Dominions Spell Encyclopedia

Ye Liste of Yon Spellen

Spells are formatted as follows:

Name(Obvious)
Description(Obvious)
Effect(Self-Explanatory)
Roll(An attack spell may use Coordination+Path Rating to hit someone, while a scrying spell may use Sense+Path Rating to accomplish its goal)
Fatigue(All spells cause exhaustion, doing an amount of Shock damage equal to Fatigue Rating-Path Rating-Spent Gems. The caster chooses how to distribute the Shock damage across his body, and excess Shock damage turns into Killing damage as usual.)
Gems(Some powerful spells require that appropriate Gems be spent to cast them at all)
Supporting Path(Some spells are "cross-path" and require two paths to cast. Ranks in the supporting path count as half of a "main" path rank(rounded up) for fatigue purposes)

Most spells are cast in seconds, but any with (Ritual) at the end of their name are long spells that take up to a day to complete and require that the caster and target(if any) remain uninterrupted for the period.

Fire

Fire is probably the most self-explanatory discipline. It's concerned with setting things on fire and making them explode, but also occasionally with purification by flame. Fire mages can conjure small, non-damaging fires(for campfires, lighting pipes, etc.) at will.

Fireball

Description: Probably the most defining spell of the Path of Fire, a great big roiling burst of explosive plasma that can tear formations to shreds.
Effect: Width Area Shock worth of damage.
Roll: Body+Path
Fatigue: 6 Shock
Gems: None

Fire Shield

Description: While it doesn't keep the caster or the target safe, a Fire Shield will make anyone without a bow or polearm think twice about making an attack.
Effect: Width Shock Fire damage to anyone attacking with a weapon that isn't ranged or a polearm.
Roll: Sense+Path
Fatigue: 3 Shock
Gems: None

Protection From Fire

Description: Allows the mage to protect one target from Fire damage, often making them practically immune to burning.
Effect: Width worth of Fire Resistance.
Roll: Sense+Path
Fatigue: 4 Shock
Gems: None

Distill Gold

Description: Rendering Fire Gems to pure gold is a common art of Fire mages and explains why a lot of them are fabulously rich.
Effect: Width worth of Fire gems are successfully transmuted into Wealth points, the remainder evaporate.
Roll: Knowledge+Path
Fatigue: 4 Shock
Gems: Any Fire

Augury

Description: Like the Air mage speaks to the birds, the Death mage with souls and the Astral mage with the stars, so the Fire mage can speak to the gossipy flames to learn what's happening around campfires, in wildfires and at sites of Fire power in the current and nearby provinces.
Effect: Width determines the maximum path ranking that can be found by the spell.
Roll: Sense+Path
Fatigue: 4 Shock
Gems: 2 Fire

Solar Eclipse

Description: The Fire mage uses his Astral knowledge to conjure a conjunction between the celestial bodies, temporarily blotting out the sun.
Effect: For Width rounds, everyone on the battlefield is considered to be Blinded unless they have Nightvision or Spirit Vision.
Roll: Knowledge+Path
Fatigue: 6 Shock
Gems: None
Supporting Path: Astral

Phoenix Pyre

Description: If slain, the mage is reborn in a burst of flame and smoke.
Effect: If the caster's Head or Body slot is filled with Killing damage within a day of casting Phoenix Pyre, he is reborn with Width Killing damage restored to Shock(distributed as the caster wishes), and all enemies in melee suffer Height Shock Area damage.
Roll: Body+Path
Fatigue: 5 Shock
Gems: 1 Fire

Raging Hearts

Description: The caster fills the hearts of nearby people with raging flame(metaphorically!), making them furious and easy to anger.
Effect: Width characters find themselves more furious and irritable and tempted to respond with anger and violence to any provocations or annoyances. If they're aware that they're being affected by magic, they may attempt to resist it with Knowledge+Counterspell.
Roll: Charm+Path
Fatigue: 3 Shock
Gems: None

Summon Fire Elemental

Description: A raging, sapient mass of fire is conjured under the caster's control.
Effect: The summoned Fire Elemental lasts until the current battle is over. It has Width dice in its Fight pool, and Height wounds. It's also considered affected by a Fire Shield of Height power.
Roll: Command+Path
Fatigue: 6 Shock
Gems: 2 Fire

Flaming Arrows

Description: Allies' arrows and bolts are wreathed in consuming flame.
Effect: Width number of allies' thrown and fired ranged attacks add +1 to their rolled damage and are considered magical attacks. This lasts for Height rounds.
Roll: Command+Path
Fatigue: 5 Shock
Gems: None

Water

Air

Spells of air are focused on Winds(obviously), Storms, Lightning, Birds and Illusions. Without a check, air mages can conjure small gusts of wind or minor, obvious illusions of sound and light.

Air Shield

Description: A shield of storm-force winds fend off non-magical projectiles intended for the caster.
Effect: The best matching set rolled is applied as a Parry against all non-magical ranged attacks for Height number of rounds.
Roll: Coordination+Path.
Fatigue: 2 Shock
Gems: None

Aim

Description: Helpful winds guide friendly ranged attacks.
Effect: Every 2 points of width is a free Master Die for all friendly ranged attacks for height number of rounds.
Roll: Coordination+Path.
Fatigue: 2 Shock
Gems: None

Change Weather

Description: Call up mists and winds in the local area, winds can be up to storm force and mists can be dense pea soupers that limit visibility to a few meters ahead. Likewise, Change Weather can also calm winds and banish mists.
Effect: The weather change lasts for a number of minutes equal to the Width of the roll.
Roll: Knowledge+Path.
Fatigue: 2 Shock
Gems: None

Lightning Bolt

Description: Blast a single foe with lightning.
Effect: Does armor-ignoring Width Killing worth of damage.
Roll: Coordination+Path.
Fatigue: 4 Shock
Gems: None

Call of the Winds

Description: Summon a swarm of hawks to harry the enemy.
Effect: Creates a mook swarm of allied flying creatures. The swarm is Threat 1. The number of hawks summoned is equal to the width of the roll times 4.
Roll: Command+Path.
Fatigue: 4 Shock
Gems: 1 Air Gem

Auspex

Description: A scrying spell intended to sense focuses of Air magic.
Effect: The caster summons birds from all round and listen to their tales, allowing him knowledge of powerful air mages or sites of air magic in a distant province. Width determines the maximum path ranking that can be found by the birds.
Roll: Sense+Path.
Fatigue: 2 Shock
Gems: 2 Air Gems

False Horror

Description: Creates an illusion to terrify the viewer. Most mages using this spell create illusions of Horrors, as they're universally terrifying, but just about any sort of terrifying thing can be conjured up.
Effect: Creates a magical Morale attack. Width determines the strength of the Morale Attack.
Roll: Charm+Path.
Fatigue: 3 Shock
Gems: None

Cloud Trapeze

Description: The mage launches themselves into the air, clearing a vast distance in a single bound before landing safely.
Effect: Width determines the maximum number of allies that can be brought along on the Cloud Trapeze(multiple casts can be "held" until the necessary number is reached), Height determines how many provinces can be traversed.
Roll: Knowledge+Path.
Fatigue: 5 Shock
Gems: 2 Air Gems

Invisibility

Description: Using the powers of illusion, the mage turns himself almost perfectly imperceptible.
Effect: The caster remains invisible for Width turns, giving all attempts to strike or shoot him by creatures without Spirit Sight a penalty equal to Height dice.
Roll: Sense+Path
Fatigue: 10 Shock
Gems: None

Charge Body

Description: A powerful current runs through the target's body, punishing the next to strike them.
Effect: The next time the target is hit in melee(whether damage was done or not), the attacker and defender both suffer Width armor-ignoring Lightning damage to their body. This effect only triggers once and lasts for Height rounds.
Roll: Sense+Path
Fatigue: 2 Shock
Gems: None

Earth

Earth mages are naturally capable of shaping stone and rock with little effort, and can easily tell a valuable or rare stone/ore from a common or worthless one at a glance.

Armor of Achilles

Description: The Earth mage points at an armoured enemy and causes their armor to slough off like dead and rotting skin.
Effect: Locations(as indicated by Height) each lose Width points of non-magical, non-natural armor.
Roll: Body+Path
Fatigue: 2 Shock
Gems: None

Summon Cave Grubs

Description: The Earth mage summons huge cave grubs to melt through soil and stone for him with their acidic spittle.
Effect: The Earth mage summons Width cave grubs who remain under his control for Height hours. They are effective at melting through any kind of stone, soil and metal, but also skittish and will flee at the first sign of violence.
Roll: Charm+Path
Fatigue: 4 Shock
Gems: None

Earth Might

Description: The Earth mage calls upon the strength of rock and stone to empower him and his allies as long as they maintain contact with the soil.
Effect: Width allies have their Body stat increased by 2 for Height rounds.
Roll: Body+Path
Fatigue: 2 Shock
Gems: None

Ground Army

Description: The Earth mage earths any enemy lightning spells aimed at him and his allies.
Effect: Width allies have their lightning resistance increased by Height for the duration of the battle.
Roll: Body+Path
Fatigue: 4 Shock
Gems: None

Curse of Stones

Description: The Earth mage calls upon the soil to bind and entangle his foes, making them feel as though every move they make is weighed under by a cargo of rocks.
Effect: Width enemies who fail an opposed Knowledge+Counterspell roll suffer 1 point of Shock damage to both legs for Height rounds of combat.
Roll: Command+Path
Fatigue: 6 Shock
Gems: 1 Earth

Melancholia

Description: A body of fighting men lose their will to do battle and are consumed by a desire to return home and turn their swords to ploughshares.
Effect: A morale attack of Width effect that only affects mook enemies. Even if nothing else happens, their Threat is reduced by 1 for the remainder of the battle. Threat 1 groups of enemies treat the morale damage as doubled.
Roll: Charm+Path
Fatigue: 6 Shock
Gems: 1 Earth

Petrify

Description: The caster turns a single enemy to stone, rendering them unable to move and possibly killing them when they return to their normal form.
Effect: If the target fails an opposed Knowledge+Counterspell roll, they're turned to stone for Height rounds. When they return to normalcy, they will die if they fail a Body+Vigor roll against the original Petrify roll. While petrified, a given target has natural armour 10 on all locations and lightning resistance 10.
Roll: Body+Path
Fatigue: 10 Shock
Gems: None

Sow Dragon Teeth

Description: The caster sows earth gems into the soil and from the ground spartoi emerge, skeletal(but living) creatures ready to do battle for him. The spartoi come armed with magical shields, hauberks and spears.
Effect: 3x Width Spartoi are summoned for Height rounds to do battle for the commander as a mook mob with Threat 3. They are neither undead nor mindless, but they are magical creatures.
Roll: Command+Path
Fatigue: 5 Shock
Gems: 2 Earth Gems

Nature

Spells of transformation, of summoning and controlling animals, as well as healing. Nature mages are generally capable of reviving dead plants with a touch, making flowers bloom just by approaching and most natural animals won't be aggressive towards them unless threatened.

Barkskin

Description: The mage enchants a number of people to have hardened skin, like the bark of an ancient tree.
Effect: Width number of targets have their Natural Protection set to 2 on all body parts, and gain -2 Resistance to Fire, for Height rounds.
Roll: Body+Path
Fatigue: 3 Shock
Gems: None

Healing Touch

Description: The mage channels the restorative power of nature through a target with a touch.
Effect: The target has Width Killing damage turned to Shock, or Width Shock turned to no injury if there's no Killing damage. Height is the highest-numbered hit location that can be healed.
Roll: Body+Path
Fatigue: 4 Shock
Gems: None

The Ravenous Swarm

Description: The nature mage commands the forces of nature to render the undead back to dust.
Effect: For Height rounds, a chosen undead target suffers armor-ignoring Width Killing damage spread equally across their body every round. If the target is destroyed before the spell expires, it jumps to the nearest undead target.
Roll: Command+Path
Fatigue: 6 Shock
Gems: 1 Nature

Howl

Description: The nature mage summons the creatures of the wild to overwhelm his enemies.
Effect: The mage summons a Width large swarm of Threat 1 mooks, which is increased by Width in size every round for Height rounds, even if completely destroyed.
Roll: Charm+Path
Fatigue: 8 Shock
Gems: 1 Nature

Storm of Thorns

Description: The mage conjures a barrage of piercing thorns from nearby plantlife.
Effect: A normal ranged attack which counts as a Longbow, but any number of matches can be rolled, and it counts as an Area attack against mooks.
Roll: Body+Path
Fatigue: 4 Shock
Gems: None

Personal Regeneration

Description: The mage heals at an uncanny speed, healing any injury short of severed limbs.
Effect: For Height rounds, the mage recovers Width Shock every round(or reducing an equal number of Killing to Shock). Can only be self-targeted.
Roll: Body+Path
Fatigue: 6 Shock
Gems: 1 Nature

Enlarge

Description: A living creature suddenly swells up to monstrous size.
Effect: The target gains Width extra dice of Body for Height rounds, but loses an equal amount of Coordination(down to a minimum of 1). Unwilling targets may attempt to counter this with Counterspell+Knowledge.
Roll: Command+Path
Fatigue: 6 Shock
Gems: None

Growing Fury

Description: Causes a number of allies to go berserk.
Effect: Height targets gain Width ranks of Berserk until the battle ends, this can be resisted with Knowledge+Counterspell.
Roll: Charm+Path
Fatigue: 4 Shock
Gems: None

Wildness

Description: Causes animals to go berserk and refuse commands.
Effect: Width animal-intellect targets go berserk and attack the nearest target or flee for Height rounds. If the animals have a master, they may attempt to counter with Command+Intimidate.
Roll: Charm+Path
Fatigue: 6 Shock
Gems: None

Serpent's Blessing

Description: The mage makes allies resistant to poison.
Effect: Width allies gain 5 points of poison resistance(reducing the Potency of all poison targeted at them by 5) for Height rounds.
Roll: Body+Path
Fatigue: 6 Shock
Gems: None

Gift of Reason

Description: The mage grants a living creature the intellect of a human or human-like creature.
Effect: A target living, non-sapient creature gains Width points to distribute among Command, Charm and Knowledge, up to a maximum of Height in any one of those stats.
Roll: Knowledge+Path
Fatigue: 4 Shock
Gems: 2 Nature

Transformation(Ritual)

Description: Calling upon the power of nature magic, the caster transforms him or herself into an amazing new form.
Effect: If the cast fails, the caster's new form is an animal with the same mental stats, but 1 Coordination, Body and Sense. If the cast succeeds, reset the caster's Coordination, Body and Sense to 1. Width is the maximum in any of the three stats post-cast, and Height+3 is the maximum total value of the three stats. Being in a Lucky province adds +1 to the Height of the roll. Any leftover points can be traded at the following rates:

Ambidexterity: 1 point per rank(each rank also grants an extra pair of limbs that are either tentacles or have hands).
Flight: 2 points.
Huge: 1 point per 2 ranks.
Natural Armor: 2 points per rank.
Predator: 1 point.
Poisonous Skin: 1 point per 2 ranks.
Resistance: 1 point per rank.
Venom: 1 point per 2 ranks.
Vision: 1 point.

The caster determines some sort of fantastical creature that fits the resulting stats. The result cannot be a human, elf, giant, lizardman, caelian, zotz or magical creature. Any given creature can be transformed any number of times. If the Transformed creature is unwilling, they get a Knowledge+Counterspell roll.
Roll: Knowledge + Path
Fatigue: None
Gems: 25 Nature

Death

Spells of Death mostly involve dealing with the undead, as well as turning things dead or undead. Without making a check, Death mages can conjure simple (non-combat-capable) bone servants to do simple chores for them or animate small amounts of dead matter(like making skulls chatter ominously or making a severed hand crawl across the floor).

Dark Knowledge

Description: The caster contacts the lands of the dead for strategic knowledge.
Effect: The caster summons spirits from all round and listen to their tales, allowing him knowledge of powerful air mages or sites of death magic in a distant province. Width determines the maximum path ranking that can be found by the ghosts.
Roll: Sense+Path.
Fatigue: 2 Shock
Gems: 2 Death Gems

Decay

Description: The caster's hand turns into a claw of corruption, ready to destroy whomever it touches.
Effect: An unarmed magical attack that does Width worth of Armor-ignoring Shock damage.
Roll: Body+Path.
Fatigue: 2 Shock
Gems: None

Horde of Skeletons

Description: Summon a horde of the walking dead
Effect: Creates a mook swarm of allied skeletons. The swarm is Threat 1. The number of skeletons summoned is equal to the width of the roll times 4.
Roll: Command+Path.
Fatigue: 4 Shock
Gems: 1 Death Gem

Dust to Dust

Description: The caster commands one of the walking dead to return to the grave.
Effect: An unarmed magical attack that does Width worth of Armor-ignoring Killing damage, but only to undead creatures.
Roll: Body+Path, parried by Knowledge+Counterspell.
Fatigue: 2 Shock
Gems: None

Summon Ghost

Description: The caster summons a ghost to serve him.
Effect: The ghost is incorporeal and moves at the same speed as a living creature, but can pass through walls and other barriers. It will serve for Width turns as a scout, or it can curse a single enemy, giving them a penalty of Height to a roll at the caster's command. Any given target can only be cursed once at a time.
Roll: Charm+Path
Fatigue: 4 Shock
Gems: None

Life After Death

Description: The caster grants a creature a second chance to live.
Effect: If the target dies, they return 10-Width days later as an undead creature with the same stats as when they were alive, but with 2 Armor against Shock damage on all body parts. They will be very obviously undead.
Roll: Knowledge+Path
Fatigue: 5 Shock
Gems: 3 Death Gems

Rigor Mortis

Description: The caster curses the entire battlefield to exhaustion and eventual unconsciousness.
Effect: All non-undead creatures on the battlefield suffer from Width worth of Area Shock damage every round.
Roll: Command+Path
Fatigue: 10 Shock
Gems: 5 Death Gems

Soul Vortex

Description: The caster becomes a roiling vortex of devouring energy. Whenever anyone near him is wounded, the vortex greedily consumes the lifeforce that's been cut loose.
Effect: Every time a combatant near the caster is dealt Killing damage, the caster is healed half as much(round down) on the location of his choice(Killing becomes Shock, Shock becomes fully healed), up to a maximum of Width wounds per round. The effect lasts for Height rounds.
Roll: Body+Path
Fatigue: 6 Shock
Gems: 1 Death

Shadow Bolt

Description: The caster flings a bolt of nullifying energy, harmless to the undead but deleterious to the living.
Effect: Does Width Shock armor-ignoring damage to a single target, can be dodged but not parried.
Roll: Coordination+Path
Fatigue: 4 Shock
Gems: None

Astral

Astral is the discipline of pure magic, souls, minds, countermagic and teleportation. All astral mages are capable of short-range telepathy, though they have to know the recipient's language and the recipient must be willing. They can also create small sources of light, similar to a torch or flashlight, at will, either a mystic orb hovering near their body or their skin itself glowing.

Power of the Spheres

Description: The summons astral power to make himself a mightier mage
Effect: The caster is treated as though all his Path ratings are 1 higher for Width turns.
Roll: Knowledge+Path
Fatigue: 2 Shock
Gems: 1 Astral Pearl

Magic Duel

Description: The caster mentally grapples with another Astral mage and attempts to flay his mind. This may backfire if the opposing mage is stronger.
Effect: An opposed Command+Path roll. The loser suffers 4 points of Killing damage to their Head location. In case of a tie, both combatants suffer 4 points of Shock damage to their Head location.
Roll: Command+Path
Fatigue: 2 Shock
Gems: 1 Astral Pearl

Communion

Description: The caster joins a communion of mages, pooling their power and distributing the strain of casting powerful rituals and evocations.
Effect: The communion participant with the greatest Width is the Communion Master, capable of redistributing all Fatigue from spellcasting to the other members of the Communion and treating his Path ranking for all known Paths as 1 higher for every 2 non-Master members of the Communion. The Master can also redistribute half(round up) of all non-spellcasting damage to the rest of the Communion.
Roll: Charm+Path
Fatigue: 1 Shock
Gems: None

Solar Rays

Description: The caster attempts to banish the undead.
Effect: This spell only works where sunlight is present. It deals Width Area Killing damage to an undead target or mook mob.
Roll: Knowledge+Path
Fatigue: 5 Shock
Gems: None

Arcane Bolt

Description: A spell intended to banish magical creatures without affecting normal living or undead. Most summoned creatures, fairies, some trolls and many constructs are magic beings.
Effect: Width Killing damage to a single magical creature, can be dodged but not parried.
Roll: Coordination+Path
Fatigue: 3 Shock
Gems: None

Soul Slay

Description: Severs the astral bonds that allow immortal creatures to be resurrected.
Effect: If the target fails an opposed Knowledge+Counterspell challenge vs the caster's Command+Path roll, they suffer 4 Shock damage to their Head location and lose their immortality, if any.
Roll: Command+Path
Fatigue: 10 Shock
Gems: 1 Astral Pearl

Antimagic

Description: Guards all allies against hostile magic.
Effect: All allies get 2/Width Master Dice to their Counterspell rolls for the duration of the encounter, this includes the caster.
Roll: Knowledge+Path
Fatigue: 2 Shock
Gems: 1 Astral Pearl

Summon Angel

Description: A radiant creature from the upper planes is summoned under the caster's control.
Effect: The summoned angel lasts until the current battle is over. It has Width dice in its Fight pool, and Height wounds. Any non-mindless, non-blind mooks in battle with the angel automatically lose five members every turn as they flee from the awe-inspiring aura of the angel.
Roll: Command+Path
Fatigue: 10 Shock
Gems: 2 Astral Pearls
Supporting Path: Fire

Control

Description: Attempts to wrench control of a magical being from its summoner or commander.
Effect: The caster is opposed by the Command+Path(relevant to the summoning, may not be astral) of the summoner. The winner takes(or retains control) of the summoned creature. If it's a free-willed creature, the caster is instead opposed by the target's Knowledge+Counterspell.
Roll: Command+Path
Fatigue: 4 Shock
Gems: 2 Astral Pearl

Luck

Description: Heroic luck preserves the target from a killing blow.
Effect: The caster chooses one character as a target. If a blow would be successful and kill the target, the damage is reduced by Width(cannot become negative but can be reduced to zero). This effect lasts for Height rounds. Once it has prevented one killing blow, the effect dissipates.
Roll: Knowledge+Path
Fatigue: 4 Shock
Gems: None

Body Ethereal

Description: The caster turns his body non-corporeal, allowing him to phase through normal materials.
Effect: The caster is turned non-corporeal for Width rounds(or minutes, out of combat), during which all non-magical attacks are penalized by Height. During this period, the caster can also walk through non-living, non-magical materials.
Roll: Sense+Path
Fatigue: 4 Shock
Gems: None

Divine Name

Description: The mage grants an unliving object the intellect of a human or human-like creature.
Effect: A target object gains Width worth of points to distribute among Charm, Command and Knowledge, with a maximum of Height points. If the object is non-animate(i.e. a statue or tree), it also gains an equal amount of points to distribute among Body, Coordination and Sense, again at max Height per stat.
Roll: Knowledge+Path
Fatigue: 4 Shock
Gems: 2 Astral Pearls

Blood

Blood mages are those who consort with demons and horrors, they are abhorrent to the world at large and they use blood sacrifices rather than casting gems, meaning that most blood mages of puissance are accompanied by groups of drugged or bound impending sacrifices. Blood mages are natively able to navigate kokytos, the underworld, inferno and the void and can return from imprisonment/banishment there more easily than others.

Bleed

Description: The victim haemorraghes terribly and painfully at a gesture from the blood mage.
Effect: Width worth of armor-ignoring Shock damage is done to Height location. The damage is done at a rate of one box of damage on the turn the spell is cast, and one each following turn until all the damage is done. This can be resisted by a Knowledge+Counterspell roll.
Roll: Command+Path
Fatigue: 3 Shock
Gems: None

Summons Imps

Description: Summon a swarm of hellish imps to harass the enemy.
Effect: Creates a mook swarm of allied imps. The swarm is Threat 1. The number of skeletons imps is equal to the width of the roll times 4.
Roll: Command+Path.
Fatigue: 4 Shock
Gems: 1 Blood Slave

Reinvigoration

Description: By the use of sacrificial blood, the blood mage reinvigorates himself.
Effect: The blood mage is healed for Width worth of shock damage, distributed as the blood mage desires.
Roll: Knowledge+Path
Fatigue: None
Gems: 1 Blood Slave.

Hell Power

Description: The blood mage infuses himself with the power of magically charged blood, but this also attracts the attention of otherworldly Horrors.
Effect: The blood mage gains Width worth of dice to all rolls for the duration of the fight. If any of the dice rolled, whether part of the set or not, are a 10, a Horror instantly manifests, targeting first any horror marked characters and then the mage who cast Hell Power.
Roll: Knowledge+Path
Fatigue: 4 Shock
Gems: 1 Blood Slave

Agony

Description: The blood mage makes those facing him feel as though they're being flayed alive.
Effect: Height worth of enemies suffer Width/2 penalties to all their pools for Height rounds. Resisted by Knowledge+Counterspell.
Roll: Command+Path
Fatigue: 4 Shock.
Gems: None

Pain Transfer

Description: The mage becomes seemingly immortal as all his injuries are instead transferred to his blood slaves.
Effect: For Width rounds, Height worth of blood slaves are treated as a Threat 0 mook swarm. All damage done to the blood mage for the duration is instead treated as damage done to them.
Roll: Command+Path
Fatigue: 4 Shock
Gems: None

Bloodletting

Description: The mage rips the blood from enemies and allies in the vicinity to heal himself.
Effect: Width enemies are dealt one point of armor-ignoring shock damage to their torso, restoring up to Height Shock damage worth of injuries for the caster for each point of damage done. If the caster has no more shock damage, it can convert killing damage into shock.
Roll: Knowledge+Path
Fatigue: 2 Shock
Gems: None

Hellbind Heart

Description: Rip the souls from enemy soldiers and bind them to your service.
Effect: Width times 4 enemy mooks of up to Height threat are permanently turned into the blood mage's minions.
Roll: Command+Path
Fatigue: 6 Shock
Gems: 2 Blood Slaves

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License