Sanguinomancy
by Daniel Pond
Blood Magick is the mystickal art of the vampire. It is
responisble for most, if not all, legends of their supernatural powers
and weaknesses. This is a truly unusual school of magick (and not recommended
for player characters). A the GM's discretion, only genetic vampires may use
Sanguinomancy.
Each spell grants the vampire a special power that she
may use at will until the next sunrise (Blood Magick cannot be used during the
day). However, at the time of casting, the vampire must also choose a weakness
to balance out the new power; this weakness also lasts until the next sunrise.
The effects of exposure to a weaknesses depend on the power of the spell (minor
or significant). See "Taboo" below.
Sanguinomancy Blast Style: None. (The
regular spells aught to be good enough!)
Generate a Minor Charge: Drink a little
human blood (just enough to make the victim light headed).
Generate a Significant Charge: Drink
a lot of human blood (enough to kill the victim).
Generate a Major Charge: Drink the blood
of a hisorically important human during a blood ritual.
Taboo: A Sanguinomancer looses all held
charges at sunrise.
In addition, Every spell grants a power, and inflicts
a weakness. Minor weaknesses may only apply a 10%-30% penalty to certain actions,
while significant weaknesses could apply 50% penalties, paralyze the vampire,
or even destroy it utterly (GM's discretion). At the time of casting, pick from
the following:
- -Cannot enter private buildings unless invited by the
owner.
- -Allergic reaction to garlic, silver, or wood. (Exposure
inflicts penalties, paraysis, or death.)
- -Cannot cross running water.
- -Fear of Holy Objects or Substances. (Reacts to them
as if failed a stress check.)
- -Evil Presence. (Animals, children, and adepts feel
uncomfortable around the vampire.)
- -Feral Visage. (Penalty to social actions; often paired
with "Form of the Predator.")
- -Does not appear on film or in mirrors. (Often paired
with "Vanishing Act.")
Random Magick Domain: Death and the undead,
especially as it pertains to vampire legends. In addition, Random Effects are
often used by Sanguiomancers to contact and control demons.
Starting charges: None. (GMCs may start
with as many charges as the GM desires, however.)
Sanguinomancy Minor Formula Spells
- Mesmerize
- Cost: 1 minor charge
Effect: Vampire lore often includes tales of charismatic vampires
who can seduce their victims, causing them to lower their guard until its
already too late. This spell allows vampires to do just that. Victims are
allowed a Mind check to resist; if they succeed with a roll greater than the
vampire's soul stat, they break free. Mesmerized people are totally passive,
unresisting, and suggestable. This effect lasts as long as the vampire is
present, or until someone successfully attacks the victim.
- Living Slave
- Cost: 1 minor charge
Effect: Once a vampire has drank someone's blood, he may use the
charge to form a telepathic link with the victim. Via this link, the vampire
may track his victim, see through their eyes, or issue psychic commands. As
long as these commands do not voilate the victim's nature, they are obeyed.
Other commands are resisted with a Mind check; if successful, this check breaks
the spell.
- Vanishing Act
- Cost: 2 minor charges
Effect: The vampire may disappear from the perceptual fields of others.
Their eyes will still see the vampire, and their ears will still hear her,
but their minds will refuse to ackowledge these facts. This effect lasts as
long as the vampire takes no action that would reveal her presence (ie, opening
doors, moving objects, attacking someone, etc).
- Blunt the Blade
- Cost: 2 minor charges
Effect: The vampire becomes immune to all minor damage from non-magickal
sources. (This spell does NOT negate damage suffered due to exposure to a
weakness or sunlight, however.)
- Form of the Predator
- Cost: 2+ minor charges
Effect: By using a single action, the vampire may grow claws and
fangs, and increase his Body and Speed scores by 20%, plus 10% per additional
charge. These features are obvious upon close inspection, but can be overlooked
from a distance or in poor lighting conditions. It takes another action to
change back into "normal" form
for a vampire (ie, albino).
Sanguinomancy Significant Formula Spells
- Unliving Slave
- Cost: 1 significant charge
Effect: After exsanguinating a victim, the vampire may use the charge
to transform them into an undead slave. Three nights later, the victim will
rise from the grave possessing all the skills and knowledge is had while alive,
as well as any powers and weaknesses the vampire possessed when the spell
was cast. The ghoul, as they are sometimes called, also possesses a telepathic
link to the vampire (as per the "Living Slave" spell), and is totally unable
to take action against its master. If the master is ever destroyed, the ghoul
also dies.
- Flight
- Cost: 1 significant charge
Effect: Just what it sounds like. The vampire can fly at will, without
using an action, and at a maximum speed of 1 mph per Soul point. (ie, a vampire
with Soul 70 could fly 70 mph.)
- Turn Aside Bullets
- Cost: 2 significant charges
Effect: The vampire becomes immune to all significant damage from
non-magickal sources. (This spell does NOT negate damage suffered due to exposure
to a weakness or sunlight, however.)
- Form of the Beast
- Cost: 2 significant charges
Effect: By taking an action, the vampire may transform into a wolf
or bat (clothing and equipment are transformed as well). While in animal form,
the vampire retains her knowledge and personality, and gains the aadvantages
of the new form (ie, flight, enhanced smell, natural weapons, etc), but cannot
use other Sanguinomatic powers or gain charges. Changes back to "normal" form,
or into another animal form, also requires one action.
- Form of Mist
- Cost: 2 significant charges
Effect: By taking an action, the vampire may transform into a cloud
of fog (clothing and equipment are transformed as well). While in this form,
the vampire retains his senses, knowledge, and personality, but cannot use
other Sanguinomantic powers or gain charges. The mist form can move at a normal
running speed, pass through any barrier that is not air-tight, and is immune
to damage from all non-magickal sources except fire and sunlight. Regaining
physical form requires an action.
Sanguinomancy Major Effects
Sanguinomancers often use Major charges to grant themselves
permanent powers or negate weaknesses. They can also raise armies of undead,
summon powerful demons, and otherwise cause massive trouble.