Sanguimancy
The discipline of Sanguimancy encompasses the ability to manipulate organic matter in living creatures. This includes but is not limited to blood and body manipulation.
Spell Name: Blood Whip
Mana: 2
Discipline: Sanguimancy
Concentration: Medium
Cast Time: 2 Turns
Spell Duration: Instant
Range: 5 Meters
Spell Effect: The caster creates a whip-like tendril of blood. This whip is able to inflict small lacerations onto a target when in skilled hands, however, targets in metal armor are not cut by the blood whip. Targets in cloth armor such as gambeson will have their armor cut when hit, if hit again in the same place, the strike will cause a small laceration.
Spell Name: Blood Geyser
Mana: 3
Discipline: Sanguimancy
Concentration: Medium
Cast Time: 2 Turns
Spell Duration: Instant
Range: 10 Meters
Spell Effect: The caster creates a geyser of blood that sprays upwards with enough force to cause someone no more than 200 lbs (roughly 90 kgs) to be thrown up 4 meters into the air. If heavier than the limit, the target will still be hit by significant blunt force, knocking them off of their feet and requiring their next turn to be spent getting back up.
Spell Name: Bloodbolt
Mana: 3
Discipline: Sanguimancy
Concentration: Medium
Cast Time: 2 Turns
Spell Duration: Instant
Range: 15 Meters
Spell Effect: The caster creates a bolt of blood within their hand and launches it forwards at a target within range. Upon impact, this bolt causes a puncture wound the size of a human fist. Metal armor will protect the target from this spell and cloth armor such as gambeson will lessen the blow to a small/light wound. This spell follows Projectile Rules.
Spell Name: Buff
Mana: 3
Discipline: Sanguimancy
Concentration: Medium
Cast Time: 3 Turns
Spell Duration: 10 Turns
Range: Self, Touch
Spell Effect: The caster can choose whether to increase the speed or strength of the target by a single tier. This spell does not stack, and cannot buff both strength and speed.
Spell Name: Kneel [Profane]
Mana: 3
Discipline: Sanguimancy
Concentration: Medium
Cast Time: 3 Turns
Spell Duration: 3 Turns
Range: 15 Meters
Spell Effect: The caster manipulates the body of a target in range to force them to kneel for the duration of this ability. While kneeling, this spell functions like a root. The target still has free range of upper body movement.
[This spell is profane.]
Spell Name: Puppet Master [Profane]
Mana: 3 [+ 5 to Stealth Cast]
Discipline: Sanguimancy
Concentration: Medium
Cast Time: 3 Turns
Spell Duration: 3 Turns
Range: 10 Meters
Spell Effect: The caster grips the blood and body of another person, allowing them to manipulate them temporarily. They are unable to make a person complete complex tasks, but can make them do things such as sit, jerkily walk around, or swing a sword very inaccurately if the target is trying not to swing it. It is an imperfect control and the target may still defend themselves if in combat, just to a less-skillful degree. This cannot force the target to do something such as stay completely still. The target will still be able to move limbs with great difficulty. This spell cannot be used to make the victim harm themselves.
[This spell is profane.]
Spell Name: Decay
Mana: 4
Discipline: Sanguimancy
Concentration: Medium
Cast Time: 3 Turns
Spell Duration: Instant
Range: Touch
Spell Effect: This spell can be used to fully decay a corpse into compost. Corpses having been degraded are completely destroyed and cannot be used for any form of necromancy or revival.
Spell Name: Restore Blood
Mana: 4
Discipline: Sanguimancy
Concentration: Medium
Cast Time: 3 Turns
Spell Duration: Instant
Range: Touch
Spell Effect: The mage restores a target of all their missing blood. This spell replenishes their blood completely as if they had never lost any blood, preventing someone from bleeding to death but not sealing the wound.
Spell Name: Hardening
Mana: 4
Discipline: Sanguimancy
Concentration: Low
Cast Time: 2 Turns
Spell Duration: 15 Turns
Range: Self
Spell Effect: The caster protectively hardens their skin to act like steel armor. This armor does not serve to protect against any magical/other attacks besides the mundane, just like regular armor would. However, this armor does allow the caster to continue using spells while it is active.
Spell Name: Manyfaces
Mana: 5
Discipline: Sanguimancy
Concentration: High
Cast Time: 3 Turns
Spell Duration: Instant
Range: Self
Spell Effect: The caster can use this spell to manipulate their outer physical appearance into different races, sizes, genders, and so on. This spell does not change the fundamental racial traits/benefits of the character, and will only make their appearance look different. This spell is instant, cannot be unweaved via magic, and is generally undetectable by any means. This spell cannot be used on anyone but the caster, nor can it be stored in an Arcamite.
[Manyfacing into an Event Race requires an NSCA.]
Spell Name: Polymorph
Mana: 5 + 0 per Turn
Discipline: Sanguimancy
Concentration: Low
Cast Time: 3 Turns
Spell Duration: Channeled
Range: Self
Spell Effect: The caster can use this spell to manipulate their very being into different races, sizes, genders, and so on. This spell provides the full racial benefits of the race that was polymorphed into, but is channeled, requiring the caster to maintain a Low Concentration channeling in order to keep up the form. This spell is instant, cannot be unweaved via magic, and is generally undetectable by any means. This spell cannot be used on anyone but the caster, nor can it be stored in an Arcamite.
[Polymorphing into an Event Race requires an NSCA.]
Magecraft Disciplines |
Aeromancy • Alteration • Biomancy • Electromancy • Erebomancy • Healing • Hydromancy • Mana |
Psionics • Pyromancy • Sanguimancy • Souls • Sound • Space • Terramancy |
Aurum Types |
Divinity • Demonbrands • Magecraft • Runesmithing • Feyspeak • Shamanism • The Fallen |
The World of Aethius • The Multiverse of Aethier |