Spell Manipulation using Blood Magic
Blood Magic can use Vital Reserves to recover reservoirs of spell power or dynamically cast a spell. A Measure is the volume of what is affected, and the Means is how Measures are gained. Using Blood Magic will often leave a Mark of Wickedness, regardless of the intent or nature of what is to be gained.
Common Requirements:
- Significant time to acquire/achieve outside of Character Inception.
- Advanced concepts like this require progressively more advanced communication skills; This Requires Study + A Measure of Understanding = a specific and appropriate phenomenological Lore level (Accomplished for Lesser and Expert for Greater). Each Vital Reserve is a separate learned process that the practitioner must acquire.
Mixing Vital Reserves when doing blood magic manipulation: Using different reserves for each measure requires that the procedures for all to be used are known (learned), AND having proficiency in a Mystic Practice, and a level of Lore in the associated Phenomenology GREATER than the Vital Reserve level is required.
Lesser Blood Magic Spell Manipulation
Involves replenishing a spell reservoir.
Greater Blood Magic Spell Manipulation
Involves casting a spell directly.
Incarna d20™ Spell Manipulation using Blood Magic Details/Mechanics
Lesser Blood Magic Spell Manipulation – Immediate Spell Recovery
Measure = A spell slot of 1 spell level per measure (essentially a ‘triggered’ Arcane Recovery as an Action). The maximum number of spell slots that can be recovered is the character’s normal highest level spell slot.
Means: The means of getting Measures are available through only the first 3 types of Vital Reserves.
- Type 1: The energy required per Measure is 3 per spell level, and it is considered Lesser Corruption of the pool’s energy spent in this way (recovery is 1/Long Rest).
- Type 2: The energy required per Measure is 3 Hard Damage per measure.
- Type 3: The energy required per Measure is 1 measure of Exhaustion.
Greater Blood Magic Spell Manipulation – Immediate Spell Casting
Measure = A spell slot of 1 spell level, per measure (a ‘triggered’ manifestation of a spell as if the caster had cast it as an Action (or whatever the Spell normally uses) and resolves as normal (casting time, duration, etc.). The highest spell slot that can be cast through is the character’s normal highest level spell slot.
Means: The means of getting measures are available through all 4 types of Vital Reserves.
- Type 1: The energy required per Measure is 2 per spell level, and it is considered Lesser Corruption of the pool’s energy spent in this way (recovery is 1/Long Rest). Any spell that is known by the Character can be cast this way.
- Type 2: The energy required per Measure is 2 Hard Damage per measure. Any spell that is known by the Character can be cast this way.
- Type 3: The energy required per Measure is 1 measure of Extreme Exhaustion. Any spell that can be known by the Character’s Class can be cast this way.
- Type 4: The energy required per Measure is 1 Essence sacrificed permanently. Any spell that can be known at all can be cast this way.
iCore Spell Manipulation using Blood Magic Details/Mechanics