quicken) or (still) talent you possess, which functions as a potion or oil. If instilling a blood art, you must suffer blood loss as part of instilling the effect, and a creature who consumes the instilled liquid is treated as the target of that blood art, suffering blood loss as appropriate. You must spend a spell point to allow the blood control to endure without concentration.

An instilled liquid remains potent until you rest to regain spell points. If you have equipment on hand (such as an alchemy lab), the cost of bottles and water is considered negligible. You may target food but not an already-magical item, such as a potion. All spell points must be spent and all variables of the sphere effect must be chosen at the time the instilled liquid is created. You cannot instill multiple effects in a single liquid, nor create multiple instilled liquids with a single action. Instilled liquids can be dispelled and possess an aura as if they were the original target of the effect.

Lengthened Control

Your blood control lasts for 1 hour per caster level when spending a spell point to continue it without concentration. Creatures may still attempt a save to end it early as usual.

Lingering Control

Your blood control continues for two rounds after you stop concentrating. Blood constructs created with Extract Blood Construct also remain for this additional time. The effects of the blood control still end if a creature succeeds at a save to end it early.

Mana Bleed

As a swift action, you may force a creature under the effects of your blood control and taking bleed damage to lose 1 spell point. This loss increases by one die size (1d2, 1d3, 1d4, 1d6, etc.) for every five caster levels. Creatures that possess spell slots instead lose spell slots, based on the level of the slot. Each slot is equivalent to a number of spell points: level 1-2: 1 spell point, 3-5: 2 spell points, 6-8: 3 spell points, 9: 4 spell points. The target creature chooses which spell slots are lost. If affecting a creature with psionic manifesting (see Psionics Unleashed by Dreamscarred Press), the creature loses a number of power points equal to the number of spell points that would have been lost multiplied by 1 + its Hit Dice/4.

If you possess Absorb Blood, you may choose to grant an equal number of temporary spell points to a creature receiving healing from Absorb Blood, though they cannot receive more spell points than your target loses. These temporary spell points do not stack with spell points from other targets, other instances of this ability, or any other source and expire after one round per caster level. This ability does not grant a way to use spell points to those that lack one.

Mass Blood Magic [mass] [BaP]

When using a blood art, blood control, or a (quicken) or (still) ability, you may spend an additional spell point to affect an additional 1 creature per 2 caster levels (minimum 1) at the same time. Each target must be within range and must be affected by the same effect. For a casting that initiates blood control, this additional cost is only incurred once; it is not paid a second time for the free (quicken) or (still) ability. Once created, each blood control is considered a separate sphere effect.

Ranged Blood Magic [range] [BaP]

Increase the range you may use blood arts and blood control by 1 step (close to medium, medium to long). You may select this talent multiple times. The effects stack.

Red Mist [CrimDan]

As a move action, you may cause a creature under the effects of your blood control and suffering from bleed damage to have their lost blood disperse into a mist, filling their space, granting them concealment (attacks made by the creature or targeting the creature have a 20% miss chance). This effect persists until you end it as a free action, the creature stops taking bleed damage, or your blood control ends. Your vision is not impaired by a mist you create.

If you spend an additional spell point, the radius of the mist increases to 5 feet + 5 feet per 5 caster levels. The mist obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).

A moderate wind (11+ mph), such as from a gust of wind spell, disperses the mist in 4 rounds. A strong wind (21+ mph) disperses the mist in 1 round. A fireball, flame strike, or similar spell burns away the mist in the explosive or fiery spell’s area. A wall of fire burns away the mist in the area into which it deals damage. If dispersed or burned away, the mist returns at the start of the creature’s next turn unless the bleed damage or blood control has ended.

If you choose to take 1 Constitution damage when using this talent, you may treat all creatures within the mist as if they were below half their maximum hit points for the purpose of the save penalty on any instance of blood control targeting such a creature.

Self Control

You are always considered to be under the effects of your blood control and may use a (quicken) or (still) ability on yourself and only yourself as a swift action. You do not count against the limit on the number of creatures you may affect using Mass Blood Magic.


Blood Art Talents

Bloodbind (blood art) [BaP]

As a standard action, you bind the target with their own blood, constricting the target with chains, vines, or tattoo-like stains. On a failed Fortitude save, the target suffers blood loss and is bound. A creature bound by this effect is entangled. You may concentrate to maintain this effect each round, or may spend a spell point as a free action to allow this effect to persist for 1 round per caster level without concentration. A creature is allowed a new saving throw each round as a move action to end this effect.

When you cast this blood art, you may spend an additional spell point to entwine your health to the target’s blood for the duration of this effect. If you do, whenever you take damage, you may choose one creature bound by this blood art who you have entwined your health to. That creature takes damage equal to the amount of damage you suffered (to a maximum of your caster level).

Author's Note: You may only deal damage to another creature by suffering damage with this effect once per round.

Blood Rebuff (blood art) [BaP]

As an immediate action, you briefly shield the target from harm using their own blood. The target suffers blood loss and gains a number of temporary hit points equal to the blood loss plus your casting ability modifier which lasts until the start of the target’s next turn. An unwilling creature may attempt a Fortitude saving throw to negate this effect. You may spend a spell point to increase the temporary hit points granted by an amount equal to your caster level and DR/– equal to the blood loss until the start of the target’s next turn.

Cystic Growth (blood art, still) [CrimDan]

You can cause the bodies you control to respond in gruesome and disgusting manners.

As a (still), you can cause a creature under your blood control to develop cysts and engorged pustules across their body. When another creature confirms a critical threat against your target, one of these cysts bursts. When a cyst bursts, the target immediately suffers damage equal to your blood loss, and any adjacent enemies are exposed to a single disease the target is suffering from (of your choice), and must immediately succeed at a save against that disease or become afflicted by it.

Note: If using the optional ruleset for Called Shots, any creature can attempt to burst a cyst by making an easy called shot.

As a (blood art), you can cause a single creature within range to suffer blood loss and suddenly manifest a large cyst, which immediately bursts. Creatures adjacent to your target must attempt a saving throw against any diseases your target was suffering from. If your target was suffering from a disease, they must succeed at a Fortitude save or else be overwhelmed and disoriented by pain. On a failed saving throw, the target is sickened for 1 round and suffers 1d10 damage, plus an additional 1d10 damage per 5 caster levels you possess.

Special: When you expel a disease with the Manipulate Health talent, you can deal blood loss to the creature to cause any creature within 5 feet of them to attempt a save against the disease.

Gory Armaments (blood art) [BaP]

By suffering blood loss as a free action, you use your blood to create any weapon you are proficient with in your hand. Weapons or ammunition created by this effect count as masterwork and last for as long as they are held or otherwise in your physical possession, but dissipate if they leave your possession for more than one round. Weapons created by this effect gain a +1 enhancement bonus per 4 caster levels you possess (maximum +5). Whenever you deal damage to an opponent with a weapon created by this talent, you gain a number of temporary hit points equal to 1/2 your caster level (minimum 1) which last for 1 round.

Weapons which use ammunition (e.g. bows, firearms, or slings) are created with basic ammunition ready to be fired by the weapon, and basic ammunition may be summoned and automatically loaded into the weapon as a free action without suffering blood loss. A double-weapon created with this effect must divide its enhancement bonuses between the two ends, but you may suffer blood loss a second time when using this talent to have each end gain enhancement bonuses independently.

This ability cannot be used to summon siege weapons or technological items, subject to GM permission.

Special: If you possess the Alteration sphere, you may create any one natural attack you could grant as a trait to yourself with this talent which lasts until dismissed as a standard action. You may only possess one natural attack created this way at any time.

Internal Propulsion (blood art, quicken) [CrimDan]

As a (quicken) ability, you can bolster a creature’s body and allow them to move swiftly. The target selects one of their movement speeds and gains a +10-foot enhancement bonus to it, +5 feet per 5 caster levels you possess. As a free action, the target can change the selected movement speed once during their turn. If you spend an additional spell point when using this ability, you also grant the creature a fly speed of 20 feet and average maneuverability for one minute. While this form of flight does not necessarily manifest as wings, it is considered winged flight for all purposes.

As a (blood art), as a standard action or as a swift action if using this effect on a willing creature, you can cause a creature within range to suffer blood loss and move 10 feet in any one direction. This movement does not provoke attacks of opportunity.

An unwilling creature may attempt a Fortitude save to negate this effect, suffering no blood loss. The target gains a +4 bonus to their saving throw if they would be moved somewhere intrinsically harmful (onto a bed of spikes, into the air, etc.).

Martyr’s Tithings (blood art) [BaP]

Whenever you cause another creature to suffer blood loss, you gain an amount of temporary hit points equal to the blood loss for a number of rounds equal to your casting ability modifier. Whenever you would take blood loss damage, these temporary hit points are lost first.

In addition, you may infuse another creature with a portion of your vitality. As a standard action, you suffer blood loss and grant another creature within range temporary hit points equal to twice the blood loss plus your casting ability modifier. These temporary hit points last for 1 minute per caster level. If you spend an additional spell point when casting this effect, the target is also healed for an amount of damage equal to the number of temporary hit points they receive.

Special: If you possess a Life sphere (vitality) talent, granting temporary hit points to another creature with this talent is treated as though it were a Life sphere effect for the purposes of granting the benefits of a (vitality) talent.

Piercing Blood (blood art) [BaP]

As a standard action, you briefly impale the target on a solidified column, such as a spear or cross, made from their own blood. On a failed Fortitude save, the target suffers blood loss, takes 1d6 piercing damage per 2 caster levels you possess (minimum 1d6), and is staggered for 1 round.

Instead of targeting a creature, you may suffer blood loss as a standard action to launch a projectile made of blood, such as a spear or whirling scythe. Make a ranged touch attack against the target with a circumstance bonus on your attack roll equal to the blood loss. On a successful hit, the target suffers blood loss and 1d6 piercing damage per 2 caster levels you possess (minimum 1d6) and must succeed on a Fortitude save or be staggered for 1 round.

If you spend an additional spell point when casting this blood art either to target a creature or to launch a projectile, creatures staggered by this effect are instead staggered for a number of rounds equal to your casting ability modifier.

If you possess Mass Blood Magic, when casting this effect to launch a projectile, you may spend an additional spell point to pierce multiple foes. Choose a number of additional targets no greater than 1/2 your caster level (minimum 1). Make a ranged touch attack against the initial target then each additional target in order. No target can be farther than 10 feet + 5 feet per 5 caster levels from the previous target and no target can be targeted more than once. Should any of the targets fail to take damage, either by a missed attack, resistances, or other method, the projectile stops and no further targets are damaged.

Rush To The Head (blood art) [BaP]

When using a blood art that allows a Fortitude save, you may replace all Fortitude saves that effect allows for with Will saves.

In addition, as a standard action, you rush the target’s blood to their head and away from their vital organs, disorienting them. On a failed Fortitude save, the target suffers blood loss and falls prone. If you spend an additional spell point when casting this effect, the target also becomes confused for 1 round per caster level. While confused by this effect, whenever the target rolls to determine behavior in a given round, add twice the blood loss to the result (maximum 100).


Quicken/Still Talents

Blood Puppet (quicken)

You may spend a spell point to use blood control to take control of the target’s body. For 1 round per caster level or until the blood control ends (whichever comes first), you can concentrate on the target, spending an action to force the target’s body to take the same type of action, acting on simultaneously.

The puppetted creature’s body is under your control, but the creature’s mind is not. Creatures capable of taking purely mental actions can still do so. If you spend at least a standard action controlling the puppet, this counts as concentrating on the blood control. A creature under the effects of this ability cannot take physical action on its own; treat this as being dazed, though immunity to and bonuses on saving throws against the dazed condition does not apply. The target may be forced to take harmful actions. A target forced to hurt or kill itself deals its weapon damage + its Strength modifier to itself per round as a standard action. The target may still perform mental-only actions while under the effects of Blood Puppet (such as attempting to end the blood control). This ability does not grant access to the target’s memories, thoughts, casting, supernatural, or spelllike abilities, nor is your control fine enough to force the target to speak intelligibly.

Effects such as the protection from evil spell or the Hallow word of the Fate sphere do not end this effect, since it is the result of a physical malady rather than a mind-affecting or possession effect.

If you possess Mass Blood Magic, you may take control and command multiple puppets, but must divide a single round’s worth of actions between all puppets.

Cardiovascular Mastery (quicken, still) [CrimDan]

Creatures under your control have the rhythm of their hearts closely monitored and controlled.

When a willing creature under the effects of your blood control would be knocked unconscious due to hit point damage, you may allow them to enter a delirious state of consciousness as an immediate action by spending one spell point. The target suffers one bleed damage, is not knocked unconscious, and gains the benefits of the Diehard feat for as long as they suffer from this bleed damage. If the creature already possesses the Diehard feat, they instead are no longer staggered while using the benefits of the feat as long as they suffer from the bleed damage. The bleed damage automatically ends when your blood control ends.

As a (quicken) ability, you can accelerate bursts of vigor and energy within a creature to tire them out easily. If that creature would receive healing, they instead convert that healing into temporary hit points that remain for 1 minute. The amount of hit points granted is still limited by how much healing the creature could have gained, including limitations such as their maximum health, or heals that cannot heal a creature above half their maximum health. If the creature would gain temporary hit points from a source other than this talent, the duration of those temporary hit points are reduced to 1 round.

As a (still) ability, you can spend a spell point to temporarily halt the blood flow of a creature in such a way they can still survive. At the start of their turn each round, the creature must succeed at a Fortitude save or become paralyzed until the start of their next turn. This paralysis lasts until the creature succeeds at the Fortitude save, even if your blood control expires, although the creature gains a +8 bonus on their Fortitude save if you do not have blood control established with them. As long as the creature is paralyzed, they appear dead and no longer require oxygen to survive. A Heal check (DC 20 + your caster level) allows a creature to identify that the creature is still alive.

Special: If you possess the Inject talent, this ability can be used on an undead creature to grant them a +5 bonus on Bluff and Disguise checks made to disguise or pass off as a living creature. You may also use the Inject talent to permanently infuse a corpse with a pulse as a standard action. Creatures who interact with such a corpse must succeed at a Heal check (DC 20 + your caster level) or believe the corpse is alive, but paralyzed, rather than dead.

Control Oxygenation (quicken, still)

You gain the following abilities:

As a (still) effect, the target becomes fatigued for the duration of your blood control. You may spend a spell point to cause the creature to instead become exhausted for this duration. Creatures that do not breathe are immune to this effect.

As a (quicken) effect, you may boost the circulation of the target of your blood control, allowing the target to ignore one instance of the fatigued or staggered conditions and treat one instance of the exhausted condition as fatigued for a number of rounds equal to the target’s Constitution modifier. After a creature benefits from this ability, it cannot do so again for one minute per round the ability was active. Creatures that do not breathe do not benefit from this effect

If you spend a spell point, the target may make an extra attack as part of a full attack or make additional attacks of opportunity (as the Improved Haste Time sphere talent) for the duration of this effect. This does not stack with similar effects such as the Improved Haste Time sphere talent. When used this way, the target is fatigued at the end of this effect. If the target was already fatigued, it is instead exhausted. If it was exhausted, it drops unconscious for 1d6 rounds.

Cystic Growth (blood art, still) [CrimDan]

You can cause the bodies you control to respond in gruesome and disgusting manners.

As a (still), you can cause a creature under your blood control to develop cysts and engorged pustules across their body. When another creature confirms a critical threat against your target, one of these cysts bursts. When a cyst bursts, the target immediately suffers damage equal to your blood loss, and any adjacent enemies are exposed to a single disease the target is suffering from (of your choice), and must immediately succeed at a save against that disease or become afflicted by it.

Note: If using the optional ruleset for Called Shots, any creature can attempt to burst a cyst by making an easy called shot.

As a (blood art), you can cause a single creature within range to suffer blood loss and suddenly manifest a large cyst, which immediately bursts. Creatures adjacent to your target must attempt a saving throw against any diseases your target was suffering from. If your target was suffering from a disease, they must succeed at a Fortitude save or else be overwhelmed and disoriented by pain. On a failed saving throw, the target is sickened for 1 round and suffers 1d10 damage, plus an additional 1d10 damage per 5 caster levels you possess.

Special: When you expel a disease with the Manipulate Health talent, you can deal blood loss to the creature to cause any creature within 5 feet of them to attempt a save against the disease.

Internal Propulsion (blood art, quicken) [CrimDan]

As a (quicken) ability, you can bolster a creature’s body and allow them to move swiftly. The target selects one of their movement speeds and gains a +10-foot enhancement bonus to it, +5 feet per 5 caster levels you possess. As a free action, the target can change the selected movement speed once during their turn. If you spend an additional spell point when using this ability, you also grant the creature a fly speed of 20 feet and average maneuverability for one minute. While this form of flight does not necessarily manifest as wings, it is considered winged flight for all purposes.

As a (blood art), as a standard action or as a swift action if using this effect on a willing creature, you can cause a creature within range to suffer blood loss and move 10 feet in any one direction. This movement does not provoke attacks of opportunity.

An unwilling creature may attempt a Fortitude save to negate this effect, suffering no blood loss. The target gains a +4 bonus to their saving throw if they would be moved somewhere intrinsically harmful (onto a bed of spikes, into the air, etc.).

Manipulate Alchemy (quicken, still)

This talent requires that the target be under the effects of your blood control and cannot be used as part of initiating blood control.

As a (still) ability, as an immediate action, when a creature consumes a potion or would be affected by a formulae or poison, you may delay the effect of the formulae, potion, or poison for the duration of your blood control. You may end this delay as a free action that can be taken even when it is not your turn, causing the formulae, potion, or poison to take effect immediately. A given creature may only have one effect delayed in this manner at a time, plus one additional effect per 10 caster levels.

As a (still) ability, as a swift action, you may slow circulation to improve the body’s ability to resist a poison. If the target is affected by a poison with a frequency measured in rounds, the frequency instead becomes minutes. If the frequency was measured in minutes, it instead becomes hours. These changes do not stack. The save DC of the poison is decreased by -2.

As a (quicken) ability, you may speed circulation to improve the potency of a poison in the target’s system. If the poison had a frequency measured in minutes, it is now measured in rounds. If it has a frequency measured in rounds, its frequency becomes twice per round and the duration is halved. These changes do not stack. The save DC of the poison is also increased by +2. This change lasts until for the duration of the poison unless dispelled or ended with a (still) talent.

As a (quicken) ability, as an immediate action, you may attempt to force a formulae, potion, or poison out of the target’s body, removing its effects from the target. This requires a magical skill check against the formulae or poison’s save DC or the potion’s MSD. Unwilling targets are allowed a Fortitude save to negate this effect. You gain a +2 bonus on this check if the target is suffering bleed damage or below one half its maximum hit points.

This change lasts until for the duration of the poison unless dispelled or ended with a (quicken) talent.

Manipulate Density (quicken, still) [BaP]

You gain the following abilities which manipulate the density of the target’s blood:

As a (quicken) ability, the target’s blood becomes lighter. The target gains a circumstance bonus on Acrobatics checks equal to 2 + 1/2 your caster level for the duration of your blood control. If you spend an additional spell point, the target also gains compression as per the universal monster rule for the duration of your blood control.

As a (still) ability, the target’s blood becomes dense. The target gains DR/slashing equal to 1/3 your caster level (minimum 1) for the duration of your blood control. If you spend an additional spell point, the target instead gains DR/adamantine equal to 1/2 your caster level (minimum 1) for this duration. Once the DR/adamantine has prevented damage to the target equal to 10 times your caster level, the DR/adamantine ends immediately and the target gains DR/slashing equal to 1/3 your caster level (minimum 1) for the remainder of this effect’s duration.

Manipulate Health (quicken, still)

As a free action, you may ascertain the general condition of any creature under the effects of your blood control according to the list below:

  • Normal: Has at least 90% of full normal hit points, free of disease.
  • Fair: 30% to 90% of full normal hit points remaining.
  • Poor: Less than 30% of full normal hit points remaining, afflicted with a disease, or suffering from a debilitating injury.
  • Weak: 0 or fewer hit points remaining, afflicted with a disease that has reduced an ability score to 5 or less, or crippled.

You also know if the creature is suffering from any bleed effects.

As a (quicken) ability, you may spend a spell point to attempt to force a disease out of the target’s body. This requires a magical skill check against the disease’s save DC. Unwilling targets are allowed a Fortitude save to negate this effect. You gain a +2 bonus on this check if the target is suffering bleed damage or below one half its maximum hit points.

As a (quicken) ability, you may spend a spell point to force a creature suffering from a disease to roll a save against that disease. Success on this save does not count toward curing the disease and failing progresses the disease.

As a (still) ability, you may immediately grant a save to a creature suffering from a disease. Success on this save counts toward curing the disease but failing has no effect. A creature may not be the target of this use more than once per day.

As a (still) ability, you may delay the onset of a disease and to delay any saves forced by the disease for the duration of your blood control, though at least 1 save against the disease must be attempted every 2 days. This does not remove any penalties already inflicted by the disease, it only prevents the disease from progressing.

Migraine (quicken)

You may send a rush of blood to the target’s brain, sickening the target for the duration of the blood control. You may spend a spell point to instead nauseate the target. This is a pain effect.

Numb (still)

You may cut off flow to parts of a creature’s body, making fine manipulation difficult. The target takes a -2 penalty on Strength and Dexterity checks (including initiative) and Strength and Dexterity-based skill checks and gains an equal bonus on saves against pain effects for the duration of the blood control. This penalty increases by +1 at 5th caster level and again every 5 caster levels thereafter. This effect may change a creature’s place in the initiative count after combat has begun.

You may spend a spell point to slow blood flow, staggering the target for the duration of the blood control.

Redirect Flow (quicken, still) [Apoc]

Source: Spheres Apocrypha: Debilitating Talents 2

You gain the following abilities:

As a (still) effect, whenever the target would move more than half its movement, it must attempt an Acrobatics check against your Blood sphere DC or immediately fall prone. Additionally, the target cannot take 5-foot steps, and suffers a -2 penalty to its CMD against trip, bull rush and reposition attempts.

As a (quicken) effect, the target gains a +10 feet enhancement bonus to all movement speeds. This bonus increases by an additional 5 feet every 5 caster levels you possess. Anytime the target would use this additional movement, it also becomes fatigued for 1 round.

As a (still) effect, the target takes a -2 penalty on Intelligence and Wisdom ability checks, concentration checks, and Intelligence- and Wisdom-based skill checks for the duration of the blood control. This penalty increases by 1 for every 5 caster levels you possess.

As a (still) effect, the target takes a -2 penalty to its CMD against disarm attempts. This penalty increases by 1 for every 4 caster levels you possess. You may spend a spell point to also force the target to succeed a Fortitude saving throw at the end of each of its turns or immediately drop one item it is currently holding. If the target fails this saving throw by 5 or more, it instead drops all items it is currently holding.

Slick (quicken)

You may choose to have creatures under the effects of your blood control and suffering from bleed damage take a penalty to CMD against bull rush, disarm, drag, reposition, overrun, and trip attempts equal to 2 + 1 per 5 caster levels. Starting and ending this effect is a free action.

As a (quicken) ability, you may force a creature under the effects of your blood control and suffering from bleed damage to succeed at a Reflex save or fall prone any time they move more than half their speed until they are no longer under your blood control or stop taking bleed damage. If you spend a spell point, any creature that enters a space that the bleeding creature has exited in the last 1 round per caster level must also succeed at a Reflex save or fall prone.


Advanced Blood Talents

Advanced talents are part of an optional rule and are only available with GM permission.

Cardiovascular Ascension (quicken, still) [CrimDan]

Prerequisites: Blood sphere (Cardiovascular Mastery (quicken, still)), caster level 10th.

The drum that keeps all living creatures functional is an instrument you know how to outplay.

As a (still) ability, you may temporarily strip a creature of the need for blood to allow them to keep living. As an immediate action made when a willing creature under your blood control would be slain or knocked unconscious by hit point damage, you can cause that creature to ignore the need for blood by spending 3 spell points. For one round, that creature cannot be slain by hit point damage, cannot suffer ability damage or drain to their Constitution, Dexterity or Strength scores and does not fall unconscious for having negative hit points. However, in this state, the creature treats their Constitution score as if it were 1, suffers a -4 penalty to their armor class, and all temporary hit points they would gain are reduced to 0. After this ability expires, at the start of the target’s next turn, they must succeed at a Fortitude save against a DC of 15 + the amount of negative hit points below their death threshold (the number of negative hit points they may have before dying of hit point damage) or immediately die. If they succeed, the creature falls unconscious with a number of negative hit points equal to their death threshold plus one. As this ability is extremely taxing on a creature’s body to use, attempting to use this ability on a creature more than once every 24 hours automatically fails.

As a (still) ability, you may spend two spell points to stop a creature’s heart entirely. At the beginning of that creature’s turns, they must succeed at a Fortitude save (the creature suffers a -4 penalty to this saving throw if they are below half their maximum hit points) or be reduced to 1 hit point and become sickened and staggered for the duration of your blood control. If the creature was already at 1 point or lower, they are reduced to -1 hit points and fall unconscious. If the creature was already unconscious, or at -1 hit points or lower, they instead die. While under the effects of this (still) ability, a creature cannot benefit from healing from sources other than fast healing and regeneration. If a creature succeeds a saving throw against this ability, the creature no longer needs to attempt new Fortitude saves at the beginning of their turn.

As a (quicken) ability, as a standard action, you can rapidly accelerate a creature’s heartbeat to the point it can explode by spending one spell point. If the target possesses any temporary hit points, they must succeed at a Fortitude save or otherwise have all of their temporary hit points removed, and afterwards suffer bludgeoning damage equal to the amount of temporary hit points that were removed. If a creature has a combined total of temporary and current hit points that is greater than their maximum hit points, they suffer a -4 penalty on this save.

Note: This advanced talent replaces the Arrest Flow talent.

Drain Lifeblood

Prerequisites: Blood sphere, caster level 1st.

When using the Bleed (quicken) ability, you may spend 1 additional spell point to force affected creatures to suffer 1 point of Constitution bleed instead of the normal bleed damage. This is not increased by Hemorrhage. If you possess Absorb Blood, you may treat any hit points lost by this ability as bleed damage for the purpose of that talent.

Essence Manipulation [BaP]

Prerequisites: Blood sphere or Duelist sphere (Ooze Ichor); base attack bonus +1 or caster level 1st.

You can manipulate a creature’s essence as though it were blood. You may affect any creature with your Blood sphere abilities which use or target their blood (such as initiating blood control, using a (quicken) or (still), or using a blood art), bypassing any immunity to bleed damage or immunity to effects that require a Fortitude save a creature may possess. This talent does not bypass other immunities a creature may possess.

In addition, you may cause creatures to bleed even when they normally could not. Whenever you would inflict bleed damage to a creature, you ignore any immunity to bleed damage that creature may possess.

Special: Essence Manipulation may be selected as a legendary Duelist talent, and is a supernatural effect.

Overclock

Prerequisites: Blood sphere (Control Oxygenation (quicken, still)), caster level 18th.

When using the (quicken) option of Control Oxygenation, you may spend three additional spell points to grant the target an additional standard action each round for a number of rounds equal to its Constitution modifier (minimum 1 round) or until your blood control ends, whichever comes first. In any round the target uses this extra action it takes 1d4 Constitution burn. This damage increases to 1d6 if the target is fatigued and to 1d8 if the target is exhausted. The target is exhausted at the end of this effect. This additional standard action cannot be used to cast a spell or sphere effect.

Puppet Master

Prerequisites: Blood sphere (Blood Puppet (quicken)), caster level 10th.

When spending an action to direct your blood puppet, you may have all creatures under your control perform the same action if it is possible for them.

Sanguine Minion

Prerequisites: Blood sphere (Extract Blood Construct, Lengthened Control), caster level 5th.

When you create a blood construct, you may spend 2 spell points to make the creation an instantaneous effect. The creature exists independent of your concentration, has no duration, and cannot be dispelled. These constructs still count against the total number of blood constructs you may have created at any one time. If you create more than your total, you may select which constructs are destroyed.

Sanguiphilia [BaP]

Prerequisites: Blood sphere (Martyr’s Tithings (blood art)), caster level 7th.

Whenever you would gain temporary hit points from the Martyr’s Tithings talent due to another creature suffering blood loss, you may instead choose to heal an amount of damage equal to the number of temporary hit points you would gain. If you possess a Life sphere (vitality) talent, you may treat temporary hit points gained with the Martyr’s Tithings talent or healing granted by this talent as though it were a Life sphere effect for the purposes of granting the benefits of a (vitality) talent.

In addition, you may treat bleed damage another creature takes during their turn within your Blood sphere range as though it were blood loss caused by your effects (to a maximum of 1/2 your Blood sphere caster level).

Example: For a Blood sphere caster level of 10, a monster taking 12 bleed damage would be treated as though it suffered 5 points of blood loss, granting the Blood sphere caster 5 temporary hit points from the Martyr’s Tithings talent.

Union Of Blood [BaP]

Prerequisites: Blood sphere, caster level 10th.

By spending 10 minutes and 3 spell points, you may complete a complex ritual with two willing targets who could be placed under your blood control, entwining their life forces. The targets of this effect combine and share their hit point total, with current and maximum hit points equal to the combined total of both targets. Any effect that changes the hit point total of either target (such as damage, healing, or changes to Constitution) changes this combined total. Temporary hit points are not shared by this effect, and effects which would delay or prevent incoming damage function normally (e.g. the Guardian sphere delayed damage pool would delay damage to the target as normal. When the delayed damage is emptied from the delayed damage pool it would then subtracted from the combined hit point total).

This is a permanent effect which automatically ends if any of the targets die, the effect is dispelled, or the hit point total is reduced to 0 or less. If the hit point total is reduced to 0 or less, the targets are left with current hit points equal to the combined hit point total when the effect ended (e.g. if the hit point total is reduced to -5 by an attack, the effect ends and each creature would be left with -5 hit points). If this effect would otherwise end prematurely, such as a target dying to a death effect or the effect being dispelled, each creature is left with a number of hit points equal to the hit point total divided by the number of targets. If you possess the Mass Blood Magic talent, you may include an additional target per 2 caster levels.


Blood Sphere Feats

Blood Construct Mastery [BaP]

Prerequisites: Blood sphere (Extract Blood Construct), Blood sphere caster level 5th.

Benefit: Blood constructs you create gain an additional hit point per Hit Die they possess and a +4 bonus to their Strength and Dexterity.

In addition, you gain the following two (blood arts):

  • Blood Of My Blood (blood art): You may create blood constructs by sacrificing your own blood. As a standard action, you may spend a spell point to suffer blood loss and animate your blood as a blood construct up to one size smaller than the largest blood construct you could control, as though using the Extract Blood Construct talent. The blood construct appears in an unoccupied space of your choice within your blood control range. You must concentrate on a blood construct created this way or may spend a spell point as a free action to allow it to remain without concentration, as normal for blood constructs you create with the Extract Blood Construct talent. This talent may not be used in conjunction with the Mass Blood Magic talent.
  • Repair Blood Construct (blood art): You may repair blood constructs by sacrificing your own blood. As a standard action, you may spend a spell point to suffer blood loss and heal one target blood construct under your control, as though using the Extract Blood Construct talent to sacrifice a blood construct and heal another under your control, restoring a number of hit points equal to a blood construct up to one size smaller than the largest blood construct you could control.

If you possess the Mass Blood Magic talent, you gain the following (blood art):

  • Bolster Blood Construct (blood art): You gain the ability to bolster existing blood constructs with your own blood. As a standard or move action, you may suffer blood loss to contribute your own blood to one target blood construct under your control within range, combining the contributed blood to the target as though combining a blood construct up to one size smaller than the largest blood construct you could control.

The blood arts granted by this feat do not allow you to control more Hit Dice of blood constructs than you could normally control or allow you to create or control blood constructs larger than you could normally.

Example: You are a sphere caster with caster level 10 in the Blood sphere. You may use Blood Of My Blood to create up to a Small blood construct, use Repair Blood Construct to heal an existing blood construct under your control by a number of hit points up to a Small blood construct (23 hit points), or use Bolster Blood Construct to target an existing blood construct under your control, combining up to a Small blood construct with the target, potentially increasing it to the next size category if you can control a blood construct of that size.

Blood Potion

Prerequisites: Blood sphere; Brew Potion or the Alchemy sphere (formulae) package.

Benefit: You are able to create potions (or formulae from the Alchemy sphere) within your own blood. They can only target you, but you may activate one as a swift action, or 2 + 1 per 7 character levels as a standard action. This is a mental action that does not provoke attacks of opportunity.

Blood Thirst

Prerequisites: Blood sphere, bite attack.

Benefit: You gain the blood drain universal monster ability with your bite attack, and thus may inflict 1 point of Constitution damage whenever you end a turn grappling a creature. Additionally, each time you inflict Constitution damage with this ability, you heal a number of hit points equal to the creature’s Hit Dice. You cannot heal more than 10 hit points per character level per day using this ability.

Bloodrunner [CrimDan]

Prerequisites: Blood sphere or Duelist sphere, character level 7th.

Benefit: Your body has grown a tolerance for the blood of others, and you have learned to use it to your advantage. You ignore any detriment from traversing on bloody terrain, such as difficult terrain or the terrain being considered slippery (as long as blood is the only reason that terrain is detrimental), and you gain a +2 bonus on all saving throws against bleed effects and any effect from the Blood sphere. You can distinctly tell the difference between the blood of any two creatures, and can identify the blood of creatures you have witnessed before. You can attempt a Knowledge check to identify a creature by merely witnessing its blood, as if you had seen the creature by sight, but only if the blood was shed within an hour of you attempting to identify it.

Bonds Of Blood And Power (Dual Sphere) [CrimDan]

Prerequisites: Blood sphere, Mana sphere.

Benefit: You may spend 1 additional spell point as a swift action, or as a free action if you possess Magical Conduit, to create a manabond as part of establishing blood control on a creature. Concentrating on your blood control also counts as concentrating on any manabonds you have formed. Creatures under the effect of your manabond count as if they were under the effect of your blood control, but you may not use (quicken) or (still) talents on such creatures without first actually establishing blood control.

Construct Armor

Prerequisites: Blood sphere (Extract Blood Construct), caster level 5th.

Benefit: Whenever you use the Extract Blood Construct talent to create a blood construct, you may create that construct around a willing target that is no larger than the construct. A single creature may not have more than one instance of construct armor at a time and constructs being used as armor cannot themselves gain construct armor from another construct.

The target gains the Strength, Dexterity, size, damage reduction, natural attacks, and armor class of the construct. Any damage that the target would take is instead directed to the construct. If the construct is reduced to 0 or fewer hit points, this effect ends immediately and any additional damage it transferred to the target. This effect does not affect equipment size, though the target may choose to count as its normal size for the purpose of determining penalties from inappropriately sized weapons. The construct and its wearer cannot be targeted separately; any mind affecting abilities targeting the construct automatically target the wearer instead and any effect that would move either moves them both.

Create Humor Familiar

Prerequisite: Blood sphere.

Benefit: You may create a humor familiar. Choose a Tiny blood construct or a humoral ooze (choleric, melancholic, phlegmatic, or sanguine, chosen at the time of creation) as a familiar per the wizard’s arcane bond class feature. The humor familiar can be reabsorbed into your body as a standard action. The familiar gains all familiar abilities based on your levels in casting classes.

When absorbed, the humor familiar has fast healing 5 but ceases to provide bonuses such as the Alertness feat. Humoral oozes count as being in contact with their master while absorbed for the purpose of their emotional touch ability. If a humor familiar is lost or dies, it can be replaced 1 week later through a ritual costing 200 gp per level in casting classes or through a specialized procedure that inflicts 1 point of Constitution damage per 2 levels (minimum 1). Replacing the familiar allows you to choose any other familiar available from this feat. The ritual takes 8 hours to complete. You may not have both a humor familiar and a familiar from another source; if you possess another ability that would grant a familiar, the effective wizard level from that ability stacks with your levels in casting classes to determine the strength of your humor familiar (maximum equal to your total Hit Dice).

Crimson Theurgy (Dual Sphere)

Prerequisites: Blood sphere, Death sphere.

Benefit: When determining the range of your ghost strike and Blood sphere effects, you may use the longer of your blood control and ghost strike ranges. This does not increase the size of the cone from the Mass Death Magic talent.

When you deal damage to a creature with the Bleeding Wounds ghost strike, you may spend a spell point as a move action to target that creature with blood control. If you possess both Mass Blood Magic and Mass Death Magic talents, you may target a number of creatures affected by the ghost strike up to the maximum allowed by Mass Control.

Elemental Blood [BaP]

Prerequisites: Blood sphere; ability to cast any sphere effect, spell, or spell-like ability with the acid, cold, electricity, or fire descriptor.

Benefit: When you gain this feat, choose an energy type (acid, cold, electricity, or fire) which you have the ability to cast as a sphere effect, spell, or spell-like ability. Once an energy type is chosen, it cannot be changed. Your blood courses with that element, and applies various effects to creatures who touch your blood.

Any creature that confirms a critical hit against you with a piercing or slashing melee weapon is sprayed with your blood, suffering 1 point of damage of the chosen energy type per Hit Die you possess. A successful Reflex save with a DC equal to your Blood sphere DC negates this damage. Melee weapons with reach do not endanger their users in this way. Hemokinesis using your blood adds 1 point of damage of the chosen energy type per Hit Die you possess to any creature struck by a touch attack or subject to a successful combat maneuver made as part of that ability.

Additionally, you can apply your elemental blood to your weapons or natural attacks by coating it in your own blood. As a swift action, you may suffer blood loss, as though casting a blood art, to coat a weapon or natural attack in your own blood. If you are suffering from an ongoing bleed effect, or are below 1/2 your maximum hit points, you do not need to suffer blood loss when coating your weapon this way. The coated weapon gains an elemental special ability for a number of rounds equal to 1/2 your Blood sphere caster level + your Constitution modifier. At 10 Hit Dice, this improves to an elemental burst special ability.

When creating a weapon with the Gory Armaments talent, you can have the weapon gain an elemental special ability. At 10 Hit Dice, this improves to an elemental burst special ability.

Table: Elemental Blood Weapon Elemental Special Abilities
Chosen Element Elemental Special Ability Elemental Burst Special Ability
Acid corrosive corrosive burst
Cold frost icy burst
Electricity shocking shocking burst
Fire flaming flaming burst

Special: This feat replaces the Acid Blood and Burning Blood feats.

Formed Construct (Dual Sphere)

Prerequisites: Blood sphere (Extract Blood Construct), Conjuration sphere.

Benefit: When you create a blood construct, you grant it one (form) talent from the Conjuration sphere that you possess.

Fount Of Stolen Life (Dual Sphere) [CrimDan]

Prerequisites: Blood sphere, Life sphere (Fount Of Life).

Benefit: As a move action, you may deal 2 Constitution burn to any amount of creatures you have established blood control with. Unwilling creatures may attempt a Fortitude save against your Blood sphere DC to resist this. If you successfully deal Constitution burn to a creature with Hit Dice equal to or greater than half your level with this ability, you add an amount of healing into your fount of life equal to twice that creature’s Hit Dice. You cannot apply the burn if it would cause a creature’s Constitution score to be lowered to 0 or below. A creature that has suffered the effect of this feat cannot suffer from it again until they recover from any Constitution burn they have suffered from this feat.

Hemothermia (Dual Sphere) [BaP]

Prerequisites: Blood sphere (any (blood art)), Nature sphere.

Benefit: You gain the following two (blood arts), which allow you to alter the temperature of the target’s blood. If you possess the (blood art)’s associated Nature sphere package, you may add additional effects when using that (blood art).

  • Smoldering Hemoglobin (blood art): You may briefly superheat the target’s blood. On a failed Fortitude save, the target suffers blood loss, takes fire damage equal to your caster level, and catches fire. The target’s insides begin to burn, taking 1d6 fire damage the following round plus 1d6 per round until extinguished. Each round the target may attempt another Fortitude save to extinguish the flames. This is a free action that may be taken once per round. Drinking any non-flammable liquid (such as a potion or water) grants the target a +4 bonus to that round’s saving throw. This fire is not extinguished if the target submerges itself; it is internal. If you possess the Nature sphere (fire) package, you may spend an additional spell point to cause the burning damage the target suffers each round to be equal to the largest fire you can create with create fire, if it would be larger.
  • Freeze Veins (blood art): You rapidly freeze the target’s blood, making it harder for them to move. On a failed Fortitude save, the target suffers blood loss, takes cold damage equal to your caster level, and is staggered for a number of rounds equal to your casting ability modifier. While staggered by this effect, the target becomes unnaturally brittle. Whenever they fall prone, suffer falling damage, or take bludgeoning damage, they take an additional amount of cold damage equal to 1/2 your casting ability modifier. Each round the target may attempt another Fortitude save to warm themselves up. If you possess the Nature sphere (water) package, you may spend an additional spell point to cause the target to be unable to take a 5-foot step while staggered by this effect.

Hypochondriac’s Terror (Dual Sphere) [CrimDan]

When you take over a creature’s bodily functions, you may also blend in your mental manipulation to torture them from the inside out.

Prerequisites: Blood sphere, Mind sphere, caster level 5th.

Benefit: When you successfully establish blood control on a target, you may spend a spell point as a swift action to manipulate their mind, granting them a Will save against your Mind sphere DC. On failure, their body’s response system is under your control for the duration of the blood control. If used alongside Mass Blood Magic, you may affect any amount of creatures with this feat, but must pay the additional spell point per creature you affect.

When the creature fails their Will save against this feat, you select an ailment for the creature to suffer from, chosen from the following:

  • Fight or Flight: The target is shaken until the start of their next turn.
  • Hallucination: If you possess the Visions talent, you may cause the creature to suffer as if they failed a save against the Vision lesser charm, but the effects only persist for one round.
  • Pustule Burst: The target suffers nonlethal damage equal to 1d4 + half your caster level with the Blood sphere.
  • Queasy: The target is sickened until the start of their next turn.
  • Spasm: The target moves 5 feet in any direction you choose. You cannot move the target into a square that is intrinsically dangerous or into an obstacle, and the target may still take a 5-foot step afterwards.
  • Twitches: If you possess the Gestures talent, you may cause the creature to suffer as if they failed a save against the Gestures lesser charm, but the effects only persist for one round.

The target suffers from that ailment at the beginning of each of its turns. You may change the ailment as a free action. Additionally, whenever you successfully use a (still) or (quicken) ability on the target, you may cause them to suffer from an additional ailment for one round.

Reservoir [BaP]

Prerequisite: Blood sphere.

Benefit: Whenever a creature with Hit Dice of at least 1/2 your character level is slain or destroyed while under the effects of your blood control or by the effects of a blood art you cast or by suffering blood loss you caused, you may spend a move action before the end of your next turn to absorb the creature’s blood, gaining 1 blood point. You may have a maximum number of blood points equal to your Constitution modifier (or Charisma modifier, if you lack a Constitution score; minimum 1). You may spend blood points any time you would take Constitution damage or bleed from a Blood sphere ability to reduce the damage or bleed by 1 per point spent. Reducing Constitution bleed in this way only reduces it for the current round. Alternatively, you may spend blood points any time you would suffer blood loss to reduce the damage taken by 3 per point spent. Blood points expire after 1 hour.

Salvaging Execution [DbH]

Death is not the end of your wrath.

Prerequisites: Blood sphere, Death sphere (Shroud (dominion)), or Telekinesis sphere.

Benefit: When a target under the effects of your blood control, shroud mark, or telekinesis is killed or destroyed, you may move any parts of its body and any equipment it is carrying into any squares within close range of the target. Allies with hands free may catch anything which would move into a square adjacent to them. Creatures whose bodies are destroyed in this way cannot be raised by Raise Dead or similar effects which require an intact body.

If you spend a spell point as an immediate action, you may immediately move the target’s blood using hemokinesis, extract a blood construct, reanimate its corpse pieces using Piecemeal Reanimation, or use telekinesis to lift any equipment or body parts that the target possessed.

Surgeon’s Trade Secrets [BaP]

Sometimes the bloodied battlefield looks tame compared to the surgeons’ tents.

Prerequisites: Heal 1 rank, Blood sphere.

Benefit: When using the Heal skill on a target under your blood control, you gain a +3 bonus on that Heal check. If you have 10 or more ranks in Heal, this bonus increases to +6. When you target a creature suffering from a bleed effect with a blood art, you may choose to end that bleed effect when the target suffers blood loss.

In addition, you gain the following (blood art):

  • Gory Convalescence (blood art): You may spend a spell point to grant a target a second chance against a condition affecting their body. The target suffers blood loss and may immediately attempt a new saving throw against one disease or poison they are suffering from with a circumstance bonus on their saving throw equal to the blood loss.

Special: This feat counts as having Skill Focus (Heal) for the purposes of meeting prerequisites.

Transfusion [CrimDan]

Prerequisites: Blood sphere (Absorb Blood), caster level 5th.

Benefit: By draining the vitality of others, you can cure your ailments. When using the Absorb Blood talent as a standard action to deal Constitution damage, you can instead deal Dexterity or Strength damage. Additionally, instead of healing hit points, you can instead heal ability damage of the same type of ability damage dealt equal to the amount dealt. If you choose to heal ability damage instead of hit point damage, the amount of damage dealt increases to 1d3, which increases by one dice step for every 5 caster levels you possess beyond 5.

When combining this ability with Mass Blood Magic, you may choose to deal a different type of ability damage to each creature.

Vampire’s Guile (Dual Sphere) [CrimDan]

Prerequisites: Blood sphere, Mind sphere.

Benefit: Creatures taking bleed damage suffer a -2 penalty to saves against your Mind sphere abilities. Creatures under the effect of one of your non-harmless Mind sphere effects count as being below half their hit points for the purpose of determining saving throw penalties against your Blood sphere abilities.



Wild Magic

Wild Magic Generator

Wild Magic Table

d100 Result
1 For 1 minute per caster level, the casters gains a +1 bonus to attack rolls and caster level while taking bleed damage. This increases by +1 for every 10 character levels.
2 The caster takes a number of points of ability damage to his casting attribute equal to the effect’s caster level/4 (minimum 1) even if he would normally be immune to ability damage.
3 For 1 hour per caster level, the caster gains a hunger for blood. The caster gains a bite attack (primary, 1d6 medium, 1d4 small) and the Blood Thirst feat for the duration of this effect. Every hour spent without using this feat causes the caster to suffer 2 points of Constitution damage.
4 For 10 minutes per caster level, whenever the caster spends a spell point, all creatures within 30 ft. take bleed damage equal to half the caster’s Hit Dice for a number of rounds equal to caster level. This bleed damage may be stopped with a DC 15 heal check or any amount of healing.
5 The caster takes 1d4 points of Constitution drain (or Charisma drain, if the caster has no Constitution score) and a blood elemental is created in an adjacent space. This elemental is of the largest size possible based on caster level and serves the caster. This elemental remains for 1 minute per caster level and does not count against the total hit dice of blood elementals the caster may control.
6 For 10 minutes per caster level, whenever the caster spends a spell point, he takes bleed damage equal to half his Hit Dice for a number of rounds equal to caster level. This bleed damage may be stopped with a DC 15 heal check or any amount of healing.
7 (Combat) All creatures hostile within 60 ft. of the caster begin taking bleed damage equal to caster level. This effect automatically ends after 1 minute.
8 For 1 minutes per caster level, the caster leaves a trail per the spell point option of the Slick talent, even if not suffering from bleed damage.
9 For 1 round per caster level, all creatures within 20 ft. of the caster (excluding the caster) have their blood turned highly acidic, dealing 1 acid damage per caster level per round. If a creature is suffering bleed damage, all adjacent creatures and objects suffer this acid damage as well. Multiple sources of this damage do not stack.
10 All allied creatures within 30 ft. of the caster must succeed on a Fortitude save or dissolve into a puddle of blood until the start of their next turn. In this form, they gain immunity to bludgeoning, electricity, piercing, and slashing damage, gain vulnerability to cold and fire damage, and are only able to take mental-only actions. Such creatures have no control over their movement or form and will flow as a liquid to the lowest available point if not on a flat surface, moving at a rate of 20 ft. per round.
11 (Combat) For 1 round per caster level, the ground within 30 ft. of the target or center of the target area becomes covered in sticky blood, creating difficult terrain.
12 (Combat) For 1 round per caster level, all susceptible hostile creatures within 30 ft. of the caster begin bleeding around their eyes, imposing a 20% miss chance. This blood can be wiped away as a move action, removing the miss chance until the end of the creature’s turn.
13 All creatures within 30 ft. of the caster must succeed on a Fortitude save or take 1d4 Constitution damage and emit a wave of blood that bullrushes all creatures within 20 ft. directly away, with a CMB equal to caster level + CAM. This does not provoke attacks of opportunity.
14 For 10 minutes per caster level, the caster drips blood, suffering the effects of the Slick talent, even if not suffering from bleed damage.
15 Roll twice and take both results. Ignore any results that require rerolls. If both rolls thus ignored, there is no effect.
16 For 1 round per caster level, the caster becomes a mist of blood per the mist form ability of the bloodscarred archetype of the symbiat class.
17 All creatures within 30 ft. of the caster must succeed on a Fortitude save or take 1d2 Constitution damage and be shot 10 ft. + 10 ft. per 5 caster levels into the air on a pillar of pressurized blood. The pillar remains until the start of the caster’s next turn. Creatures on the pillar must succeed on a concentration check with a DC of 15 + caster level to cast a spell or perform any task requiring concentration. At the end of this result’s effect, creatures unable to fly fall, taking falling damage according to the pillar’s height. Creatures may move off the pillar if they succeed on a Reflex save but count as starting from prone.
18 For 1 round per caster level, all creatures within 120 ft. of the caster that take bleed damage have their blood turn black. Any bleed damage they take becomes negative energy damage.
19 The caster becomes immune to blood control for 1 minute per caster level; any ongoing blood control effects on the caster end immediately.
20 The spell point cost of the effect decreases by 1. If the effect did not require any spell points, the caster instead gains 1 temporary spell point that expires at the end of his next turn.
21 The caster takes 1d4 Constitution damage and emits a wave of blood that bullrushes all creatures within 20 ft. directly away, with a CMB equal to caster level + CAM. This does not provoke attacks of opportunity.
22 The effect fails and the action is lost. Any SP spent are lost.
23 (Combat) For 1 round per caster level, all allied creatures within 100 ft. of the caster take a -2 penalty to attack rolls and caster level while taking bleed damage. This penalty increases by -1 for every 7 caster levels.
24 The caster takes untyped nonlethal damage equal to caster level. This damage does not force concentration checks to cast or maintain sphere effects or spells.
25 (Combat) For 1 round per caster level, the blood of all creatures within 30 ft. of the caster thickens, reducing any bleed damage taken by half but imposing a -10 ft. penalty on all movement modes and a -2 penalty on Reflex saves, Dexterity checks, and Dexterity-based skill checks.
26 (Combat) For 1 round per caster level, all creatures within 100 ft. of the caster gain a +1 bonus to attack rolls and caster level while taking bleed damage. This bonus increases by +1 for every 7 caster levels.
27 For 10 minutes per caster level, the caster may squirt blood from his eyes, mouth, etc., granting a +1 circumstance bonus on Intimidate checks. This bonus increases by +1 at caster level 5 and every 5 caster levels thereafter.
28 Until the start of his next turn, the caster dissolves into a puddle of blood. In this form, the caster gains immunity to bludgeoning, electricity, piercing, and slashing damage, gains vulnerability to cold and fire damage, and is only able to take mental-only actions. The caster has no control over his movement or form and will flow as a liquid to the lowest available point if not on a flat surface, moving at a rate of 20 ft. per round.
29 All ongoing bleed damage affecting hostile creatures within 60 ft. of the caster immediately stops as if targeted by the coagulate (still) ability. This result is resolved after the triggering effect
30 For 1 hour, the caster may choose to dissolve into a puddle of blood or return to his normal form as a move action. In this form, the caster gains immunity to bludgeoning, electricity, piercing, and slashing damage, gains vulnerability to cold and fire damage, and is only able to take mental-only actions. The caster has no control over his movement or form and will flow as a liquid to the lowest available point if not on a flat surface, moving at a rate of 20 ft. per round.
31 The effect fails, but the action is not lost. Any SP spent are lost.
32 (Combat) For 1 round per caster level, blood rains down in a 60 ft. radius around the caster. This thick red rain obscures all sight, including darkvision, beyond 5 feet. A creature 5 ft. away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). In addition, the ground within this area becomes slick, and counts as difficult terrain.
33 Roll twice and choose the result. Ignore any results that require rerolls. If both rolls thus ignored, there is no effect.
34 (Combat) For 1 round per caster level, the caster’s eyes begin bleeding, blinding the caster. This blood can be wiped away as a move action, removing the blindness until the end of the caster’s turn.
35 (Combat) The caster takes 1d4 Constitution damage and emits a line of blood that bullrushes and trips all creatures in a line 10 ft. long per caster level and 5 ft. wide + 5 ft. per 5 caster levels, with a CMB equal to caster level + CAM. The caster may chose the direction of this line. This does not provoke attacks of opportunity.
36 For 1 minute per caster level, an enormous mosquito swarm covers a 120 ft. radius around the caster. This swarm has the statistics of a normal mosquito swarm, but has hit points equal to caster level x 10. The swarm remains stationary.
37 The caster gains knowledge of one talent of his choice from this sphere for 1 round.
38 For 10 minutes per caster level, the caster is sickened whenever within 30 ft. of a creature taking bleed damage.
39 (Combat) For 1 round per caster level, all susceptible creatures within 30 ft. of the caster begin bleeding around their eyes, imposing a 20% miss chance. This blood can be wiped away as a move action, removing the miss chance until the end of the creature’s turn.
40 Roll again on the Universal wild magic table.
41 For 1 hour, any creature that is slain within 120 ft. of the caster explodes in a shower of gore. Any creature with 30 ft. of the slain creature is nauseated for 1 round and sickened for 1 minute thereafter. Individual creatures can only be affected by this result once per 24 hours.
42 As an instantaneous effect, all water within 400 ft. of the caster is turned to blood.
43 For 1 minute per caster level, the caster is pursued by a mosquito swarm. This swarm appears adjacent to the caster and attempts to enter the caster’s space to the best of its ability.
44 For 1 minute per caster level, the caster becomes a blood elemental. Treat this as the water elemental option of the Alteration sphere’s Elemental Transformation, with the addition of the blood construct’s absorb blood ability. No additional Alteration sphere traits may be added to this effect. This is a polymorph effect.
45 The casting time increases by 2 steps.
46 As an instantaneous effect, all drops of blood within 30 ft. of the caster transforms into a spider. A swarm of spiders is created sharing the space of every creature within this radius that is suffering bleed damage, below half hit points and not immune to bleed damage, or that has died in the past hour and was not immune to bleed damage.
47 (Combat) For 1 round per caster level, all susceptible allied creatures within 30 ft. of the caster begin bleeding around their eyes, imposing a 20% miss chance. This blood can be wiped away as a move action, removing the miss chance until the end of the creature’s turn.
48 (Combat) For 1 round per caster level, a mist of blood as per the Red Mist talent cover an area within 60 ft. of the caster. This result follows the caster.
49 For 1 hour per caster level, all blood within 400 ft. of the caster glows. Creatures susceptible to blood control shed light as a candle. Creatures suffering from bleed damage shed light as a torch. Anyone attempting to follow the trail of a creature suffering bleed damage gain a +10 circumstance bonus to their survival check to track as long as the trail is within this area.
50 Effect receives a -4 penalty to caster level (minimum 1).
51 (Combat) The caster is dazed for 1 round.
52 For 10 minutes per caster level, whenever the caster takes slashing or piercing damage originating from a creature within 20 ft., that creature must succeed on a Reflex save or a blinded by the spray of blood. This blindness continues until the creature spends a standard action or two move actions wiping it away.
53 For 1 round per caster level the caster’s blood becomes highly acidic, dealing 1 acid damage per caster level per round. If the caster is suffering bleed damage, all adjacent creatures and objects suffer this acid damage as well. Multiple sources of this acid damage do not stack.
54 As an instantaneous effect, all blood within 400 ft. of the caster that is not contained inside a creature is turned to water.
55 All creatures within 30 ft. of the caster must succeed on a Fortitude save or dissolve into a puddle of blood until the start of their next turn. In this form, they gain immunity to bludgeoning, electricity, piercing, and slashing damage, gain vulnerability to cold and fire damage, and are only able to take mental-only actions. Such creatures have no control over their movement or form and will flow as a liquid to the lowest available point if not on a flat surface, moving at a rate of 20 ft. per round.
56 The caster makes a single magical skill check against all Blood sphere effects within medium range to dispel them as if using the Counterspell feat. This is resolved after the triggering effect.
57 (Combat) For 1 round per caster level, all weapon attacks made within 60 ft. of the caster deal additional bleed damage equal to 1/4 caster level (minimum 1). This does not stack with any other bleed damage they may deal.
58 For 1 round per caster level, all bleed damage within 30 ft. of the caster is doubled.
59 (Combat) For 1 round per caster level, the ground within 30 ft. of the caster becomes covered in sticky blood, creating difficult terrain.
60 The caster makes a single magical skill check against all Blood sphere effects within medium range to dispel them as if using the Counterspell feat. This is resolved before the triggering effect.
61 For 1 minute per caster level, the caster leaves a trail of burning blood behind, dealing 1 fire damage per caster level to any creature that enters a square the caster has left since the start of the casters last turn.
62 The caster takes 1d4 points of Constitution drain (or Charisma drain, if the caster has no Constitution score) and a blood elemental is created in an adjacent space. This elemental is of the largest size possible based on caster level and is hostile toward the caster. This elemental remains for 1 minute per caster level and does not count against the total hit dice of blood elementals the caster may control.
63 For 1 hour per caster level, the caster leaves a trail of blood. This trail gives a +5 circumstance bonus to any creature attempting to track the caster. This bonus is doubled if the creature possesses the scent ability. Additionally, the blood trail may attract predatory creatures as appropriate to the environment.
64 For 1 round per caster level, a mist of blood as per the Red Mist talent cover an area within 60 ft. of the target or center of the target area. Any creature that enters or starts its turn within this area takes 1 fire damage per caster level. This result remains stationary.
65 (Combat) For 1 round per caster level, the ground within 30 ft. of the caster becomes covered in blood, causing all creatures within this area to slip as per the Slick talent. This effect moves with the caster.
66 For 1 minute per caster level, the caster experiences a rush of empowered blood, gaining a +10 circumstance bonus to all non-magical movement speeds.
67 The effect fails and the action is lost. Any SP spent are not lost.
68 Effect receives a +2 bonus to caster level.
69 (Combat) The caster takes 1d4 Constitution damage and emits a line of blood that bullrushes and trips all creatures in a line 10 ft. long per caster level and 5 ft. wide + 5 ft. per 5 caster levels, with a CMB equal to caster level + CAM. The direction of this line is chosen randomly using the thrown splash weapon miss rules. This does not provoke attacks of opportunity.
70 For 10 minutes per caster level, the caster takes a -1 bonus to attack rolls and caster level while taking bleed damage. This penalty increases by -1 for every 5 character levels.
71 For 10 minutes per caster level, the caster’s blood thickens, reducing any bleed damage taken by half but imposing a -10 ft. penalty on all movement modes and a -2 penalty on Reflex saves, Dexterity checks, and Dexterity-based skill checks.
72 The caster loses knowledge of any of the talents used in the effect (but not the base sphere) for the length of the effect (minimum 1 round).
73 (Combat) For 1 round per caster level, all creatures within 100 ft. of the caster take a -1 penalty to attack rolls and caster level while taking bleed damage. This penalty increases by -1 for every 7 caster levels.
74 (Combat) The caster is stunned for 1 round.
75 The caster is exhausted.
76 For 1 round per caster level, a mist of blood as per the Red Mist talent cover an area within 60 ft. of the target or center of the target area. This result remains stationary.
77 The spell point cost of the effect increases by 1d4. If the caster does not have enough spell points, he is instead dazed until the end of his next turn.
78 The casting time decreases by 1 step.
79 The caster loses access to this sphere for 1 minute per caster level.
80 For 1 round per caster level, all bleed damage within 30 ft. of the caster is halved.
81 The casting time increases by 1 step.
82 (Combat) For 1 round per caster level, the ground within 30 ft. of the target or targets becomes covered in blood, causing all creatures within this area to slip as per the Slick talent. This effect remains stationary.
83 (Combat) The caster is nauseated for 1 round.
84 The caster begins taking bleed damage equal to caster level. This effect automatically ends after 1 minute.
85 The spell point cost of the effect increases by 1. If the caster does not have enough spell points, he is instead staggered until the end of his next turn.
86 (Combat) For 1 round per caster level, all hostile creatures within 100 ft. of the caster gain a +2 bonus to attack rolls and caster level while taking bleed damage. This bonus increases by +1 for every 7 caster levels.
87 For 1 minute per caster level, the caster leaves a trail of acidic blood behind, dealing 1 acid damage per caster level to any creature that enters a square the caster has left since the start of the casters last turn.
88 (Combat) For 10 minutes, any bludgeoning, piercing, or slashing damage dealt within 100 ft. of the caster results in gratuitously large spray of blood. This has no mechanical effect. Any creature reduced to 0 or fewer hit points within this area that would be susceptible to the caster’s blood control has a 10 ft. radius around their space filled with blood, making it difficult terrain. This difficult terrain lasts for the duration of this result.
89 All ongoing bleed damage within 60 ft. of the caster immediately stops as if targeted by the coagulate (still) ability.
90 As an instantaneous effect, any creature currently under the effects of a disease, poison, or potion and suffering from bleed damage immediately has the disease, formulae, potion, or poison effects end as the cause is drawn from its blood.
91 The casting time decreases by 2 steps.
92 For 1 round per caster level, a mist of blood as per the Red Mist talent cover an area within 60 ft. of the target or center of the target area. Any creature that enters or starts its turn within this area takes 1 acid damage per caster level. This result remains stationary.
93 For 1 minute per caster level, all creatures within 6- ft. of the caster experiences a rush of empowered blood, gaining a +10 circumstance bonus to all non-magical movement speeds.
94 All creatures allied within 60 ft. of the caster begin taking bleed damage equal to caster level. This effect automatically ends after 1 minute.
95 For 10 minutes per caster level, whenever the caster deal slashing or piercing damage to a creature within 20 ft., the caster must succeed on a Reflex save or a blinded by the spray of blood. This blindness continues until the caster spends a standard action or two move actions wiping it away.
96 The caster takes 1d4 Constitution damage even if he would normally be immune to ability damage. Creatures without a Constitution score instead take Charisma damage.
97 For 10 minutes per caster level, all creatures that die within 60 ft. of the caster have their blood extracted to create a blood construct per the Extract Blood Construct talent. Constructs created this way are hostile toward the caster and do not count against the number of Hit Dice of constructs he can control.
98 The caster is fatigued.
99 All creatures within 60 ft. of the caster begin taking bleed damage equal to caster level. This effect automatically ends after 1 minute.
100 (Combat) For 1 round per caster level, the caster acts as if under the effects of the Blood Puppet talent, controlled by the nearest intelligent (INT greater than 2) hostile creature. The controlling creature is aware of this and intuitively knows how to use this ability.

Optional Rules

Blood as a Spell Component or Focus

Using a portion of a creature’s blood as an additional spell component creates a bond between the caster and the target, making the effect harder for the target to resist. Gathering sufficient blood, one vial’s worth, requires inflicting 1 point of Constitution damage to a willing or helpless creature as a full-round action. When used as an additional spell component, the save DC of the spell or sphere effect is increased by +1 per vial used (to a maximum of +4) against the creature whose blood was used, though any other creatures making a save against the spell or sphere effect has the DC reduced by an equal amount.

When used as a focus component, the duration of any Divination sphere effect or spell of the Divination school that would locate or contact the creature whose blood is used has its duration doubled per the Extend metamagic feat and its area increased as the Widen Spell metamagic feat, if applicable. These increases stack with the increases from those metamagic feats. Alternatively, the caster may reduce the casting time of such a spell or sphere effect by 1 step, to a minimum of 1 round.

Blood does not last indefinitely, losing its potency after 1d6 hours. A successful DC10 Heal check made as a full-round action can determine the number of hours remaining.

Particularly hot conditions may reduce this time, while particularly cold ones may extend it, at the GM’s discretion. The most common method for preserving a sample of blood is placing it in a vial prepared with a small dose of unguent of timelessness (a vial of unguent of timelessness is sufficient to prepare 75 vials). This is sufficient to preserve the sample for 1 year. Pre-prepared vials may be purchased for 3 gp. Once used, the vial is a normal glass vial with no special properties.

Blood Alchemy

The blood of certain creatures can be used when crafting alchemical items to reduce the required material cost. By inflicting 1 point of Constitution damage on a willing or helpless creature of either the correct race or subtype, or that possesses the necessary ability, you may reduce the cost of crafting a single corresponding alchemical item by half. See the following table for suggestions on what races and types correspond to each alchemical item. Other races and items may be appropriate at the GM’s discretion.
Alchemical Item Race or Creature Creature Subtype Universal Monster Ability
Acid flask Oread Earth -
Alchemist fire Ifrit Fire Burn
Brewed reek Troglodyte - Stench
Elemental breath Sylph Air -
Fury drops Half-orc, orc Orc Blood rage, ferocity
Gel, fire ward Undine Cold, water Immunity (fire), resistance (fire)
Gel, frost ward Ifrit Fire Burn, immunity (cold), resistance (cold)
Ifrit’s blood Ifrit Fire Burn
Ink (glowing) Aasimar Angel, archon -
Powder (rusting) Rust monster - -
Smoke pellet Fetchling Dark folk -
Smoke stick Fetchling Dark folk -
Thunderstone Sylph Air -
Troll oil Troll - Fast healing, regeneration
Woundweal - - Poison

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