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random thoughts
idont know whateber comes to my mind
d&d spells and what they do pt 2
Bloodrite: Blood Brotherhood
Components: S, F
Casting Time: Two rounds
Range: Personal, plus see below
Subject: Self, plus see below
Duration: Permanent
Saving Throw: None
Knowledge (blood magic) Check: No
Prerequisites: Will save +4 or higher
XP Cost to Learn: 100 XP
XP Cost to Perform: 500 XP
Hp Cost to Perform: 1d3
Blood brotherhood must always be performed by
two ritualists simultaneously. Both must know
the bloodrite, and pay the usual costs involved.
If either bloodrite is interrupted by one ritualist
having his concentration broken, both bloodrites
automatically fail.Once the ritual is complete, the two ritualists are
now blood brothers. A creature whose blood
brother is in an adjacent 5-feet square may use
the aid another action (see Core Rulebook I),
targeting his blood brother, once per round as a
free action. In addition, whenever they are within
sight of one another and both conscious, the two
blood brothers each gain a +2 morale bonus to
all Will saving throws. If either blood brother is
ever reduced to 3 or less hit points in combat, his blood brother may immediately go into a rage
as a free action. This rage functions exactly as a
barbarian’s Rage class feature (see Core Rulebook
I), though the character never gets the benefits of
Greater Rage or not being winded after the rage,
whatever his level.
If either blood brother attacks the other, the
attacker immediately sustains 1d6+1 permanent
damage to Charisma, and the blood brotherhood is
ended. This occurs even if the attack was caused
by a magical or other compulsion.
If either blood brother is killed, the remaining
blood brother suffers a -2 morale penalty to all
attack rolls, checks, and saving throws that are
not directly relate to his efforts to avenge his slain
blood brother until all who had any active hand in
the blood brother’s death are themselves dead.
No character can ever have more than one blood
brother at a time. In addition, a character who is
blood brothers with another may not join a blood
tribe. If a character’s blood brother is killed, he
may not perform this bloodrite again for at least
one year.
Focus: The ritualist’s dagger, which is used to cut
his hand.

Bloodrite: Blood Tribe
Components: V, S, F
Casting Time: One minute
Range: Personal, plus see below
Subject: Self, plus see below
Duration: One year
Saving Throw: None
Knowledge (blood magic) Check: No
Prerequisites: Will save +3 or higher
XP Cost to Learn: 50 XP
XP Cost to Perform: 100 XP per member of
blood tribe (for example, in a tribe of twelve, each
must pay 1200 XP)
Hp Cost to Perform: 1d6
This bloodrite is always performed by all
the proposed members of the blood tribe
simultaneously. All must know the bloodrite, and
pay the usual costs involved. If any ritualist’s
bloodrite is interrupted by one ritualist having
his concentration broken, all the bloodrites
automatically fail.Once the ritual is complete, the all the ritualists are
now members of the same blood tribe. Once per
round, as a free action, a character may perform
the aid another action (see Core Rulebook I) as a
free action, so long as the target is a member of
the character’s blood tribe. In addition, whenever
all the surviving members of the tribe are all
within sight of one another, they each gain a +1
morale bonus to all Will saving throws.
No new creature can join the blood tribe until the
duration is ended and the tribe is ready to renew
its vows and perform the ritual once more.
If a character attacks a member of his own blood
tribe, the attacker immediately sustains 1d4+1
permanent damage to Charisma, and is no longer a
member of the blood tribe for any purposes. This
occurs even if the attack was caused by a magical
or other compulsion.
If a member of the blood tribe is killed, the
remaining blood members suffer a -1 morale
penalty to all attack rolls, checks, and saving throws that are do not directly relate to their
efforts to avenge the slain blood tribe member,
until all who had any active hand in the member’s
death are themselves dead.
No character may ever be a member of more than
one blood tribe at a time. In addition, a member
of a blood tribe may not have a blood brother.
Focus: The ritualist’s dagger, which is used to cut
both his hands.

Bloodrite: Bloody Chalice
Components: V, S, F
Casting Time: One round per subject
Range: See below
Targets: Up to one creature per level in highestlevel
arcane spellcaster class
Duration: One month plus 1d6 days
Saving Throw: See below
Knowledge (blood magic) Check: DC 15
Prerequisites: Knowledge (blood magic) 6+
ranks, the ability to cast arcane spells of at least 2nd
level
XP Cost to Learn: 250 XP
XP Cost to Perform: 50 XP per target
Hp Cost to Perform: 1d3, plus see below.
This bloodrite allows the ritualist to bind a
number of other creatures to him, in the guise
of a religious or tribal ritual. He cuts himself,
usually on the forearm, bleeding into a cup. He
passes this around each of the intended targets.
If they are willing to cut themselves (also each
sustaining 1d3 damage, just as the ritualist did)
and mingle their blood with his in the cup, then
take a sip from the resulting mixture, they will find
themselves bound together in a similar manner to
a blood tribe (see above), but with a more sinister
consequence.
Each target that takes a sip is bound together with
all the targets and the ritualist for one month,
with the effect that whenever any of the targets is
within sight of the ritualist the target gains a +1
morale bonus to all attack rolls.
In addition, each target must make a Will saving
throw or become susceptible to the influence of
the ritualist. Failure at the saving throw means
the target suffers a -2 circumstance penalty to all
Sense Motive checks opposed to the ritualist’s
Bluff checks, as well as a -1 circumstance penalty
to all further Will saving throws against spells,
bloodrites, supernatural effects or spell-like effects
cast or activated by the ritualist. If the bloodrite
is repeated before the end of its duration, and the
same targets take sips from the cup and fail their
saving throws again, the above circumstance
penalties are increased by -2 and -1 respectively,
lasting for the duration of the most recently cast
bloody chalice.
For example, a ritualist casts bloody chalice on
four targets. All four fail their saving throws. As a
result, they all suffer a -2 circumstance penalty to
their Sense Motive checks opposing the ritualist’s
Bluff checks, and a -1 circumstance penalty to
their saving throws against his magic. A month
later, the ritualist casts bloody chalice on the same
four targets once more. This time, one of them
succeeds even despite the -1 penalty, so he no
longer suffers any penalties at all, though he still gains the +1 morale bonus to attack rolls while
in sight of the ritualist. The other three all fail,
so for the next month their penalties are -4 and -2
respectively. Again they still gain the +1 morale
bonus to attack rolls while in sight of the ritualist.
Focuses: An ornate cup or other vessel, costing at
least 500 gp, plus a ritual dagger for bloodletting,
costing at least 300 gp.

Bloodrite: Bloody Tongue
Components: S
Casting Time: 1 action
Range: Touch
Target: One creature from whom the vampire
drained blood at some time in the previous 24
hours
Duration: One month
Saving Throw: Will negates
Knowledge (blood magic) Check: No
Prerequisites: Must be a vampire and have the
ability to cast arcane spells of at least 2nd level
XP Cost to Learn: 500 XP
XP Cost to Perform: 25 XP
Hp Cost to Perform: None.
Bloody tongue allows the vampire to create
a telepathic blood bond with one creature it
has bitten. The vampire may communicate
telepathically with the target for the duration of
the spell, if it wishes, so long as the target creature
has an Intelligence score of 6 or higher, exactly as
though both were targeted by a Rary’s telepathic
bond spell.

Bloodrite: Blood Contract
Components: V, S, F, M
Casting Time: One hour
Range: See below
Subjects: Up to one creature per level in highestlevel
arcane spellcaster class
Duration: See below
Saving Throw: See below
Knowledge (blood magic) Check: DC 15 +1 per
clause in the contract.
Prerequisites: Knowledge (blood magic) 8+
ranks, the ability to cast arcane spells of at least 5th
level
XP Cost to Learn: 150 XP
XP Cost to Perform: 50 XP per subject, plus
additional experience points for each penalty
clause (see below)
Hp Cost to Perform: See below
Blood contract creates a formal, written contract
that can be written as the ritualist desires,
depending on the nature of the enterprise or
business the signatories wish to agree to. In form it is typically written very much like a legal
contract, so as to ensure that it is completely
unambiguous. The terms can be anything the
ritualist likes, so long as the signatories are willing
to sign it.
Anyone who signs the contract is one of the
subjects of the bloodrite. They may be willing or
unwilling – the bloodrite makes no distinction,
so long as they sign. The ritualist may be one of
the signatories, or not, as desired. Each signatory
to the contract must provide enough of his own
blood to equal 1d4 hit points or as many hit points
as there are pages in the contract, whichever is
greater. The ritualist need only sustain damage
and provide blood if he is one of the subjects
himself. As part of the terms of the contract, the ritualist
may choose to include a variety of penalty clauses
from the following list, or as devised by the
ritualist with the agreement of the Games Master.
Each penalty clause costs the caster additional
experience points, as specified in the description
of each penalty clause. Penalty clauses can
relate only to specific breaches of the contract,
or alternatively all relevant penalty clauses can
be invoked at once for any breach whatsoever, as
desired.
The character who breaches the contract
(hereafter referred to as the ‘breacher’) remains
bound by the terms of the contract, but other
signatories are no longer bound by the contract
with regards to the breacher. Additional cost: 25
XP.
† The breacher sustains 1d3 temporary
Wisdom damage per day until he is once more
abiding by the terms of the contract and has made
sufficient restitution to the injured party, as agreed
by all other signatories. Additional cost: 100 XP.
† The breacher sustains 1d6 or more damage
for each breach. In the case of an ongoing breach,
he sustains a like amount of additional damage
for each day beyond the first when he remains in
breach of the contract. Additional cost: 25 XP per
1d6 damage, to a maximum of 1d6 damage per
two caster levels.
All signatories are automatically teleported
into the presence of the ritualist, including the
breacher, for an immediate and impromptu ‘court
session’ at which they may decide the fate of the
breacher. At the conclusion of the ‘court session’
as defined by the ritualist, all signatories are
automatically teleported back to their previous
locations. To add this penalty clause to a contract,
the ritualist must be able to cast the spell teleport.
Additional cost: 250 XP
The breacher is immediately targeted by
one of the following spells, specified during the
casting of the bloodrite: suggestion, emotion,
lesser geas, phantasmal killer, contagion,
enervation, polymorph other, dismissal,
feeblemind, geas, banishment, finger of death,
maze, trap the soul, polymorph any object,
imprisonment¸ energy drain. To add this penalty
clause to a contract, the ritualist must be able
to cast the relevant spell. Any decisions that
must normally be made on casting the spell
must be made while casting this bloodrite, and
incorporated into the finished contract. The spell
may be activated any number of times, whenever
an appropriate breach occurs. Additional cost: 50
XP per level of spell, plus any additional XP that
must usually be expended on casting the spell,
plus additional material components in the form of
incense amounting to 1,000 gp per level of spell.

A blood magician who has become a signatory
to a blood contract (whether or not he cast the
bloodrite in the first place) and who knows the
blood contract bloodrite can attempt to remove
one of the penalty clauses from the contract. Each
attempt to do so costs him 5 experience points
for each experience point the original ritualist
paid to include that clause; for example, a blood
magician who had signed a contract including
the teleportation clause must pay 5 x 250 = 1250
experience points to attempt to remove the clause.
The attempt requires a Will saving throw, DC
determined by the power of the original ritualist
as usual for bloodrites (see pg 11). Success
indicates that the desired clause, in its entirety, is
permanently removed from the contract. Failure
indicates that the blood magician expends the
experience points, but to no avail. Note that it
is common practice to include a penalty clause
penalising any attempt to remove one or more
penalty clauses from the contract!
Note that once the contract is written and the
bloodrite cast, it is binding, whatever happens to
the original, physical contract itself.
Focus: An inkpot and sharpened pen inlaid with
rubies and red gold, to a value of at least 600 gp
each.
Material Component: A blank piece of parchment
or paper for each subject. This is not destroyed
during the bloodrite, but it is written on to form
the final contract.

Bloodrite: Blood Oath
Components: V, S, F
Casting Time: One hour
Range: See below
Subjects: Up to one creature per two levels in
highest-level arcane spellcaster class
Duration: See below
Saving Throw: See below
Knowledge (blood magic) Check: DC 14
Prerequisites: Knowledge (blood magic) 4+ ranks,
the ability to cast arcane spells of at least 3rd level
XP Cost to Learn: 100 XP
XP Cost to Perform: 50 XP per subject
Hp Cost to Perform: 1d4
The blood oath is traditionally used by barbarian
tribes and other savages to solidify an agreement
that would not fall into one of the categories
covered by the other blood bonds. This could
be anything from a business deal to a marriage
contract. All the participants must slash their
arms, spilling 1d4 hit points’ worth of their blood
onto the bloodrite’s focus, a gold arm-ring
In general a blood oath is treated very similarly
to a blood contract, but its terms must be a great
deal simpler, so that it can be defined in at most
100 words. Penalty clauses need not be discussed as part of this 100-word limit, because all blood
oaths share the same penalty clause. Likewise the
participants’ names need not be included, as any
who spill their blood on the bloodrite’s arm-ring
focus are considered to swear the oath.
Any who break their side of the deal immediately
begin to lose face within the community, as well
as losing their own self-confidence. The oathbreaker
suffers 1d4 temporary Charisma damage
per day until he can make suitable recompense
to the satisfaction of all other participants. This
Charisma damage is not recovered, and cannot
be healed by any means, until the recompense is
made.
The duration of a blood oath must be defined
in terms that are reasonably easy for all its
participants to comprehend and abide by. Typical
durations are: ‘until the sun’s rays dawn once
more,’ ‘until the next new moon,’ ‘until first frost
of the coming winter,’ ‘until the summer solstice,’
or similarly simple, seasonally tied timescales.
Note that unlike the blood contract spell, the
ritualist may never himself be involved in
swearing the blood oath. It is crucial that the
ritualist retain neutral status with regard to the oath and its participants, for he may be called
upon later to resolve any disputes that are too
minor to be considered breaches of the bloodrite.
Focus: A gold arm-ring retained by the ritualist,
weighing one pound and worth at least 1,000 gp.
Each arm-ring can be used to swear up to twelve
blood oaths.
It is said that if a murderer touches the corpse of
his victim, the corpse will begin to bleed once
more, as though recognising its slayer. The
basis of this old superstition is, of course, the
bleeding test, which can be a powerful tool for any
investigator or tribal law-speaker.
When this bloodrite is cast, the ritualist touches
one or more murder suspects. If the targets then
touch the murder victim one at a time, it will
begin to bleed in an obvious manner as soon as the
murderer (if any) touches it. This occurs however
the victim was killed, even if slain indirectly or
by magic. Furthermore, even if he was somehow
drained of all blood he will bleed nonetheless.
Of course it is usually necessary to use other
means to compel the suspect or
suspects to touch the murder
victim, but in most cases a
refusal to co-operate on
the part of the suspect
can be take as a
reasonably clear
indication of guilt.
Whether or not
this indication is
enough to secure a
conviction or
punishment is very
much dependent on the nature of the court or other authority in
the community – in the more primitive tribes it is
quite common for the tribal shaman’s word to be
very nearly law in any case.
Note that for purposes of the various spells
listed in the Abuse of Blood Bonds section, this
bloodrite does not establish a connection between
the ritualist and any of the suspects, or bond the
suspects to one another. Rather, it exploits an
already existing blood bond which connects ever
murderer with their victim.
Focuses: The ritualist’s dagger, which is used to
cut his arms and chest.





 
 
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