Kahiran Blood Magic


Note: Blood Mages can learn these powers in any order unless levels are stated, and cast any of them at current level or lower.

Kahiran Blood Sorcery

Hold Spells: Hold - Stop Action (as called) Stop all Action - Freeze Motion: These spells Inhibit Motion and Action.

Dimensional Crystal Globe - Casts mage into multi-verse dimension or Traps target into multi-verse dimension.

Orb of Reversal - Orb reverses magic and attacks back on attacker

Permanent MR Orison - Grants target permanent MR at +1% per Success.

Remove Curse - with higher roll.

Ultimate Curse Removal: 1 ace per 5 dice rolled required to succeed. Will remove ANY curse on success!!

Ring of Rune Stones: Rune Stones appear to circle party, absorbing all magic and energies cast on party. Cannot be dispelled unless caster dispels it. Ward will self-dispel if any party members attack or step outside of ring.

Distortion Disjoin - scatters a spell or volley of missiles disjoining them

time Walk: Ability allows a mage to walk from one time plane into another.

Shadow Walk - Folds dimensional layers as mage walks through the demi-plane of Shadows to close distance or walk on the edge of a material plane without being seen.

Teleport - Transports Subject from one place to another using quantum wormholes in the multi-layers of space.

Open Dimensional Gate - Opens a dimension portal from one dimension into another.

Dimensional Shift - Shifts target / object from one dimension into another.

Phantasm - Creates a realistic illusion.

TRUE Phantasm - Creates a realistic illusion that can be felt, tasted and touched.

Fabricate - A called item.

Planar Enchantment - Enchant an item or object to contain a planar pocket or gateway, and create sentient artifacts by trapping the will of a called specter in an object or item and implanting commands and power in artifact as well.

Create Arcane Items and Weapons - as called with learned powers at power of roll.

Create Artifact - as called with learned powers at power of roll. All artifacts must have a set penalty with a contingency which triggers the consequence. Artifacts have a will of their own that may be a reflection of the caster's will or the will of another being invoked by the caster.

Neutralize Poisons - power vs.LoD of poison's resistance to being neutralized, otherwise poison is neutralized with a successful roll.

Enduring sleep - Lasts until dispelled by caster on a natural crit, or up to +1 day per success.

Shield from Magic: shields from magic up to +1 turn per ace or until a spell is cast by one shielded.
Shield against Missiles: shields against magic and normal missiles.
Fire Shield - fire shields one protected and back-flashes on attacker that come within range of +1 foot per ace.
Reverse Polarity Shield - reverses spells on attacker.
Shield of Invulnerability: shields against all attacks as long as no attacks are initiated.
Prismatic Sphere of Arrest - sphere arrests target within its globe and any attempts to damage Sphere Backlash at power of sphere.
Elemental Shield - shields against elemental attacks.
Shield of Endurance - Stamina will not drop below 5 until shield is dispelled or the one protected uses magic.
Blood Shield - shields from all attacks on the blood and from blood loss.
* Shields last +1 turn per ace or until dispelled.

Arcane Architect
Layer - create combo spells and complex wards by layering powers.
Loop - Loop powers to make them resist counters as power continues to loop, perpetuating its own energy.
Stream - stream power to make it last long (aggravated damage and lasts +1 turn per ace).
Animate - Animate a power to keep it on the move. Makes it hard to hit with a counter spell. Negates magic HB to 0.
Weave - weave magic to make it resist all counters but disjoin, dismantle, and arcane tears.
Fold - Fold magic to make it hard to detect or identify while making it impervious to spells which attack concealment.
Shatter - Shatter spells that cannot be dispelled, disjoined, or dismantled.
Dismantle - Dismantle layered spells.
Disrupt - Disrupts and interrupts powers and continuous powers long enough (1 turn) to tear them down or counter streams and loops.
Disjoin - Disjoins power from its source.
Arcane Signature - identify who cast a spell by special signatures that are unique to each mage.
Detect Signature - with higher roll
Conceal Signature - with higher roll
Arcane Agent - detect and identify spells, the presence of power, signatures, marks, and seals.
Mage's Mark - Seals Spell, Magic Item or Glyph with Mage's mark to aid against dispels. Mark must be broken before spell can be dispelled.
Dispel magic, Undo Last Action, Undo Effect (as called).
Negate - Lowers the Power of a spell by roll of Negation.
Factor - Factors a power with a called effect to enhance it by +1 success per factor.
Proofing Spell - Proofs against dispels, enchantments, curses, dismantles, etc as called. Can be placed on Spells, Wards and Items. +1 success per proof.
Arcane Endurance: A power imbedded with this effect lasts until it is dismantled. A natural crit and higher roll is required to shatter Arcane Endurance and the endurance must be shattered first.

[2] 1-6: Projection: Projects Image or Images of caster into another place or even dimension at high levels. Control projections through mental projection or command.
[4] 7-12: Many Faces of Self: up to +1 self Projections per ace
[6] 13-18: Project Party: of up to +1 members per ace.
[8] 19-24: Allied Arms: Project Party up to +1 times per ace.
[10] 25-30: Livid Projection: make a projection or projections quasi-real at levels +1 per ace each in magic or combat.
[12] 31-40: Authentic Projection: Projection becomes real and has all the same levels and abilities.

Kahiran Blood Magic (Levels 20+ only)
Authentic Illusion: Much like TRUE Phantasm only this is a more powerful version. Illusion becomes authentic through quantum projection.
Tower of Will - Impenetrable Tower of Id, +1 Willpower per Ace.
Crack Tower of Will - Shatter Willpower, -1 per ace.
Scatter Arcane Weave: Target's power will be very unstable at 50% chance of failure for +1 turn per ace. Not effective against invocations but effective against arcane, wards, and area spells.
Destroy Arcane Weave: Opposing Spell fails if used to counter a spell, or destroy a target's ability to use magic for up to +1 day per success, also destroys wards and area spells. Creates an Arcane Dead Zone if used on an area that is not affected by magic.
Quantum Tear - Quantum abilities or powers are damaged and quantum mages or power suffers -1 Level per ace penalty when hit with this power, -1 level per success on a crit for +1 day per ace, +1 day per success on a crit.
Arcane Adaptation - Imbed with spells to make power adapt to called conditions via a contingency which triggers the adaptation.

Absolute Command over the Mind
Erase Memory - Specific memories can be chosen for erasure.
Erase Past - With erasure, erased memories leave an "echo" behind, therefore memories can be returned with correct counter.
Obliterate Memory - Specific memories can be permanently destroyed.
Obliterate Past Memories - Memories of past and their "Echo" is destroyed. Permanent condition.
Implant Permanent Memories - Implant selective memories.
Implant Permanent Past Memories - Invoker can implant an invented past in subject.
Mental Adjustment - Boost, recover, or reduce any called mental trait (CD) but intelligence by +1 or -1 per ace rolled.

Spirit Command
Soul Transfer - Casts or Captures Soul into a place or a planar object.
Soul Shred - Shreds weave of soul doing severe damage to soul. A shredded soul can not be summoned to a resurrection until it had been mended.
Obliterate Soul - This spell destroys soul utterly.
Vaporize Soul - Same as above but also erases Soul's Echo.
Immure Soul - Captures and holds soul in a Sphere.
Kahir's Abomination - Soul and mind are struck with horror fest of realistic phantasms, the target seeing themselves as though their skin is melting, and falling from their form, feeling their skin tear away and fall in shreds on the floor, while demons appear to surround the victom. Abomination can vary as Caster induces.

Essence of Life
20- Remove Essence - extract Essence
21- Absorb Essence +1 permanent Life Point per success.
22- Drain Essence -1 Life Point per ace permanently.
23- Cast Essence - Imbues target with essence at +1 Life permanently.
24- Convey Essence - Transfers essence from one target to another at +1 Life permanently to receiver and -1 Life to donor.
25- Destroy essence - Death Blow on success, destroys a target's essence and makes a zombie of them, as life but not body is destroyed.

Kahiran Purification
Ritual: Taps Required for all Kahiran Purification Spells. Using all these powers combined on a subject is known as Kahiran Purification.
These Spells are Painful to subject (success=Damage) and do damage to caster (-5 HP to Cast + Successes=Damage} These Abilities purify target to their original state as they were born in this life at their present age. It can remove Vampirism, Lycanthropy, and Demonism in those who were sired. Blood Mages and Liches are Immune to being subject of these powers. Other spells must be infused with these spells, such as Blood Shield. Mind Shield. Temporal Shield. Soul Shield. Capture Memories. Restore Memories.
Purification of Blood - Purifies blood of all taints, poisons (even those with anti-neutralizing) or alterations.
Purification of Body - Purifies the body of all unnatural states and toxins.
Ultimate Mind Purification - Purifies the mind of all unnatural states.
Purification of the Soul - Purifies the soul completely.

Morph Blood
Blood to Energy - target affected gets +1 level and strength per ace on next 2 turns.
Blood to Raw Power - Spend +1 stamina and cast blood spell for high damage.
Blood Burn - damages, lowers strength and stamina -1 per ace.
Blood to Magma - Deadly on crit.
Blood to Lightning - Deadly on crit.
Blood to Deadly Venom - Deadly on crit if target's blood is morphed, and does indirect damage +1 per success if morphed blood is used on weapons.
Blood morph - successes must exceed Blood Mage's Level.

Blood of Life
Blood Summoning - Select creature's blood materializes in a called container. Creature can then be summoned to their blood.
Fuse Blood - Fuse blood of one creature with another to create unique creatures.
Unfailing Blood Transfer - Safe Blood transfusion from one creature to another or fabricate blood and transfer to a target.
Blood Healing - Blood radiates a power that allows mage to heal others, +5 HP per success, +10 HP per ace.
Heal all wounds - same as blood healing but all wounds are healed.
Restore Health - same as healing but HP, strength, stamina, and lost levels are restored.
Corporeal Recovery: regenerates a called body part.
Vital Essence: restores vitality and warmth.
Restore Blood: Heals and restores stamina and strength.
Resurrect: +10 per success, +50 per Ace, per AR until full HP is restored.
Restore Form: A damaged corpse is mended to condition prior to death or to a flawless state as called.
Recover Body: A body that has been obliterated is recreated from life impressions left on the weave of the universe at the moment of death.
Preserve Body: Preserve a corpse for a called duration.
Summon Soul: A called soul is summoned.
Mend Arcane Weave: Mend a damaged or destroyed arcane weave in a target or area.

Dream Walk This is a Special Ability very few races posses. Arcanus Vampires, Blood Mages, Blood Liches, and Demigods of Blood only! This ability allows the mage to Walk into the dreams of others and control, not only their dreams, but at high levels, allows Mage to capture the target using a Mind Gate. Powers of Dream Walking include:
20- Pervade Dreams: Mage appears in target's dreams as part of that dream controlling only what he/she does.
21- Project Presence: Mage can influence target through their dreams using their powers of presence. Charisma + 1 per ace vs. target Willpower.
22- Rhapsodic Visions: Induce visions as called through dreams.
23- Dream Command: Dream becomes semi-real as mage fabricates what is experienced in the dream.
24- absolute Command over Dreams: Mage can physically react with target through dream, make dream environment real to target, and whatever happens to target in dream occurs in reality.
25- Mind Gate: Mage invokes a planar gateway in dreamscape which bridges the world of dreams and the real world.
26 - Capture via Dreams: Mage can carry target through the mind gate to transfer them to a select location.

Path of Blood

    Blood Mages are the only creatures which command this spell book. Blood mages are members of a priesthood whose magic draws from the power of blood. The most powerful among them in a Blood Lich which rules over his retinue. They are worshippers of the Blood God Kahiran.

Contents by JD and Sparky © Copyright 2008