Old Blood

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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