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View Full Version : Custom Blood sphere talents (Spheres of Power)



SangoProduction
2023-08-19, 06:30 AM
(Author's Notes: I did try and get a good range of abilities that work for both low and high casters. Also, these were all come up with overnight, in a few hours, with no playtest. Feel free to give feedback.)

(Quick Reference:
"In range" refers to "blood control range," which, by default, is close range.
"Blood loss" refers to the additional damage associated with Blood Art talents. The damage is typically equal to half the caster level, which bypasses damage prevention and temporary hit points.)


General Talents
Blood Boon
Allies in range who are bleeding, or have suffered blood loss since last round, have +2 deflection bonus to AC. If an ally would lose this benefit, you may spend a spell point to extend it for 1 round per caster level.

Crimson Retaliation
When you or an ally in range would suffer blood loss or bleed damage, you may cause the blood to lash out and inflict half of that to another target within 5 feet per 2 caster levels of the target. Calculate the damage only from what they take, after any redirection, reductions, or immunities.

Hematologic Infusion
When inflicting blood loss on a target, you may spend a spell point to have them make an additional fortitude save. On a failed save, you may also infuse their bloodstream with a substance or potion you had in your hand, as though they had ingested it. If the substance also had saves related to it, they may attempt their saves at a penalty equal to your casting ability modifier.

Red Mist (errata)
Creatures that you caused to suffer blood loss count as under the effects of your blood control for up to 3 rounds, for the purpose of this talent.

Sanguine Awareness
You are always aware of any creature within range that is bleeding, heavily wounded (50% max hp or less), or has suffered blood loss in the past number of rounds equal to your caster level. They lose the benefits of concealment against you. You have advantage (roll twice and take the better result) when tracking creatures that you would be able to sense with this ability, were they in range.
You may grant this ability to willing target in range, as a (blood art) ability. Doing so takes a standard action, and inflicts blood loss, while lasting for 1 minute per caster level. For a spell point, it lasts for 10 minutes per caster level.
Further, you are able to differentiate between different creatures by their blood.

Synchronized Hearts
You gain half your caster level as a bonus to all opposed skill checks against those you caused bleeding or blood loss to. You both also gain the same bonus for all skill checks you aid each other with. You may cause yourself blood loss whenever an ally within range suffers blood loss.


Blood Art talents
Blood Echoes (blood art)
As a standard action, you cause a creature within range to suffer blood loss, and learn of one weakness or vulnerability the creature has. It suffers -2 AC, skill checks, and saves against any attacks or effects that exploit this weakness for the next 1 minute. If no such vulnerability is revealed, then they suffer the penalty against the next number of attacks and effects equal to your caster level.
Alternatively, instead of learning one of their weaknesses, you may learn a motivation. They suffer the same penalty against attacks, skill checks, and effects which exploit that motivation for the same period of time.

Gushing Fountain (blood art)
As a standard action, you cause a target within range to suffer blood loss on a failed fortitude save. Further, they leave a pool of blood around them out to a radius of 5 feet per 3 caster levels. Those walking through the area may safely spend twice the movement per square, or they may attempt a reflex save to traverse it at full speed. On a failed reflex save, they fall prone in the square they were attempting to leave. Anyone in the area is considered "wet" for the purposes of Nature sphere's Freeze effect. This blood dries after about a minute, and can be washed away the same as any other blood can be.

Pulsing Surge (blood art)
As a move action, you cause a willing creature within range to suffer blood loss. Their next attack or skill check that is strength-based or dexterity-based is done with advantage. (Roll twice and take the better result.) If you spend a spell point, they instead have advantage on all such attacks and checks for the next round.
The target also ignores fatigue- and fear-related modifiers for the 3 rounds, as the rush of energy overwhelms their weakness.


Dual Sphere Feats
Blood-Brain Barrier (Dual Sphere)
Prerequisites: Blood sphere, Mind sphere
Benefit: When casting a Mind sphere effect on a target you caused blood loss to in the last minute, you may force them to make a fortitude instead of a will save.

Destructive Bleeding (Dual Sphere)
Prerequisites: Blood sphere, Destruction sphere
Benefit: When causing damage directly as a result of the Blood sphere (such as through blood loss), instead of the normal type of damage, it can be of a type that you can inflict with any destruction sphere talent you know. If applied to blood loss, any creature immune to the damage cannot be affected, as though they were immune to bleed damage. Blood loss is not affected by resistances.

Gory Sculptures (Dual Sphere)
Prerequisites: Blood sphere, Gory Armaments, Creation sphere
Benefit: Use the better of your Blood or Creation sphere caster levels for Gory Armaments, and Creation sphere effects. Weapons created with Sanguine Armaments may have the properties of one material you can create. At caster level 10, the weapons may instead have the properties of two materials you can create. For any contradicting properties (like differing hardness), take the better of the two.
Further, weapons created with Creation sphere may be granted the enhancement modifier of Gory Armaments by paying the blood loss cost per weapon.

Sanguine Step (Dual Sphere)
Prerequisites: Blood sphere, Warp sphere
Benefit: As a move action, you may spend a spell point to swap the locations of two willing allies who are bleeding, under blood control, or suffered blood loss in the past 3 rounds. Any ally within both blood control range and teleport range can be targeted, even if their distance from each other is beyond teleport range. If you have Unwilling Teleport, you may use this against unwilling targets as a standard action instead.
In all other ways, this counts as a use of the Teleport ability.