Zoe Malene


Zoe's Spells

Blood Healing. Caster can draw upon nearby source of blood to heal damage.

Blood Thirst. Incites a thirst for blood in the target.

Bloodhound. Caster can track a creature with its blood.

Bloodlight. Blood gives off reddish light.

Bloodward. Area warded against blood, 10 minutes/level.

Bloodwraith. Creates a bloodwraith.

Cleanse Blood. Cleanses 1 gallon/level of blood.

Create Blood. Creates up to one gallon of blood/level.

Crimson Mist. Turns 1 gallon/level of blood into reddish fog.

Curse of Vampirism. Target turns into a living sanguine vampire.

Exsanguinate. Draws all the blood from a corpse.

Identify Blood. Identifies creature type from a blood sample.

Identify Blood, Greater. As identify blood, but also reveals subtype(s).

Speak with Blood. Caster can communicate with a creature's blood.

Summon Hungry Mist. Summons a hungry mist.

Taint Blood. Infuses 1 gallon/level of blood with negative energy.

Thin Blood. Target's wounds bleed for 10 rounds or until bound.


Blood Healing
Conjuration (Healing) [Blood]
Level: Clr 2
Components: V, S, M, DF
Casting Time: 1 standard action
Range: Touch and 20 ft. (see below)
Target or Area: Creature touched and 20 ft. radius (see below)
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

By use of this spell, the caster can draw upon a source of fresh blood within 20 feet, converting it to healing energy at the rate of 1 pint to 1d4 hit points. The caster can heal up to 5d4 hit points in this manner, destroying up to 5 pints of blood in the process.

The healing part of the spell works on any living being, or any creature with the blood subtype, whether it is alive or undead; it is one of the few spells known to work on bloodstone golems.

When the caster speaks the words to this spell, his hands glow red; when he places them upon the target, it gains a reddish aura for one round as its wounds are healed.

Material Component: The blood.

Blood Thirst
Transmutation [Blood]
Level: Clr 6, Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

This spell is feared by vampires and most other creatures that feed on blood, though few but blood mages use it on them. If cast on a creature that feeds on blood, that creature immediately goes into a blood frenzy - it gains +2 to attack and damage rolls, but suffers a –2 penalty to Dex. Holy symbols are only partially effective against a vampire in a blood frenzy – it can make a DC 15 Will save to ignore the symbol. The vampire is incapable of using any abilities requiring concentration (domination gaze, summoning animals, spellcasting, etc). The frenzy lasts until the vampire has drunk at least 4 Con points' worth of blood; if it wishes to break away while in a frenzy, it must make a DC 25 Will save.

If the creature in question is already in a blood frenzy for whatever reason, it immediately dies of starvation (this applies even to undead like sanguine vampires and bloodwraiths).

Bloodhound
Divination [Blood]
Level: Clr 2, Drd 2, Rgr 2, Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Special
Target: Self
Duration: 1 minute/level

If the caster has a small amount of blood (at least three drops) from a creature, he can track that creature if it is anywhere on the same plane. Any Track rolls to follow this creature gain a +20 competence bonus; if the caster concentrates, he gains one piece of information each round: the target's direction or distance in relation to him, and the target's status (whether it is alive, dead, sleeping, or unconscious).

Material Component: A few drops of the target's blood.

Bloodlight
Evocation [Blood, Light]
Level: Clr 1, Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Light, 20-ft. radius
Duration: 10 minutes/level (D)

This spell makes a quantity of blood give off light. The radius of the light depends on the quantity of blood used – a few ounces is equal to a faerie fire, while a pint equals a light spell and a gallon is equal to a daylight spell. In all cases, the light has a reddish tint. The blood can be used to coat an item, in which case it acts just like a torch; the blood can also be used to write word or draw runes or pictures, but it all must remain within five feet of a central point, or it is treated as a smaller amount and the light is dimmed accordingly.

Bloodward
Abjuration [Blood]
Level: Clr 6, Drd 6, Wiz 6
Material Components: V, S, M
Casting Time: 1 standard action
Range: 0 ft.
Area: 10 sq. ft./level
Duration: 10 minutes/level (D)
Saving Throw: None (Will negates; see below)
Spell Resistance: Yes

By use of this spell, the caster wards an area of up to 10 square feet per level against blood. The caster and up to ten other beings that he designates can pass freely through the barrier; otherwise, all creatures with some sort of blood in their veins (which includes most creature types except constructs, some elementals, oozes, plants, and most undead) are incapable of passing the barrier unless they make a Will save. Any being with blood contacting the barrier comes up against a seemingly solid wall of force; the wall glows with a faint red shimmer when touched, but is otherwise invisible. A creature that manages to break through the barrier still takes 1d4 points of Con damage, but may then move about freely inside the warded area. Blood creatures (any creature with the Blood subtype) cannot pass the barrier at all.

In order to cast this spell, the caster must sprinkle a mixture of his own blood, powdered bloodstone, and powered diamond all around the perimeter of the area to be warded.

Material Components: A few drops of the caster's blood, 500 gp of powdered bloodstone, and 500 gp worth of powdered diamond.

Bloodwraith
Necromancy [Blood, Evil]
Level: Clr 6, Wiz 6
Components: V, S, M
Casting Time: 1 minute
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One bloodwraith
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

When this spell is cast over a large source (at least a gallon) of fresh blood, which must have come from a living being, the blood evaporates and coalesces into a vaguely humanoid, reddish misty figure – a bloodwraith. This creature is not under the caster's control, and immediately goes after the nearest source of warm blood it can find. Consequently, this spell is often cast by undead.

Material Component: A gallon of blood.

Coagulate
Conjuration (Healing) [Blood]
Level: Clr 0, Drd 0, Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

By casting this spell and touching a bleeding wound of any size, the caster instantly seals the wound. A "bleeding wound," in this case, is any wound that results in Con loss, including lost limbs and wounds caused by a wounding weapon. The wound is instantly closed and blood loss ceases, but any Con points lost are not regained, nor are hit points lost because of the wound.

Create Blood
Conjuration (Creation) [Blood]
Level: Clr 1, Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Up to 1 gallon of blood/level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

The caster creates up to one gallon of blood per level. The blood is fresh and pure, and can be used for spells or drunk by vampires or other creatures that subsist on blood. This spell is otherwise identical to create water.

Crimson Mist
Transmutation [Blood]
Level: Clr 2, Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 gallon of blood/level (see below)
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

The caster turns up to one gallon of blood per level into a reddish mist. The blood can be all together, or spread out over an area of up to 5 feet in radius per caster level; in either case, the blood vaporizes and becomes mist about half the thickness of a fog cloud (10 ft. line of sight). A good rule of thumb is that one gallon of blood fills a 5-foot square with fog. The fog can be blown away with a strong enough wind, or burned off with a large-scale fire spell; it has little other effect, though creatures passing through it can make Will saves to avoid becoming shaken, at the DM's option. Blood mages cannot use the blood in the cloud for spells.

When the spell ends or the fog is dispersed, the bloody vapor vanishes, leaving a thin coating on all surfaces in the area of effect.

Curse of Vampirism
Necromancy [Blood, Evil]
Level: Clr 7, Wiz 7
Components: V, S, M
Casting Time: 1 minute
Range: Touch
Target: Creature touched
Duration: Permanent
Saving Throw: Fort negates
Spell Resistance: Yes

A horrible curse spell developed by a necromancer whose name is lost to history, this spell turns the target into a living vampire. The target must be a humanoid or monstrous humanoid, as with normal vampirism. If it fails a Fort save, it gains some of the characteristics of a sanguine vampire – it gains a thirst for blood (and must drink at least a pint of blood every week), develops a sensitivity to sunlight (-1 to rolls in sunlight or a daylight spell), and shies away from holy symbols (though it does not take damage from them). This condition is permanent and reversible only by a limited wish or similar spell. When the target dies, it rises three days later as a sanguine vampire unless otherwise prevented.

Material Components: A few drops of blood and two fangs from a vampire.

Exsanguinate
Necromancy [Blood]
Level: Clr 1, Drd 1, Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Corpse touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

By use of this spell, the caster draws all of the (remaining) blood from a touched corpse. The corpse in question must have an open wound, applied either before or after death. The wound itself need not be large – a inch-long cut is enough, as long as it is deep enough to draw blood. All of the blood left in the body pours out of the wound, pooling on the floor, though the caster can also set a container under the cut to capture the blood.

Identify Blood
Divination [Blood]
Level: Drd 1, Rgr 1, Wiz 1
Material Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Blood touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

By touching any amount of blood (either fresh or dried), the caster gains insight into the type of creature to which the blood belongs. This is no more than a general sense - i.e., giant, dragon, humanoid, etc., but not specific subtype. If the caster attempts to read a pool of mixed blood, he knows that there is more than one creature type, but cannot determine more than that.

Identify Blood, Greater
Divination [Blood]
Level: Drd 4, Rgr 4, Wiz 4

As identify blood, except that the caster can determine the creature's subtype(s) as well as the type. If he has encountered blood from a specific creature before, he also knows this; if he tries to identify mixed blood, he can determine the types involved, but not the subtypes.

Preserve Blood
Transmutation [Blood]
Level: Clr 2, Drd 2, Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Up to 1 gallon of blood/level
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: No

This spell enables the caster to maintain the integrity and freshness of up to 1 gallon of blood per level - it doesn't dry out, separate into its component parts, or otherwise go bad. The blood must still be in liquid form for this spell to work.

Speak with Blood
Necromancy [Blood]
Level: Clr 4, Wiz 5
Components: V, S
Casting Time: 1 minute
Range: Touch
Target: One pool of blood touched
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

The caster can communicate with any amount of blood, provided the blood is still fresh. He may ask one questions per caster level. The blood's knowledge is limited to what its host creature knew before the blood was shed. The blood holds the spirit (not the soul) of the host creature, so while it does not get a Will save to resist the effects, as with speak with dead, it may choose not to answer questions fully or even correctly.

The caster can cast this spell on a given amount of blood only once, even if the blood is magically preserved. Blood that has been used in a blood magic spell of any sort cannot be questioned.

Summon Hungry Mist
Conjuration (Summoning) [Blood, Evil]
Level: Clr 5, Wiz 5
Components: V, S, M
Casting Time: 1 round
Range: Medium (100 ft. + 10 ft./level)
Effect: One summoned hungry mist
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

The caster summons a hungry mist. It appears where the caster designates and acts on his turn. Unlike most summoning spells, the hungry mist is not under the caster's control (hence the increased range), and it as likely to go after the caster as any other living being. It goes after the nearest source of blood it can sense (usually a living being), absorbing all the blood it can.

Material Components: A vial containing condensed fog from a fog cloud spell and powdered blood from a sanguine vampire.

Taint Blood
Necromancy [Blood, Negative]
Level: Clr 3, Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: 0 ft.
Target: 1 gallon/level of blood
Duration: Permanent
Saving Throw: None
Spell Resistance: No

This spell taints up to one gallon of blood per level with negative energy. Any blood mage attempting to use it for blood magic spells, or any living creature ingesting it, must make a Fort save (DC 15) or suffer 1d4 points of Con damage; whether or not the save is successful, the spell fails. Undead are unaffected by ingesting tainted blood.

Material Component: Dust from any destroyed level-draining undead, or a ground-up crystal (10 gp) impregnated with negative energy, which is sprinkled over the blood to be tainted.

Thin Blood
Transmutation [Blood]
Level: Clr 2, Drd 2, Wiz 2
Material Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 1 minute/level
Saving Throw: Fort negates
Spell Resistance: Yes

The target of this spell must make a Fort save. If the save fails, all wounds the target suffers from edged or piercing weapons, if inflicted within 1 minute per level, continues to bleed for an additional 1 hit point per round until bound or cured, or one minute has passed. A coagulate spell (see above) will also close the wound.

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