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Grimoire Ex Cruor Veneficus

Description This tome is several hundred old, yet incredibly fine parchment pages, bound together with an odd pale leather. The text inside is written in a dark red ink, The whole book reeks of a rot. Useage The Grimoire is full of the secrets of blood magic, containing many techniques to train one to use their blood as a weapon. While powerful, this practice is dangerous, and is looked down upon in many societies. To learn the secrets, one needs to study the book and make use of the exercises described therein. This takes 2 hours a day, for two weeks. fter which the reader must make a !" 2# $ntelligence check. %uccess means that the reader understood the process and may start gaining blood motes. &ailure results in a lack of understanding and the reader may try again after he gains a level. Blood Magic 'lood magic, unlike other spells, does not require spell slots or preparation in advance. blood mage simply knows their blood magic abilities and may use them provided he has sufficient blood motes to activate it. While some blood magic may be similar to spells, they are not and thus are not affected by spell resistance or spell failure. Acquiring Blood Motes 'lood motes are required to use blood magic abilities. 'lood motes are gained directly from blood, normally the blood mage(s. Whenever the blood mage takes damage equal or greater than their level, or at least receives a )2 penalty from a pain effect, the blood mage gains one blood mote. These blood motes remain until used or until the blood mage rests for eight hours. $n addition, every time the blood mage receives magical healing, he loses one blood mote. The blood mage may have a maximum number of blood motes equal to their level. Blood Magic Arcana The abilities of blood magic are called arcana. blood mage may know a number of arcana equal to his constitution modifier. This can be increased by taking the *xpanded rcana feat. Temporary bonuses to constitution, such as from the 'ear(s *ndurance spell, will not grant additional arcana. The available arcana are as follows. Bloody Blades Cost: + blood mote Prerequisites: none Acti ation !ime: + move action Duration: + round,level Effect: -ou cause a pair of single edged blades, composed of blood, to sprout from your hands. These blades deal +d. damage, with a critical threat range of +/)20,x2. -ou attack with both blades as if they were light weapons and you had the Two)Weapon &ighting feat. Bloody "nuc#les Cost: + blood mote Prerequisite: 1one

Acti ation !ime: + move action Duration: + round,level or until discharged Effect: 'lood surrounds your fists, gathering into the form of a cestus or brass knuckles or similar weapon. &or the duration of the arcana, your unarmed strikes deal lethal damage and do not provoke attacks of opportunity. $n addition, you may discharge this arcana to automatically confirm a critical threat you make against an opponent. -ou must roll the critical threat normally. $anguine Missile Cost: + blood mote Prerequisites: 1one Acti ation !ime: + standard action %ange: "lose 22# feet 3 # feet,level4 Duration: $nstantaneous Effect: -ou gather blood into a small ball, which you then throw at an opponent. -ou make a ranged touch attack that deals +d.3+,level of magical bludgeoning damage to an enemy. $anguine %ay Cost: 5 blood motes Prerequisites: %anguine 6issile Acti ation !ime: + standard action %ange: "lose 22# feet 3 # feet,level4 Duration: $nstantaneous Effect: -ou create a ray made of supernaturally hard blood. -ou may fire one ray, plus an additional ray for every four levels beyond 5rd, to a maximum of three rays at ++th level. *ach ray is a ranged touch attack that deal 7d. points of magical piercing to an enemy. *ach ray can target multiple enemies, but each enemy must be within 50 feet of each other and all rays must be fired simultaneously. $anguine Blast Cost: #3 blood motes Prerequisites: %anguine 8ay Acti ation !ime: + standard action %ange: +20 ft Area: +20 ft line Duration: $nstantaneous Effect: -ou generate and fire a massive blast of superheated blood. Those caught in the attack take +d. points of fire damage, plus an additional +d. points of fire damage per level, to a maximum of +0d.. ffected creatures may make a reflex save 2!" +53con modifier4 for half damage. &or an additional 2 blood motes, creatures caught in the area must make an additional reflex save, or be blasted to the end of the line, taking an additional +d. damage per +0 feet moved and be knocked prone. Blood Crystals Cost: #3 blood motes Prerequisites: 1one Acti ation !ime: + standard action %ange: 20 feet Area: "one shaped burst Duration: $nstantaneous Effect: -ou cause droplets of blood to harden and crystalli9e, before spraying out at your foes.

"reatures caught in the area take +d. points of slashing and piercing damage per level, to a maximum of +0d. damage. ffected creatures may make a reflex save 2!" +53con modifier4 for half damage. $n addition, affected creatures must make a fortitude save or become sickened for one round. &or an additional 5 blood motes, you may have them take +d. points of bleed damage for a number of round equal to double your constitution modifier instead of being sickened. $tigmata Cost: .3 blood motes Prerequisites: 1one Acti ation !ime: + standard action Duration: $nstantaneous Effect: 'y spending the requisite blood motes, you cause blood to well up from a location on your body, usually your wrists. 'y feeding this blood to a target, they heal +d/ damage, plus an additional +d/ per two levels you possess. &or an additional 5 blood motes, the target also gets to make another fortitude save against any ongoing physical effects, such as poison or disease. $ummon Blood Elemental Cost: : blood motes Prerequisites: 1one Acti ation !ime: + full round action %ange: "lose 22# feet3# feet,level4 Duration: + round,level Effect: -ou summon an elemental composed of blood, thought to be related to a water elemental by some. The blood elemental appears in the square you designate and act immediately on your turn. $t attacks anyone you designate, but it is incapable of communication, via verbal or supernatural means. !ue to the extremely violent nature of blood elementals, when the spell(s duration is over, there is a 2#; chance that it go berserk and remain to attack any creature it can perceive until it is destroyed. Blood Magic &eats Bloody $acrifice 8ather than using your own blood, you prefer to use the blood of others, willing or not. Benefit: -ou can acquire blood motes from others. To do so, you must deal damage equal to one and a half times your level to the target. -ou gain one blood mote each time you do this. $f the target is not willing, they must be rendered helpless before you use this feat. $elf'$acrifice $n emergencies, you can pull even greater power from your blood, at the cost of your health. Benefit: -ou can pull more blood motes from your blood, but at a great cost. s a standard action you may willingly inflict constitution damage to yourself in order to gain blood motes. &or every 2 points of constitution damage you take, you gain 5 blood motes. -ou recover this constitution damage as normal. Expanded Arcana -ou know more arcana than normal. Prerequisites: "onstitution +73 Benefit: -our known arcana capacity increases by two. -ou still must take the time to learn arcana normally. $pecial: This feat may be taken multiple times. *ach time you take it, increase the constitution score prerequisite by two. *G taking this feat a second time requires +. constitution, +/ for a third and so on.

(e) Monsters Blood Elemental C%* +P ,-.// 1* 6edium <utsider 0nit 3+ $enses: !arkvision .0 feet Defense AC 20 23: natural4 Touch ++, &lat)&ooted +: 1P 72 2#d+03+#4 &ort 3= %ef 32 2ill 37 3ffense $peed 20 feet, %wim :0 feet Melee %lam 3/ +d/35 $tatistics $tr += Dex +2 Con += 2is ++ 0nt +0 C4a +: Base At# 3# CMB 3/ CMD +: &eats >ower ttack, "leave $#ills >erception 3/, %wim 3+/?, %tealth 3: $pecial A5ilities Blood5at4 6Ex7: With a successful grapple check 2grapple bonus 3+2, including a 3# racial bonus on grapple checks4, a blood elemental may engulf a creature of up to its own si9e category. n engulfed creature is sub@ect to drowning. The elemental may e@ect the engulfed creature at any time. victim that is still alive when it emerges from the blood elemental(s body 2whether by escaping the monster(s hold or by being e@ected4 takes +d. points of Wisdom damage because of the strain on its sanity that the sensation of drowning in blood produced. &urthermore, the victim creature must make a successful &ortitude save 2!" +#4 on emerging or be nauseated for 2d. rounds. Cause 0nsanity 6$u7: <nce per day, a blood elemental can produce an effect identical to that of the insanity spell 2caster level +5thA save !" +.4. 0mmunities6Ex7: The blood elemental(s alien psychology and physiology make it immune to critical hits, mind)affecting effects, stunning. 0ncompre4ensi5le 6Ex7: 'ecause of its alien mentality, a blood elemental does not understand verbal communication of any sort, nor can its own gurgling language be understood by any creature except its own kind. blood elemental is immune to all language)dependent spells and effects, and no mundane or magical effect that usually allows verbal communication 2including a tongues spell or a monk(s tongue of the sun and moon ability4 functions with respect to it.

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