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. Targets with less than half their maximum hit points or taking bleed damage 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 pass a magic skill check. A creature may always attempt to end the blood control on themself by making 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).
Some Blood talents are marked (quicken) or (still). These talents grant you additional blood control abilities. 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.
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 pass a magic skill check or have the bleed damage negated. Creatures imposing bleed damage via non-magical abilities (such as the blooded strike ability of the Duelist sphere) may substitute their base attack bonus for their magic skill bonus on this 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 never stack with those gained from other instances of this ability nor with those gained from the same instance on other rounds. 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 Control, 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 Control 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.
Crimson Vortex
As a standard action you may create a crimson spread with a 5 ft. radius within your blood control range. Creatures that are within this area when it is cast or that start their turn within the area must make 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 (still) ability as part of creating this area; you may apply the selected ability to the affected creatures.
You may spend an additional spell point to increase this radius by +10 ft. increasing by +5 ft. at 7th caster level and every 7 caster levels thereafter. This spread does not obscure vision. You need not be able to see or be aware of 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 ft. plus 5 ft. 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
As a standard action, you may make a single weapon attack. If a creature is damaged by this attack, 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 it is under the effects of your blood control, you may apply a (quicken) or (still) effect to it. This talent may be used with the Spell Attack feat (see Champion Feats). Applying any (quicken) ability as part of this talent counts as dealing bleed damage with the weapon for the purposes of the Bloodmonger feat.
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. See the Sphere Bestiary for the statistics of the blood construct. 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 3 Hit Dice of blood constructs per caster level under your control at the same time; creating additional constructs forces you to dismiss existing elements until the total Hit Dice no longer exceed this cap. Temporary increases to caster level (such as from staves, 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 Control, 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 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.
Hemokinesis
You gain the following abilities:
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 ft. + 5 ft. 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 ft. per 2 caster levels. If moving a volume of blood of at least Small size, you may attempt a bullrush 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 Control, 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.
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 Control, 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), 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 make 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 make a save against the disease.
Hemorrhage
Your bleed (quicken) ability now deals 2 points of damage per caster level.
Improved Range
Your blood control increases its range to medium. You may select this talent a second time, increasing the range to long.
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
As part of casting blood control, you may increase the casting time by one step (usually a standard to a full-round action) to inflict 1 point of Constitution damage on yourself and make a melee touch attack (if within your natural reach) or ranged touch attack against a creature within your blood control range. You may hold the charge if using the melee option; if you possess Hemokinesis, you may hold the charge when using the ranged option. If successful, the targeted creature is treated as if it were bleeding for the purpose of the save penalty on any instance of blood control targeting that creature. Additionally, your Blood sphere effects targeting the struck creature ignore any spell resistance it possesses. This persists for 1 round per caster level or until the creature 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 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 bleeding or being below half their maximum hit points.
If you possess Mass Control, you may target multiple creatures, taking 1 point of Constitution damage and making an attack roll for each target.
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 makes 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 (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 Control
When targeting creatures with blood control or a (quicken) or (still) ability, you may spend an extra spell point to affect up to 1 additional creature per 2 caster levels (minimum 1) within range. All targets must be affected by the same ability. 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.
Red Mist
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 has 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 ft. + 5 ft. per 5 caster levels. The mist 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).
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 bleeding 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 Control.
Quicken 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 spell-like 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 Control, you may take control and command multiple puppets, but must divide a single round’s worth of actions between all puppets.
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 for the duration of this effect. This does not stack with similar effects such as the haste ability of the Time sphere. 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.
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 (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.
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.
This change lasts until for the duration of the poison unless dispelled or ended with a (quicken) talent.
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.
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 bullrush, 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 make 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 make a Reflex save or fall prone.
Still Talents
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 for the duration of this effect. This does not stack with similar effects such as the haste ability of the Time sphere. 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.
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 (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.
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. This change lasts until for the duration of the poison unless dispelled or ended with a (quicken) talent.
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.
Numb (still)
You may cut off flow to parts of a creature’s body, making fine manipulation difficult. The target take 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.
Old Blood Feats
Click the header above to visit the Sphere-Focused Feats page. This section includes feats that directly improve or rely upon this sphere.
Old Advanced Blood Talents
Click the header above to visit the Advanced Talents page. This page includes talents that are more powerful than the ones presented on this page - but remember, Advanced Talents are only available with GM permission.
Old Blood Drawbacks
Click the header above to see the Sphere-Specific Drawbacks for this sphere. If you're using the optional Casting Tradition rules, Drawbacks allow you to acquire one or more bonus talents in a sphere in exchange for a limit on using this sphere.
Archetypes Specializing in Blood
-Old Bloodscarred
The Bloodscarred is an archetype for the Symbiat offering a variety of vampiric powers.
-Old Hemophage [CS]
The Hemophage is an archetype for the Bloodrager that can gain bloodline powers by consuming them from enemies.
-Old Hemetic Philosopher
The Hemetic Philosopher is an archetype for the Alchemist that uses blood to create potions.
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 |