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View Full Version : Old School AD&D Sangromancer/Bloodmage Class



Hubcat
2017-09-27, 11:19 AM
Hey everyone! I'm new here, this being my first post, and I want to show you an AD&D class I made last year for one of my friends who I ran a game for. A few things to understand are that I use quite a few homebrew rules, mostly that my father uses whenever he DMs games, so if there are some aspects that are there, or invisible rules I seem to be following, please point it out, and I will either fix it or give in detail the rule I follow that makes the wording required. One such rule is the "can't cast within melee range of others" rule, spells that require somatic components(movement) need to be exact, and thus even those in combat with others can stop the spell with a small bump, causing the need of a save versus magic for the wizard to not lose the spell from their memory. This also means spells can't be cast while wearing armor unless it has no somatics. Any ranged or melee damage will have the same effect. In the beginning, I will post a class description, as well as the current working spell list, for your viewing, commenting, and correcting leisure.

Hubcat
2017-09-27, 11:20 AM
Cantrips:
• Draw Blood
o No saving throw, can resist with magic resistance, deals 1 damage and reveals blood if they have any for other uses, don’t need to roll to hit
o Can sacrifice 2 hp to deal 1 extra damage
o Range 1”/level
o Casting time 3 segments
o Duration instantaneous
• Sense Life
o The caster can sense the amount of blood in a chosen target, causing them to know the original and current life total of the target
o Casting time 3 segments
o Range 6’+1’lvl
o Cannot be boosted
o Duration instantaneous
Lvl 1:
• Patch Up
o By means of this spell, the caster can cause natural reactions in a body to fix its self, only useable in situations a bandage could be used, heals 1 point stops bleeding
o Can sacrifice 2 hp to heal 1 extra point in addition to the original one for each 2 hp sacrificed
o Range touch
o Casting time 3 segments
• Mutilate Dead
o You chop to bits a dead body, for various reasons, to prevent Animate Dead, or maybe even Raise Dead if no one bothers to reconstruct the body. Or if you take a piece. Just saying. Doesn’t affect undead, only corpses that are truly dead, will work on body magically rigged to become undead upon a certain event, such as skeletons made to activate when a certain gem is stolen from the tomb. Affects 1 body per level. The caster has 1 round to go around, find and chop the bodies up until the spell ends.
o Casting time 3 segments
o Range 1’
o Duration 1 round
o Sacrifice 3 hp to mutilate 1 more body per level
• Blood Bolt
o This is the same as the first level magic user spell magic missile, except it uses blood instead of energy, and it gets no plus one for each missile, instead -1
o Can give sacrifice 2 hp to increase the damage of all the missiles by 1, can do as many times as they want
o Range 6”+1”/level
o Casting time 3 segments
• Overload
o The Sangromancer rushes blood to a creature’s brain for a few seconds, causing them to fall unconscious if they fail a save vs. magic, cannot effect bloodless/brainless creatures, cannot effect creatures above 5 HD
o Can sacrifice 2 hp to add an extra target to the spell, 1 hp per target added to the spell
o Range 2”/level
o Duration until woken up or 2 rounds/lvl
o Casting time 3 segments
• Blood Blade 0
o The caster draws their blood to wrap around their knuckles, forming a painful weapon to be hit with that is not unlike brass knuckles. This deals -1 damage, but that doesn’t mean it heals, it just does no damage.
o Range self
o Casting time 3 segments
o Duration 2 rounds/lvl
o Can sacrifice 2 hp to increase damage by 1
• Binding
o This spell allows the caster to bind themselves through blood to a willing non-humanoid creature, as in a creature that knows them and trusts them not due to specific training or magic, to be their familiar permanently, can only cast spell once per year, attempting and failing to bind an unwilling creature will cause loss of the spell for the year anyway. This spell also gives abilities based on the creature, using the abilities granted from the find familiar table from the first level magic-user spell find familiar, or at the DM’s discretion, magic cannot be used to predict the outcome of this spell
o This spell cannot be powered up by life, but causes the caster to fall to -1 hp after casting, even if unsuccessful in the binding
o Ritual
o Duration permanent
o Casting time 6 turns
• Blood Shield
o The caster is immune to one point of damage dealt from each physical attack, including fire, cold and weapon damage, but not magic like magic missile, when using this spell, by pouring blood on their body to travel to the location of the blow to harden and protect from some of the blow
o Range Self
o Casting time 3 segments
o Duration 2 rounds/level
o Can sacrifice 3 hp to increase amount of damage blocked from blow by 1 as much as they want
• Blood Mist
o The caster causes a haze of blood around the battle field, giving everyone except from the caster’s point of view the same effects of invisibility, can only be cast if someone has an open wound
o Range 0
o Casting time 3 segments
o AoE 20’x20’x20’ cloud
o Duration 1 round/lvl
o Can sacrifice 2 hp to increase duration by 1 round/lvl as much as they want
• Read Magic
o Same as the first level spell Read Magic for magic-users
o Cannot be boosted
Lvl 2:
• Rotting Cloud
o The caster raises the blood and brings forth the foul stench of decay from a dead body, causing vomiting to those who aren’t undead or can’t smell and don’t make their saving throw to escape the rotting cloud, can only be cast if there is a dead body or rotting undead within 2”/lvl of the caster, has the same effects of the second level magic user spell Stinking Cloud otherwise
o Range 2”/lvl
o AoE 10’x10’x10’
o Can sacrifice 2 hp to increase size of the cloud by 10’ in any one direction
o Casting time 3 segments
• Blood Bend I
o The caster can control their blood outside of their body for the duration of their spell, granting the ability to unlock doors from the other side if something isn’t there to stop it, including un barring doors that have bars within their weight limit and has a 5% chance to pick lock, 25% with a pick, if provided, can lift small objects of 2 pounds in weight, or can fight, causing 1 damage, AC 15, hp 1, blood bended blood can be used to power other spells with equal to hp spent on blood bend I, and canceling the spell regardless of blood amount taken
o Range 0
o Casting time 3 segments
o Duration 5 rounds/lvl
o Base health cost of 2, unless the caster’s been injured at least 2 points in the spot where they currently are other than by spell damage, including spells that sacrificed their own life, can sacrifice 3 hp the increase carry weight by 2 pounds and increase damage by 1, and hp by 1
• Blood Blade I
o The caster uses his/her own blood, and it hardens in their hand to create a weapon only they can use, and at this level it makes a dagger that does d4-1 damage
o Casting time 3 segments
o Duration 2 rounds/lvl
o Range 0
o Can sacrifice 2 hp to increase damage of dagger by +1
• Rite of Life
o The caster calls out to the universe, asking for more life to aid them, and their max health increases, but doesn’t heal to fit the increase in life. Good luck gaining that life in the time you got. Increases 1 hp/lvl
o Casting time 3 turns
o Duration 12 turns/lvl
o Range 0
o Hp doesn’t affect this spell
o Ritual
• Strengthened
o The caster increases a target’s strength by 1d4 temporarily, doesn’t allow surpassing 25 strength. Doesn’t stack with itself or Strength.
o Casting time 3 segments
o Duration 1 round/lvl
o Range 1’/lvl
o Can sacrifice 6 hp to increase the strength increase by 1d4, can only be done 2 times
• Blood Transfer
o The caster can transfer the blood of one or more person to another from a range from two willing targets, healing the recipient by 1 for every 2 damage dealt to the transferee(s)
o Casting time 3 segments
o Duration instantaneous
o Range 1’/lvl
o Cannot be boosted
• Rite of Burning Blood
o The caster pours out blood, creating flasks of blood that will burn your foe’s very soul, dealing 1d4 damage per flask, counting as magic damage
o Casting time 3 turns
o Range 0
o Duration permanent
o Ritual
o With 0 flask creation base, the caster can sacrifice 3 hp to increase the amount by one, maxing at their level in flasks
• Blood Beam
o The caster fires burning blood from their eyes, dealing damage to themselves and their targets, 1 damage/lvl to them and half round up to you, make a constitution check, on a fail caster clutches their eyes next round, causing blindness and inability to move
o Range 1”/lvl
o Duration instantaneous
o Casting time 3 segments
o Can spend 1 hp to increase damage by 2 damage/lvl
Lvl 3:
• Rite of Vampirism(Reversible)
o By use of this spell, the caster transforms their entire being, turning into what most would consider a tainted form, that of a vampire. However, this is not a complete transformation, you have less advantages, but also less disadvantages, a nice median between strengths and weaknesses. See lesser vampire for effects. Cannot be dispelled except by special means such as wish, raise dead, or the reverse. The reverse turns vampires back to life. Being interrupted while casting results in loss of all materials used. When casting, the sangromancer must make 10 constitution checks with a plus 4, if they fail any of them, they black out and go on a dm-controlled blood rage
o Casting time 144 turns
o Duration permanent
o Range 0
o Cannot be boosted
o Materials: blood originating from at least 500 points of damage, 200 gold worth ruby dust, 20 big toes from different people, 40 crushed eye balls
o Ritual
• Contortion
o You twist an opponent’s body, rendering them useless for the duration, and dealing 1 damage per round. The target needs one round after the duration to recover.
o Casting Time 3 segments
o Duration 1 round/lvl
o Range 1”/lvl
o Sacrifice 10 hp to add 1 damage per round/lvl, 15 hp to add a target to the spell
• Mist Form
o The Sangromancer turns themselves into a mist of blood, making them impossible to physically or magically damage or heal and making it so they too cannot attack or cast spells. You can also seep through cracks in walls. However, while in this form the Sangromancer takes 1 damage per round, and the spell lasts until you chose to end it.
o Casting time 3 segments
o Duration Special
o Range Self
o Cannot be boosted
• Bleed
o Drawing forth blood from any open cut, the sangromancer causes 1 point of damage per round for the duration of the spell to the target
o Range 1”/lvl
o Duration 1 rounds/lvl
o Casting time 3 segments
o Can spend 4 hp to increase bleeding damage per round by 1/lvl
• Pool of Reconstitution
o The caster creates a pool of blood where they are, and expend 5 hp when doing so. They may then teleport to the pool at anytime from anywhere. Also, the teleportation is silent and the blood pool can be dispersed by spreading the blood. The caster may not have more than one pool of blood at once, and they can sense if their pool is destroyed
o Duration Permanent
o Casting time 1 round
o Range 0
o When you teleport, you lose 1 hp per 1” from the pool at the time of teleportation, the sangromancer doesn’t know for sure the damage they will take until after teleporting, and this damage can kill/ cause them to go unconscious, can spend 3 extra health at the casting time of the spell to reduce teleportation damage by 1. No, negative damage does not equal healing, if you reduce damage by 2 by sacrificing 11 hp, and teleport from within 1”, you DON’T get healed 1 hp.
• Drain Life
o The caster draws the life energy from a creature, adding to their own health, dealing 1d4/lvl damage, and healing half round down health of the damage dealt, cannot absorb more health than the monster has, and cannot, if unbooted, gain more than half their total life
o Duration instantaneous
o Range 1”/lvl
o Can sacrifice 8 hp to heal the same amount of damage dealt instead
o Casting time 3 segments
• Cold Blooded
o You turn a target’s blood to ice, causing 3d4 damage, and causing them to freeze to the spot, can save for half damage and half speed, unless they have frost resistance, in which case half speed and damage, save for none
o Casting time 3 segments
o Duration 2 rounds/lvl
o Range 1’/lvl
o Can sacrifice 2 hp to increase damage by 1d4
• Twin Blood
o The caster temporarily links themselves to another, dealing as much damage to them as they themselves have taken, but in return also taking upon themselves the damages of the linked
o Casting time 3 segments
o Duration instantaneous
o Range 1’/lvl
o Can sacrifice 3 hp to not take damage from the other
• Animate Dead
o Same as the third level Cleric spell, Animate Dead
o Casting time 3 segments
o Duration permanent
o Range 1”
o Cannot be boosted
• Dark Sphere
o This spell causes a ball of darkness, damaging the life force of anything in its range, dealing 1d8 damage to anything that fails their saving throw, half to success or none for a natural 20. If the creature is made of darkness, they take half or save for none
o Casting time 3 segments
o Duration instantaneous
o Range 10”+1”/lvl
o AoE: 33,000 cubic feet
o Sacrifice 2 hp to increase damage by 1d8, cannot be increased to more than caster’s level total of d8, including the original one d8
• Blood Buff
o The caster pulls forth the excess power in blood, allowing the next spell cast to be boosted with every 2 hitpoints being worth 3. Does not stack.
o Casting time 1 turn
o Ritual
o Range self
o Duration permanent
o Cannot be boosted
• Blood Blade II
o The caster creates a short sword out of their own blood, which deals 1d6-1 damage to whoever gets hit by it.
o Casting time 3 segments
o Duration 2 rounds/lvl
o Range 0
o Can sacrifice 2 hp to add +1 damage to the sword
• Blood Rune
o The Sangromancer carves spells into their arms, allowing them to cast the spell off their arm as if it were a scroll, but this spell can only be cast once a week, and when this spell is cast, you must have the other spell in memory, and making the scroll will remove it from your memory. As long as it’s on your arm, you have minus 5 max health per level of the spell, and you must still provide it with blood to power it up. Cantrips will result in a 1 max health decrease
o Casting time 3 turns
o Duration permanent
o Range self
o Cannot be boosted
• Bound in Blood
o The caster binds themselves to an object, allowing them to scry the object at any time and sense its location when it’s within 1”/lvl.
o Casting time 3 segments
o Range touch
o Duration Permanent
o Whenever you cast the spell, you must spend 4 hp per item already bound to you
• Spell Boost
o The caster summons the power of memories and gods alike, allowing a spell caster of any kind to sacrifice 5 hp of their own life per level of the spell to get an extra charge. Effects clerics, illusionists, sangromancers, paladins, druids, bards, magic-users, etc. E.g. You cast it on a magic-user, the magic-user can sacrifice 15 hp to get an extra 3rd level spell charge
o Casting time 1 turn
o Range touch
o Duration 3 turns/lvl
o Sangromancer can sacrifice his own life to give others an extra spell charge at any point during the duration of the spell for the same spell level to hp ratio
• Pure Blood Transfer
o The Sangromancer can transfer and also purify blood of two willing individuals, healing the receiver 1 hp per 1 hp lost by the other target
o Casting time 3 segments
o Range 1”/lvl
o Duration instantaneous
o Cannot be boosted
• Paired Sacrifice
o The caster and another link themselves, allowing both to sacrifice hp for the other, if two sangromancers are linked, either one can sacrifice life for the other’s spells, but if a fighter and sangromancer are paired only the fighter can donate blood to the Sangromancer’s spells. The linked must willingly give each hp to the other.
o Casting time 3 segments
o Duration 1 round/lvl
o Range 1”/lvl
o Sacrifice 5 hp to add a target
Lvl 4:
• Exchange wounds
o This spell is more powerful than twin blood, but similar, the caster loses all wounds, and takes the damage that has been dealt to the target creature, and the target creature loses all wounds, but then takes damage equal to that has been dealt to the caster. Can be used to heal party members with the caster’s health if you want, just a suggestion.
o Casting time 3 segments
o Duration instantaneous
o Range 1’/lvl
o Can sacrifice 3 hp for the target creature to not lose the wounds they had taken, but the caster will still take the damage
• Troll’s Regeneration
o The Sangromancer regens 2 hp per round, but takes double damage from fire for the duration. Also, if you die while this spell is going, it continues, and if this would bring you back to more than -10, you will live again.
o Casting time 3 segments
o Range self
o Duration 1 round/lvl
o Can sacrifice 10 hp to add 1 hp round/lvl
• Misconfigured Likeness
o The caster twists one’s features into another of the same creature, causing 1d10 damage to the recipient, and causing them to look like whomever the caster chooses
o Casting time 3 segments
o Range 1”/lvl
o Duration 1 day per level
o Can spend 5 hp for the spell to make the target look like another creature, can still make them look like a specific person/thing, deals 1d10 extra
• Dark Decision
o The caster directs darkness, swaying someone’s mind to make a decision, same effects as the third level magic-user spell Suggestion
o Casting time 3 segments
o Range 1”/lvl
o Duration 6 turns+6 turns/lvl
o Can sacrifice 2 hp to give them a -1 on their saving throw
• Boil Blood
o The caster makes use of a more advanced version of the Rite of Burning Blood, making it quicker, and making it useable on blood inside other creatures, dealing 1d8 damage. This blood becomes disenchanted as soon as the recipient dies, or when it exits the body, and is only enchanted for 1 round anyway
o Casting time 3 segments
o Range 1”/lvl
o Duration 1 round
o Can sacrifice 3 hp to increase damage by 1d8
• Blood Bend II
o The caster morphs not only their own blood, but anyone’s, into a stream controlled by them, it can do the same things as blood bend I, but it has a 10% to pick without a pick, and 35% with one, and for this spell, you can use blood others have spilled on the battle field, however their blood takes 4 hp to equal 1 of yours, and can only use the hp they donated to cast spells from it, and it will still dispel.
o Casting time 3 segments
o Duration 1 round/lvl
o Range 1”/lvl
o Base health cost of 2, unless the caster’s been injured at least 2 points in the spot where they currently are other than by spell damage, including spells that sacrificed their own life, can sacrifice 3 hp the increase carry weight by 2 pounds and increase damage by 1, and hp by 1
• Blood Blade III
o The Sangromancer summons their blood into the shape of a long sword, which deals 1d8-1 damage.
o Casting time 3 segments
o Duration 2 rounds/lvl
o Range 0
o Can sacrifice 2 hp to increase damage by +1
• Blood Steal
o The caster sets up a magical link from them to another, and anytime that the targeted takes damage, the Sangromancer heals that much health.
o Casting time 3 segments
o Duration 1 round/lvl
o Range 1”/lvl
o Can sacrifice 15 hp to add a second linked creature
• Blood Pact
o Binding another’s word in blood, the Sangromancer causes a willing target to have a task to do within a certain time limit, the time limit is decided by the caster, but must be within 144 turns/lvl, and the receiver will know how much time they have and what to do, and must be ok with it. If they fail to do the task, they instantly die at the end of the time
o Casting time 3 turns
o Duration special
o Range 0
o Cannot be boosted
Lvl 5:
• Blood Demon
o The caster grasps deep into the reaches of space, between dimensions, and drags an imp to the world, and binds it to their bidding. Can be used to rebind a demon already summoned and refresh the bind length
o Casting time 6 turns
o Range 0
o Duration 1 day/lvl
o Ritual
o Cannot be boosted
• Death Drop
o The Sangromancer drops to -11 hitpoints, then one round later heals to full if not dead. If this spell is in memory when the Sangromancer casts a spell he/she is able to drop to -11 or less hit points to sacrifice 11+ (1 per hitpoint dropped below -11) extra hit points for the spell. Cannot go to anything between 0 and -11, just -11 to -20. This removes Death Drop from your memory. The heal ability activates at the end of the next round.
o Casting time 5 segments
o Duration 1 round
o Range Self
o Cannot be boosted
• Burn Like My Scroll
o The Sangromancer imagines, just for a moment, flames consuming an object they hold dear, then they release an inferno on the target. Choose a burnable item in your inventory, take its gold worth, divide by 100, and deal that much damage to the target with fire. Can only be used on objects value 6000 gold or more. Yes, this spell is an inside joke.
o Casting time 3 segments
o Duration instantaneous
o Range 1”/lvl
o Can actually sacrifice the item to do divide by 50 damage to the target
• Krul’s Blessing
o The caster increases their heart and breathing rate, making the blood run thick in their veins. This causes 1 hp to be worth 1 more when casting spells. Does not affect blood harvested from the various blood bend spells, no infinite loops. Does not stack.
o Casting time 1 turn
o Ritual
o Range 0
o Duration 3 turns/lvl
o Cannot be boosted
• Vengeful Spirit
o The caster summons a spirit of a previously slain enemy, the spirit is them required to do one thing of the caster’s bidding, that is an achievable task, so not “serve me until you dissipate or I die”, but like “Go kill that guy”, then the spirit, after completing the task, will proceed to try to kill the caster, it will attack their party too, but the caster is their main goal, if the caster dies, the spirit dissipates, other than that it’s the same as it’s living form, but it can fly and is immune to any non silver/magic weapons. A raise dead will kill it, on it or it’s body, it will only come back if cast on the body, however.
o Casting time 1 turn
o Duration Special
o Ritual
o Range 0
o Can summon 1 extra spirit for 5 hp, but they must all receive the same task and will work together to kill the caster
• Dark Gem
o The caster imbues a gem with darkness, then lets their own darkness merge with the gem, granting the same effect as the fifth level magic-user spell, magic jar
o Casting time 8 segments
o Duration special
o Cannot be boosted
o Range 1”/lvl
• Blood Blade IV
o The caster summons a two-handed sword made of blood, which deals 1d10-1 damage, and it disappears upon leaving the caster’s hands
o Casting time 3 segments
o Duration 2 rounds/lvl
o Range 0
o Sacrificing 2 hp will give the weapon +1 damage
• Blood Bend III
o The caster reaches past their own life, past the battlefield, and into to their enemies, drawing blood from them to power their spells. This blood bend has a 20% chance to pick without picks, and a 60% chance with a pick. The ration for this spell is 2 hp of others equals 1 of yours. The spell deals 1d8 damage to anyone you choose within range, and uses that blood to power the spell, as well as using the blood already spilled, and your own.
o Duration 1 round/lvl
o Casting time 3 segments
o Range 1”/lvl
o Base health cost of 2, unless the caster’s been injured at least 2 points in the spot where they currently are other than by spell damage, including spells that sacrificed their own life, can sacrifice 3 hp the increase carry weight by 2 pounds and increase damage by 1, and hp by 1
• Oxygenated Blood
o The caster stuffs oxygen into their or other’s blood, allowing them to not have to breath for the duration. They can use this to breathe underwater, be unaffected by stenches, and not breathe in any poison or other deadly gasses they come across.
o Casting time 3 segments
o Range 1”/lvl
o Duration 6 turns/lvl
o Can sacrifice 1 hp to add another target to the spell
Lvl 6:
• Blood Blade V
o The caster summons a giant blade of blood, which deals a great amount of damage, and over two men tall, it deals 1d20-1 damage to anyone unlucky enough to be the Sangromancer’s target, the blade dissipates if it leaves the caster’s hands
o Duration 2 rounds/lvl
o Casting time 3 segments
o Range 0
o Sacrifice 2 hp for +1 weapon damage
• Wipe Spell
o Accessing the target’s memories, you wipe all spells from their memory, and revoke the charges given to them by their gods. You remove all charges of all spells from the targets mind, they get a save vs. spell.
o Casting time 3 segments
o Range 1”/lvl
o Duration instantaneous
o Sacrifice 15 hp to add a target
• Flesh to Blood (Reversible)
o The Sangromancer pulls forth the true form of flesh, turning it into blood. The reverse reverts the process, turning blood to flesh. Can turn 5 cubic feet of flesh to blood per level
o Duration Permanent
o Casting time 3 segments
o Range 1”/lvl
o Sacrifice 3 hp to add 1 cubic foot per level to the spell
• Speed Spell
o Tugging on the fabric of reality, Sangromancers may allow spells they or the target casts to be cast in ½ of the time, allowing twice as many spells per round
o Duration 1 round/lvl
o Casting time 3 segments
o Range Touch
o Can sacrifice 5 hp to increase duration by 1 round
• Slow Spell
o Everyone and anyone in range of the spell casts spells at ½ of the speed, meaning that spells require 2 rounds to cast if the normal is 1 round
o Duration 1 round/lvl
o Casting time 3 segments
o Range 0
o AoE 1”/lvl radius
o Can sacrifice 8 hp to protect a target from the spell
• Power Spell
o This spell increases the power of most more conventional spells, doubling all damage that it does and doubling the duration. To use this, it must be cast on whoever is casting the spell while their casting it, or if you’re the one casting it must be in memory, and then it is removed from your memory afterward.
o Duration instantaneous
o Casting time 3 segments
o Range 1”/lvl
o Sacrifice 50 hp as much as you want to increase the damage and duration by the original length/damage dealt
• Lend Spell
o You cram a spell into another’s head, allowing those who can’t usually cast to be able to. You may put one spell you have in memory into the targets memory, however this spell level can’t be higher level than your Sangromancer level -11. Doing this removes the spell from your memory.
o Duration Special
o Casting time 1 turn
o Range touch
o Ritual
o Cannot be boosted
• Deteriorate Body
o The target drops dead and rotten, the target gets a saving throw, but on fail and without magic resistance they will die. Succeeding on the saving throw will cause their body to partially rot, but not kill them, half round downing their current life and causing them to automatically lose initiative, this rotting can’t be cured except for by restoration, heal, or raise dead
o Casting time 3 segments
o Range 1”/lv
o Duration Permanent
o Sacrifice 20 hp to add a target to the spell
• Blood Rain
o The caster calls forth a storm of their own blood, raining pain on those who enter its area, can only be used outside, does 1d8 damage/round to friend and foe alike for the duration of the spell
o Casting time 3 segments
o Duration 1 round/lvl
o Range Self
o AoE: 360’ radius storm
o Sacrifice 3 hp to add a d8 to the damage/round and sacrifice 20 hp to stop it damaging allies
• Day of Reckoning
o The caster binds in chains a foe or friend for divine judgement, dealing or healing damage based on alignment. Alignment score: chaotic is -1, evil -1, neutral +0, lawful +1 good +1 if good sangromancer, reversed if the alignment is evil, neutral same as good. Every 1 above 0 on your alignment score heals a d20 health, every one below 0 deals d20 damage, can only be cast once a week. If the caster and the target are complete opposites, the caster and the target being lawful good or chaotic evil, interchangeably, this spell deals 1d100 damage.
o Casting time 1 round
o Duration instantaneous
o Range 1”/lvl
o Sacrifice down to -10 hit points to effect all in area except the caster, can also sacrifice 8 hp to add an extra d20 damage/heal for each alignment point, cannot be stacked with the effect everyone

Hubcat
2017-09-27, 12:12 PM
The Sangromancer uses both the power of blood and darkness to defeat his or her foes. They are battle mages, all spells that aren’t rituals requiring only verbal components, allowing combat casting, however they aren’t good for much other than killing things. They are a subclass of the magic-user, but the use the constitution bonuses of fighters, and are thus stronger, even though the use d4s for hit points and have the same hit dice as magic-users. They, like magic users, use intelligence to both gage how high level spells they can cast, and what their chance to learn a spell, and they get a 10% xp bonus if they have at least 16 constitution. They also gain levels and spells at the same rate as magic-users. As a subclass of magic-users, they can use any non-written magic items magic-users can use. They roll money the same as magic-users, and the class is considered illegal almost everywhere, and thus they must get their materials from the black market, which, like a thief, they have access to. They cannot be Dwarves, Halflings, or Gnomes, as they do not have much blood. Their armor won’t affect spells, allowing combat casting, however they can only be proficient with staff, dagger, and blood weapons (see spells) created by them, and can only use them in melee, and have a -2 to hit when throwing daggers. Due to special training, Sangromancers don’t bleed, and to choose spells, they roll 3 d6, get the corresponding spells, reroll repeats, and they get the draw blood cantrip and read magic. Sangromancers sacrifice life to power up their spells, how is specified for each spell. When casting, you must state how much blood you want to pour into a spell before the effect takes place, ex: With drain life, you can’t roll damage to see if you gain more life than sixteen, then if you do decide to boost it. When sacrificing hp, you can only sacrifice down to 0 hp, then you fall unconscious if you do sacrifice that much life. Every 15 levels your hp is worth 1 more for casting spells, lvl 15 1 hp = 2 hp for spells, 30 1 hp = 3 hp for spells, ect.

Hubcat
2017-09-27, 12:16 PM
These are the differences between a normal vampire and one made from a sangromancer casting the rite of vampirism, anything not mentioned is the same as the monster manual entry for the vampire.


• No level drain
• No immunities
• No natural regeneration
• In sunlight only losses vampiric abilities and takes 1d4 damage per turn
• When using bite attack on humanoids they gain regen 2(2 hp per round) for d4 rounds, animals regen 1(1 hp per round) for d4 rounds, and in special cases, such as undead or blood less creatures, no regen
• Bite attack does only d8 damage
• No gaseous form or returning to their coffin to regenerate
• No gaze charm
• Bat form can’t attack, only fly and turn back into a vampire
• No animal entourage
• Healing spells damage
• Garlic and mirrors have no effect
• Religious artifacts still cause d4 rounds of hesitation
• Killed normally, if goes to -10 hit points or lower dead in one round
• Holy water still does 1d6+1 damage
• Cannot become invisible at will
• Cannot create new vampires
• Has vampire thrall spell, same as charm person, once per day, lasts one week and will instead of treating the vampire as a best friend, will treat as a master and will act as a servant, providing blood, engaging in combat, or even committing suicide if told, forgets everything at the end of the charm and each creature can be charmed only once by each vampire. Can use once a day and only on non-violent subjects
• Keeps race and all bonuses, close inspection will reveal vampirism
• Counts as undead
• Change second part of alignment to evil, keeping lawful neutral or chaotic
• No close inspection needed to tell vampirism in sunlight, the obvious pain from the light makes it pretty clear
• Flight only in bat form
• Flight only goes at normal movement speed, AC bonuses come from automatic 18 dexterity in bat form, but no armor or magic equipment bonuses
• Can only carry 50 pounds in bat form, but objects change along with vampire
• Cannot change to bat form while over encumbered
• Animals untrained to be used to that specific vampire will become very uneasy around them
• Animal blood regen cannot heal past quarter max health

rferries
2017-09-27, 12:23 PM
Woohoo, AD&D! Good stuff, you've got loads of material here. I won't comment on the balance so much, but I'll say it seems pretty creepy (in a good way :D). Have you played any Ravenloft? I think it'd fit right in.

Hubcat
2017-09-27, 12:52 PM
Glad you like it :) I've never heard of Ravenloft, I'll look at it, thanks for the comment!

Hubcat
2017-09-27, 12:59 PM
This is kind of immediately after, but I looked up Ravenloft, and it seems like a cool addition! I'm not much of one for gothic stuff, and the class was designed at the request of one of my friends, but the dark theme seems to match quite well with the Sangromancer class!

Hubcat
2017-09-29, 10:10 AM
I'm also open to spell suggestions, after a year of working on it, I'm kind of running out. Proof of this being my most recent spell, Mutilate Dead. All feedback welcome, thank you!

Hubcat
2017-10-18, 09:48 AM
New spell!!

4th level:

• Share Life
o You and a willing target link your life, making so that both of your life pools are increased to the combined amount of your total life. However, any time one of you would take damage, the other does as well. For example, a 20 hp sangromancer share life’s a 45 hp fighter, they then both have 65 hp, however, if the fighter takes 10 damage, both the fighter and the sangromancer have 55 hp left. Also, if either were to be healed, both would be healed the same amount, basically their life totals are always going to be the same.
o Casting time 3 segments
o Duration 2 rounds per level
o Range 1”
o Sacrifice 10 life(this will be dealt to all the linked, for it damages the sangromancer which then the life combines) to add another willing target.

rferries
2017-10-18, 11:08 PM
New spell!!

4th level:

• Share Life
o You and a willing target link your life, making so that both of your life pools are increased to the combined amount of your total life. However, any time one of you would take damage, the other does as well. For example, a 20 hp sangromancer share life’s a 45 hp fighter, they then both have 65 hp, however, if the fighter takes 10 damage, both the fighter and the sangromancer have 55 hp left. Also, if either were to be healed, both would be healed the same amount, basically their life totals are always going to be the same.
o Casting time 3 segments
o Duration 2 rounds per level
o Range 1”
o Sacrifice 10 life(this will be dealt to all the linked, for it damages the sangromancer which then the life combines) to add another willing target.

What happens when the spell ends?

Hubcat
2017-10-18, 11:13 PM
Hmm, I didn't think about that... Maybe, max life decreases to normal, off your life is over you drop to max life, but if it's under you keep that life total, this way is more devastating to the tougher linkies, which was kinda what I was aiming for

Hubcat
2017-10-19, 09:35 AM
Hmm, I didn't think about that... Maybe, max life decreases to normal, off your life is over you drop to max life, but if it's under you keep that life total, this way is more devastating to the tougher linkies, which was kinda what I was aiming for

Although Maybe the damage taken total could be split by the number of people in the split round down, then dealt to everyone from their max health. That makes more sense.

Morphic tide
2017-10-22, 05:38 AM
Hmm, I didn't think about that... Maybe, max life decreases to normal, off your life is over you drop to max life, but if it's under you keep that life total, this way is more devastating to the tougher linkies, which was kinda what I was aiming for

Does AD&D have temporary HP, like 3e's Vampiric Touch uses? If not, losing it over time, maybe points per minute, maybe using a formula of some sort like taking the square root plus two, would let it de-squishy the class for a fight or two.

I don’t understand AD&D rules enough to suggest mechanics, so I really only have ideas. But they're nice ideas!

One of them is replacing some of the life costs with a class feature to use spells with health instead of spell slots, maybe preceded by increasing effects beyond the spell descriptions like adding extra damage dice, then shifting the removed life costs to 5e style upcasting, where the spell gets more effectiveness with higher level slots. No idea how much wording would be needed to do that in AD&D.

One spell idea I have is making a mechanically-simplified creature out of blood. Instead of a full statline, just the information relevant to making attacks and being harmed. Not even ability scores, just AC, HP, movement, damage and THAC0. Maybe saving throws. The statline could adjust with the damage done by casting it, with the caster being able to contribute precise amounts of their own health to it.

Hubcat
2017-10-22, 11:21 AM
Does AD&D have temporary HP, like 3e's Vampiric Touch uses? If not, losing it over time, maybe points per minute, maybe using a formula of some sort like taking the square root plus two, would let it de-squishy the class for a fight or two.

I don’t understand AD&D rules enough to suggest mechanics, so I really only have ideas. But they're nice ideas!

One of them is replacing some of the life costs with a class feature to use spells with health instead of spell slots, maybe preceded by increasing effects beyond the spell descriptions like adding extra damage dice, then shifting the removed life costs to 5e style upcasting, where the spell gets more effectiveness with higher level slots. No idea how much wording would be needed to do that in AD&D.

One spell idea I have is making a mechanically-simplified creature out of blood. Instead of a full statline, just the information relevant to making attacks and being harmed. Not even ability scores, just AC, HP, movement, damage and THAC0. Maybe saving throws. The statline could adjust with the damage done by casting it, with the caster being able to contribute precise amounts of their own health to it.

I've seen people doing the higher spell slot more power thing, with the health cost to level it up, but I think I'm going to stick with this idea for now. I dont have much under standing of 5e rules, so correct me if I'm wrong about how I interpret you're comment, please. As for the creature idea, there kind of already is one, although not exactly what you're suggesting, and one of my friends suggested something similar, so I'll look into it, oh, and the spell I referanced a second ago were the various blood bend spells. Thanks for the suggestions, yet again, if I have something wrong, please let me know!

Hubcat
2017-10-26, 11:32 AM
Hello, this post is more just to let people know I'm still here and paying attention to this thread, but in this post I will be listing my favorite Sangromancer spells, sorted by level. I would like it if you could check them out, and tell me your opinions of them, or give me your own lists, if you want!

Level 1:
Blood Shield
Level 2:
Rite of Life
Level 3:
Rite of Vampirism
Bleed
Pool of Reconstitution
Blood Rune
Spell Boost
Paired Sacrifice
Level 4:
Blood Steal
Blood Pact
Share Life
Level 5:
Blood Demon
Death Drop
Krul's Blessing
Vengeful Spirit
Wipe Spell
Flesh to Blood
Speed Spell
Slow Spell
Power Spell
Lend Spell
Deteriorate Body
Day of Reckoning



That's all, and yes, I realize that I included almost all of the 5th levels, sorry, but the most interesting ones just happen to also be the most powerful. Please comment on this list if you so wish, and make your own!

Hubcat
2017-10-26, 12:17 PM
I would like suggestions for some lower and some WAY HIGHER power spells, because the 1st and 2nd level spells are kind of lacking, and I want to add in an 8th level spell list! If you don't know AD&D, you don't really need to to suggest spells! A couple of my favorites, blood buff and Krul's blessing(although blood buff isn't in the list due to just being a weaker version of Krul's blessing) came from a friend who had never played D&D before, and had very little knowledge of it. If you do suggest spells, I will credit you in the spell, along with anyone else who influenced the spell design, including my personal friends and the other forum posts! First up, is going to be the Blood Creature spell, which you will find below:

Level 5:


Blood Creature:

You create a creature from blood, any you have seen with your own eyes before, not through magic such as scrying, and it will serve you until death or the end of the spell. This creature can be a quarter of your current level, round down, hit dice, and will be just like another of that creature in the wild you might find, however any produced substances, such as poison or acid will turn to regular blood after the duration of the spell. This creature cannot be of a unique nature, such as gods or high-ranking demons.

Casting time 3 segments
Duration 2 rounds/lvl
Range 1"

Sacrificing 5 hp will add 1 hit dice to the max hit dice of summonable creature, HOWEVER! If the Sangromancer does not provide enough blood for the hit dice of the creature, it is lost, and the spell fails, and the Sangromancer will not be informed by the spell of the creature they are attempting to summon, but if they have previously cast sense life on said creature, they will know. Regardless, the summoned creature will have hit dice = to the hit dice the sangromancer sacrificed for, although this will not increase health.

Credit: Morphic tide, R(Personal friend, I don't want to give their name without permission, so R will stand for this friend for now, until they get a forum account)

Morphic tide
2017-10-26, 07:07 PM
I would like suggestions for some lower and some WAY HIGHER power spells, because the 1st and 2nd level spells are kind of lacking, and I want to add in an 8th level spell list! If you don't know AD&D, you don't really need to to suggest spells! A couple of my favorites, blood buff and Krul's blessing(although blood buff isn't in the list due to just being a weaker version of Krul's blessing) came from a friend who had never played D&D before, and had very little knowledge of it. If you do suggest spells, I will credit you in the spell, along with anyone else who influenced the spell design, including my personal friends and the other forum posts! First up, is going to be the Blood Creature spell, which you will find below:
Well, one of the main inspiration for my ideas comes from Warcraft's various kinds of Blood Magic.

The Warcraft 3 Blood Mage Hero, for example, can actually drain mana from enemies that decays over time. It also has the ability to make a Pheonix that's usually more directly dangerous than the mage at level 6, out of 10 levels that Warcraft 3 heroes have, though that Pheonix loses health over time and eventually ends up as an egg, which takes some 30 seconds to "hatch" back into the Pheonix.

These two spells would be useful to have in general for 2e. The "mana drain" would work well as a 3rd or 4th level spell that drains two or three spell levels per round from the target, allowing the Sangromancer to restore their own spell slots if they face an enemy spellcaster. Of course, taking damage would probably cancel it, and going over would only give a round or two to use excess slots. The Pheonix spell would probably work best as just a HD=level version of the Blood Creature spell, possibly with an added clause making the created creature become a gem upon "death" that can be used to remake the creature at a lower cost. Maybe an 8th level spell to start with, then having restoring it be a 5th level spell slot and either half as much health as initial casting or having the creature come back with the normal casting cost for it coming out of its own health. Slap a cost equivalence based on HD and you can even have the gems be used as loot, giving the party access to a somewhat efficient means of acquiring reusable "hirelings" that are actually worth a damn.

Maybe an alternate casting mode for the Pheonix stand-in spell that lets it be used to turn existing, real, creatures into the blood-gems to cut costs of casting and bypassing the "unique nature" restriction. Sure, you have to chain that God or Demon Lord and successfully melt them down into a pretty jewel, but now you have a permanently enslaved God or Demon Lord serving you. Good for super high level campaigns where you kinda need to have stuff like enslaved Demon Lords for the casters to avoid getting splattered. A replacement for this as the de-squishing of the Sangromancer would be to have the alternative casting mode instead be a Polymorph-style effect, turning the caster into the creature imprinted on the gem, with all statistics being as most beneficial. This makes it competitive with being one step below Wish, at least.

Another thing is Life Tap. Quite simply trading life for mana, which means trading HP for spell slots in D&D. Would make for a useful class feature, or even high-level spell because of how it can loop, making avoiding it's certain access a significant priority. Maybe put it in a kit, somewhere... Really, having "sets" of spells to turn into class features for particular specialist kits that focus on that type of magic for better scaling, like having it be effect per spell level instead of a fixed effect, makes the class reliable to a pretty good extent and a bit less able to be ruined by a killer DM. Kinda suprised at the lack of 2e kits, PF archetypes and 5e subclasses on the homebrew.


*snip*
The exclusion of being "of a unique nature" on the recreated creature is slightly ambiguous, but the example of Gods and Demon Lords suggests that "yourself, but at 1/4 your current level" should be valid. Which isn't all that crazy, given what I know of the lethality of 2e and the fact the duration won't allow a large number of spells to be cast, and those must be castable at a quarter of your current level. Useful for extra low-level slots, and at high levels it allows for a temporary measure of 3.5's infamous duplicate shenanigans by having the copies cast the spell themselves for even more copies, but the duration limit of... 60 rounds? 2e goes to level 30, right? Duration keeps it from getting entirely crazy.

Being able to make a lower-level copy of the party healer to top off your health is, of course, an obvious means of making the party a bit less likely to just end up dead, as well as recovering the various HP costs this class has. Higher level means more spells being able to be used from longer duration, and of higher level due to more HD.

Hubcat
2017-10-26, 08:18 PM
Well, one of the main inspiration for my ideas comes from Warcraft's various kinds of Blood Magic.

The Warcraft 3 Blood Mage Hero, for example, can actually drain mana from enemies that decays over time. It also has the ability to make a Pheonix that's usually more directly dangerous than the mage at level 6, out of 10 levels that Warcraft 3 heroes have, though that Pheonix loses health over time and eventually ends up as an egg, which takes some 30 seconds to "hatch" back into the Pheonix.

These two spells would be useful to have in general for 2e. The "mana drain" would work well as a 3rd or 4th level spell that drains two or three spell levels per round from the target, allowing the Sangromancer to restore their own spell slots if they face an enemy spellcaster. Of course, taking damage would probably cancel it, and going over would only give a round or two to use excess slots. The Pheonix spell would probably work best as just a HD=level version of the Blood Creature spell, possibly with an added clause making the created creature become a gem upon "death" that can be used to remake the creature at a lower cost. Maybe an 8th level spell to start with, then having restoring it be a 5th level spell slot and either half as much health as initial casting or having the creature come back with the normal casting cost for it coming out of its own health. Slap a cost equivalence based on HD and you can even have the gems be used as loot, giving the party access to a somewhat efficient means of acquiring reusable "hirelings" that are actually worth a damn.

Maybe an alternate casting mode for the Pheonix stand-in spell that lets it be used to turn existing, real, creatures into the blood-gems to cut costs of casting and bypassing the "unique nature" restriction. Sure, you have to chain that God or Demon Lord and successfully melt them down into a pretty jewel, but now you have a permanently enslaved God or Demon Lord serving you. Good for super high level campaigns where you kinda need to have stuff like enslaved Demon Lords for the casters to avoid getting splattered. A replacement for this as the de-squishing of the Sangromancer would be to have the alternative casting mode instead be a Polymorph-style effect, turning the caster into the creature imprinted on the gem, with all statistics being as most beneficial. This makes it competitive with being one step below Wish, at least.

Another thing is Life Tap. Quite simply trading life for mana, which means trading HP for spell slots in D&D. Would make for a useful class feature, or even high-level spell because of how it can loop, making avoiding it's certain access a significant priority. Maybe put it in a kit, somewhere... Really, having "sets" of spells to turn into class features for particular specialist kits that focus on that type of magic for better scaling, like having it be effect per spell level instead of a fixed effect, makes the class reliable to a pretty good extent and a bit less able to be ruined by a killer DM. Kinda suprised at the lack of 2e kits, PF archetypes and 5e subclasses on the homebrew.


The exclusion of being "of a unique nature" on the recreated creature is slightly ambiguous, but the example of Gods and Demon Lords suggests that "yourself, but at 1/4 your current level" should be valid. Which isn't all that crazy, given what I know of the lethality of 2e and the fact the duration won't allow a large number of spells to be cast, and those must be castable at a quarter of your current level. Useful for extra low-level slots, and at high levels it allows for a temporary measure of 3.5's infamous duplicate shenanigans by having the copies cast the spell themselves for even more copies, but the duration limit of... 60 rounds? 2e goes to level 30, right? Duration keeps it from getting entirely crazy.

Being able to make a lower-level copy of the party healer to top off your health is, of course, an obvious means of making the party a bit less likely to just end up dead, as well as recovering the various HP costs this class has. Higher level means more spells being able to be used from longer duration, and of higher level due to more HD.

Hmm, well the mana drain and life tap spells seem cool, not sure on the pheonix, maybe, but I'll think about a party heal spell, with the blood creature spell, when I said unique I meant the creature couldnt be a specific named creature or a creature thay only one exhists of, so you but 1/4 level would just make a copy of whayever race you were. Also, there kind of already is a life tap spell, called spell boost, so maybe reverse it? Turn spell slots into health?

Hubcat
2017-10-26, 08:44 PM
Hmm, well the mana drain and life tap spells seem cool, not sure on the pheonix, maybe, but I'll think about a party heal spell, with the blood creature spell, when I said unique I meant the creature couldnt be a specific named creature or a creature thay only one exhists of, so you but 1/4 level would just make a copy of whayever race you were. Also, there kind of already is a life tap spell, called spell boost, so maybe reverse it? Turn spell slots into health?

Also, for more detail on the whole "unique" thing, look at the polymorph other or polymorph self spells

Hubcat
2017-10-27, 09:35 AM
Hey, new spell! Also, I messed up when I made my "need more spells" post, I meant 7th, not 8th.

7th level:

• Absorption
o The Sangromancer absorbs the opponent, adding their life force to their own, and killing the opponent. This extra life goes away at the end of this spell, and this health can go over your max health. The opponent makes a saving throw versus spell to resist this spell.
o Casing time 3 segments
o Duration 1 rounds/lvl
o Range 1”/lvl
o Sacrifice 20 hp to add a target

Hubcat
2017-10-27, 09:57 AM
Here's a few new spells, credit to Morphic tide:

4th level:

• Spell Tap
o The caster sacrifices spell charges for life, exchanging one spell level worth of life to gain 5 hp. This can only sacrifice one spell.
o Casting time 3 segments
o Duration instantaneous
o Range 0
o Sacrifice a spell charge of any level to sacrifice another spell
o Credit: Morphic tide
• Spell Drain
o When cast on an enemy caster, you absorb a random spell charge from them, and gain one level worth of spell charge, that after the spell resolves you may use to gain spell charges.
o Casting time 3 segments
o Duration instantaneous
o Range 1”/lvl
o Sacrifice 8 hp to wipe another random spell and add one spell charge level
o Credit: Morphic tide

Morphic, I'm still not sure on the whole phoenix thing, the idea sounds cool, but I'm not quite sure how I would really go about making the logistics of the spell, but I do have an idea. In the mean time, continue making suggestions everyone! We need more 7th, 1st and 2nd level spells!

Hubcat
2017-10-27, 11:32 AM
I worked out the logistics of the phoenix spell, here it is:

Level 7:

• Phoenix
o You summon a phoenix to serve you until death and then it becomes easier to summon, this creature, when first summoned, has 10 AC, does 1d4 damage, and has 1 health. Whenever the Phoenix deals the killing blow to a creature, the creature compresses into a blood gem with a blood worth equal to the killed creatures hp. When the phoenix dies, it turns into a blood gem equal to the blood sacrificed blood used for it. These blood gem’s hp can only be used to power the phoenix spell, and the phoenix spell can only be powered by these blood gems. This spell cannot be cast if you have a currently living phoenix. If anti-magic or a dispel magic is used to kill the phoenix, it does not drop a blood gem. If the phoenix dies and has an extra life, it will turn into an egg with 1 hp and AC 15 for 1 round, and if during this time it’s killed, it won’t be revived, then hatch back into a phoenix that is twice as powerful as the originally summoned phoenix. Note that the power increase does not increase the value of the blood gem.
o Casting time 3 turns
o Duration permanent
o Range 1”
o Sacrifice 5 hp from a blood gem to increase hp by 1, sacrifice 10 hp from a blood gem to increase damage by 1d4, sacrifice 8 hp from a blood gem to increase AC by 1, and sacrifice 70 hp from a blood gem to give the phoenix an extra life.
o Credit: Morphic tide

Hubcat
2017-10-27, 01:31 PM
6th level:

• Bloody Rebirth
o If the creature under the effect of this spell would die during the duration of this spell, instead they are alive, unconscious, at -9 hp, and not bleeding. The duration of this spell increases by 1 round every 3 levels of the Sangromancer.
o Casting time 3 segments
o Duration 1 round
o Range 1”/lvl
o Sacrifice 15 hp to add a target

Hubcat
2017-10-27, 01:46 PM
This is a bit of an odd spell, I don't think it's very good, it's a little wonky. What are your thoughts?

Level 7:

• Bleeding God
o You summon a bleeding titan to fight for you. This creature can only be summoned outside, and will crush and kill any opponent under 10 hit dice, unless they succeed a bend bars/lift gates strength roll. This titan cannot be killed by normal means.
o Casting time 5 rounds
o Duration 1 round per level
o Range 0
o Sacrifice down to -9 life to summon a second titan

Hubcat
2017-10-30, 10:52 AM
Uhh... I was just looking through the spells, and the duration of blood buff is NOT permanent, it is 3 turns/lvl.

Hubcat
2017-10-31, 11:01 AM
This one's interesting, and powerful in some ways, but has a big caveat.


7th level:

• Bloody Ultimatum
o The caster gains the ability to use other’s blood that has been extracted from other creatures for spells. Any blood that the caster has available within 1”/lvl of the caster will be usable to power the spells of the Sangromancer for one spell. To use this spell, it needs to only be in your memory, then it is lost afterwards. After the casting of the spell, the caster dies.
o Casting Time special
o Duration instantaneous
o Range self
o Cannot be boosted


Please give comments on this new spell and suggestions for a possible replacement down side, I was thinking that maybe it just takes the caster to -100 health?

Hubcat
2017-10-31, 11:22 AM
Here's a couple new Cantrips:

• Woozy
o The target gets a little light headed, getting a -2 to hit or even passing out. This can only effect creatures 5 HD or less, and they get a saving throw with a plus 3 versus spell. On a success, -2 to hit, on a fail, unconscious, and on a natural 20, no debuffs.
o Casting time 3 segments
o Range 1”/lvl
o Duration 1 round
o Sacrifice 3 hp to give them -1 on their saving throw
• Numbness
o Target becomes numb for a short period, meaning they can’t feel anything that touches them, or any pain. This effect will allow actions at 0 hp without falling unconscious, but if an unaware creature is effected, they won’t realize that they are numb unless something makes it obvious, like if they get cut and don’t feel it, or are out in the rain and don’t feel cold or wet.
o Casting time 3 segments
o Range 1”/lvl
o Duration 1 round
o Sacrifice 3 hp to increase numbness duration by 1 round

Please comment if you think they are to powerful for Cantrips

Hubcat
2017-10-31, 11:25 AM
Note that due to increased number of 1st level spells, roll 3 d8, not d6, to get spells.

cdax
2017-11-01, 01:51 AM
I wish I knew more about AD&D to help. The flavor is really cool. Hits me right where I want it.

Hubcat
2017-11-01, 01:53 AM
I wish I knew more about AD&D to help. The flavor is really cool. Hits me right where I want it.

You really don't need to know ad&d just give an idea that seems properly themed, and let me handle the statistics!

cdax
2017-11-01, 02:31 AM
You really don't need to know ad&d just give an idea that seems properly themed, and let me handle the statistics!


OK!

I always liked fiddling with the blood bond idea, granting buffs to willing participants. Usually these were healing buffs, but I also included some that increased defense. Like gaining damage reduction as your blood hardens like armor.

There were also fun spells that had could do major damage to a target based on the difference between their hit dice and missing HP. I called it "gore shower." The explosion could fear nearby enemies. It was gross, but also fun if you succeeded.

You could have some specialty blood bending, like blood clotting a person in the brain for an aneurysm.

I also made a form of self resurrection, where you could leave your current vessel (body) and latch on to something nearby. If you beat them in a contest, you control the body for a time until you reconstituted yourself or latched on to something else. It was really creepy.

Hubcat
2017-11-01, 08:13 AM
OK!

I always liked fiddling with the blood bond idea, granting buffs to willing participants. Usually these were healing buffs, but I also included some that increased defense. Like gaining damage reduction as your blood hardens like armor.

There were also fun spells that had could do major damage to a target based on the difference between their hit dice and missing HP. I called it "gore shower." The explosion could fear nearby enemies. It was gross, but also fun if you succeeded.

You could have some specialty blood bending, like blood clotting a person in the brain for an aneurysm.

I also made a form of self resurrection, where you could leave your current vessel (body) and latch on to something nearby. If you beat them in a contest, you control the body for a time until you reconstituted yourself or latched on to something else. It was really creepy.

Those are some good ideas, I really like that last one. Although, Im a bit confused what you meant with the differwnce between HD and missing hp with the gore shower, could you elaborate?

Hubcat
2017-11-01, 10:44 AM
OK!

I always liked fiddling with the blood bond idea, granting buffs to willing participants. Usually these were healing buffs, but I also included some that increased defense. Like gaining damage reduction as your blood hardens like armor.

There were also fun spells that had could do major damage to a target based on the difference between their hit dice and missing HP. I called it "gore shower." The explosion could fear nearby enemies. It was gross, but also fun if you succeeded.

You could have some specialty blood bending, like blood clotting a person in the brain for an aneurysm.

I also made a form of self resurrection, where you could leave your current vessel (body) and latch on to something nearby. If you beat them in a contest, you control the body for a time until you reconstituted yourself or latched on to something else. It was really creepy.

I'm also a bit confused on what you meant by blood bond, could you also give more details on that?

cdax
2017-11-01, 02:54 PM
Those are some good ideas, I really like that last one. Although, Im a bit confused what you meant with the differwnce between HD and missing hp with the gore shower, could you elaborate?

So the ability gains a increasing amount of dice to roll for each hit dice worth of how the enemy is missing. For example, if an enemy is missing 16 hit points and has 5d8 hit dice, you would add 2 dice two the attack, either d8s or whatever dice you decide to give the ability.

So if the base ability dies 3d8, you add the 2d8 and rill 5d8.

cdax
2017-11-01, 02:57 PM
I'm also a bit confused on what you meant by blood bond, could you also give more details on that?

You could make this a ritual for willing participants to gain benefits under conditions. When you activate the bond, each participant gets the associated benefits and costs... Which will probably be HP loss to be honest haha.

Think if it like a contract that players can sign for power, at a price..... Written in blood..... Dundundun

Hubcat
2017-11-01, 02:57 PM
So the ability gains a increasing amount of dice to roll for each hit dice worth of how the enemy is missing. For example, if an enemy is missing 16 hit points and has 5d8 hit dice, you would add 2 dice two the attack, either d8s or whatever dice you decide to give the ability.

So if the base ability dies 3d8, you add the 2d8 and rill 5d8.

Ohhh, I get it now, thanks for elaboration!

cdax
2017-11-01, 02:59 PM
Ohhh, I get it now, thanks for elaboration!

I am glad. I am answering on my phone and the text is all wonky.

Hubcat
2017-11-01, 03:14 PM
I am glad. I am answering on my phone and the text is all wonky.

Yea, me too, sometimes my text messes up to, I usually double check everything before hitting submit

Hubcat
2017-11-02, 09:43 AM
New spells, sorry cdax if I misunderstood the blood bond thing, I changed it a bit from what you originally said, and everyone, please comment if you have suggestions for change!

lvl 5:

• Gore Shower
o The effected explodes in gore, causing a morale check for the other combatants on the enemy’s team, and dealing 1 of their hit dice+1 of their hit dice of damage for every hp equal to the hit die. For example, if there is a creature with d8 hit dice, with 5 hit dice, and it has taken 16 damage so far, it takes 1d8+2d8 damage, or if a creature with d6 for hit dice has taken 18 damage, it takes 1d6+3d6 damage.
o Casting time 3 segments
o Range 1”/lvl
o Duration instantaneous
o Can sacrifice 3 hp to increase damage by 1 of their hit dice damage
o Credit: cdax

lvl 7:

• Blood Bond
o The caster of this spell binds a person, themselves or another, with a permanent spell. The spell causes the bound to lose 8 max hp per level of the spell, and lose max hp too when sacrificing for the spell, equal to the hp sacrificed. This spell can be dispelled at any time by the Sangromancer who cast it. To choose the spell that is bound, the caster must have it in memory, then the Sangromancer loses it afterwards. If the caster multi-classes with two magic using classes, this spell will effect their other spells as well.
o Casting time 144 turns(1 day)
o Duration permanent
o Range 1”/lvl
o Cannot be boosted
o Credit: cdax

Hubcat
2017-11-02, 09:45 AM
I'm still working on the blood possession thing

Hubcat
2017-11-02, 09:54 AM
lvl 6:

• Death Possession
o If you would die with this spell in memory, you instead possess a creature within 1”/lvl by forcing your blood through their skin and in to them, and lose this spell from your memory. They get to make a constitution check once a day, and when originally possessed to force you out. If they succeed, you die. While possessing, you may spend 6 hours repossessing your body, bringing it back to life, and causing you and the possessed to need 1 round to recuperate. In relation to your stats while in the body of the possessed, they are figured out the same as the 5th level magic user spell Magic Jar.
o Casting time none
o Duration special
o Range self
o Cannot be boosted
o Credit: cdax


Now your spells go 5th 6th 7th

Also, does anyone know if their is a way to attach word documents to these posts? Or is that not allowed?

Hubcat
2017-11-02, 10:18 AM
This is just a quick 4th level utility spell

• Blood tool
o Make a tool from your own blood, be it a hammer, sledgehammer, lumber axe, pick axe, ect. This can be most anything that would be considered a tool, at the discretion of the DM, and are as good as the top unenchanted tools. Boosting this will only make the more of the same tool already made, and for small tools, such as hammers, will make 3 per spell/boost, and tiny tools such as lock picks will make 10 per spell/boost.
o Casting time 3 segments
o Duration 6 turns/lvl
o Sacrifice 3 hp to increase tools made by 1, unless they are small or tiny tools, in which case refer back to the spell

Hubcat
2017-11-06, 11:24 AM
Here's another 5th level spell

• Indoctrination
o The caster forces a summoned imp to grant blood powers to a willing pupil, making them a level 1 sangromancer as long as they fit the requirements. An imp summoned and bound by blood demon cannot normally do this, this is the only way to cause this to happen. The Sangromancer will be able to learn after this spell, but will not have the knowledge.
o Casting time 6 turns
o Range touch
o Duration permanent
o Ritual
o Cannot be boosted

Hubcat
2017-11-06, 11:30 AM
Also, I don't believe I've explained this before, but sangromancers become sangromancers when an imp or another demon turns a willing person into one, and teaches them the beginnings of Sangromancy. This can only be done once per demon, so getting one to do it is hard. If a Sangromancer is not made through the indoctrination spell, usually the imp will not do this unless a favor was done to them by this person, or if they believe the Sangromancer will become powerful, and will later come back and demand compensation, even in the form of servitude, for giving them these powers.

Hubcat
2017-11-08, 11:50 AM
• Blood Mark
o The caster sets a trap, a rune written in blood, that will activate when it detects any creature not within certain caster set parameters, that will activate any spell that is 3 levels lower than the casters max casting level that will target the creature that set it off.
o Casting time 6 turns
o Range touch
o Duration permanent
o Ritual
o Cannot be boosted

New 5th level spell, this one's a bit interesting

Hubcat
2017-11-08, 01:15 PM
Sacrificing blood to increase the damage of the various blood blade spells now also gives a +1 to hit

Hubcat
2017-11-17, 11:03 AM
• Control Person
o The caster forces the target’s blood to bend however the caster chooses, forcing them to move however the caster chooses. This can only effect creatures with blood, and they get a saving throw.
o Casting time 3 segments
o Duration 2 rounds/lvl
o Range 1”/lvl
o Sacrifice 2 hp to give the target -1 on their saving throw, sacrifice 10 hp to add a target. Sacrifice 5 hp to make it so that one target may be lifted by you at 1”/lvl/round, and so that you may kill them at will.

This is a new 6th level spell, I''m sorry I haven't posted for a bit, I'm just running out of ideas.

Hubcat
2017-11-17, 11:31 AM
• Battle of Wills
o The caster and the target have a contest of wills, causing the caster and the target to be forced to still and concentrate. If the caster is attacked, the spell is ended, but the target will stay still and focus, no matter what. The target gets an intelligence check to avoid the spell. The spell continues as long as the caster focuses on the spell.
o Casting time 3 segments
o Duration Special
o Sacrifice 2 hp to give a -1 on the opponent’s intelligence check

4th level spell this time

Hubcat
2017-11-17, 11:47 AM
New first level spell, and while this seems to be a bit powerful, I'd like to point our the only thing that makes this better than the cantrip Draw Blood is that this spell is faster, and is probably fast enough to cast it and one other spell in a round, so that you can cast it on an opponents turn.

• Fizzle
o The target’s spell fizzles, making them make a save versus spell or lose the spell from memory, and canceling the spell.
o Casting time 1/10 segment
o Range 1”/lvl
o Duration instantaneous
o Cannot be boosted

Hubcat
2017-11-17, 12:15 PM
• Prove
o The caster shows their true meaning, causing anyone who hears them to believe them, but only if the caster themselves believes whatever they say to be true.
o Casting time 3 segments
o Range self
o Duration 1 round/lvl
o Can sacrifice 2 hp to increase duration by 1 round/lvl

this is another 1st level spell, and with it's addition it now requires a d10 to roll the first spells of a sangromancer

Hubcat
2017-11-21, 10:59 AM
Here's a 2nd level spell, with more utility than most of the Sangromancer spells
• Glowing Blood
o This spell causes blood to glow, will light up 30” for a pint, and can’t get brighter with more added, but will get dimmer if there is less. This spell makes one pint of glowing blood.
o Range 0
o Casting Time 1 turn
o Duration permanent
o Every time you cast this spell, you lose 5 hp for each pint of glowing blood that you made currently existing.

Hubcat
2017-11-21, 11:55 AM
• Live Sacrifice
o This spell allows you to use others blood to cast your spells, however the spells casting time is multiplied by 20 if you cast it like this, and you must have living creatures to extract the blood from. This spell also makes whatever spell you cast a ritual. After casting this spell, the sacrifices die.
o Casting Time N/A
o Range N/A
o Duration N/A
o Ritual
o Cannot be boosted

Here's a 5th level spell, designed to be powerful in certain situations, weaker in others.

Hubcat
2017-11-21, 02:32 PM
• Bug (reversible)
o The caster creates a magical bug, invisible to normal eyes, that through they can see and hear. This bug is stationary, and easily seen with detect magic and see invisibility. Any effects like see invisibility or detect magic on the caster will not transfer through the bug. You can only have one bug at a time, although a lesser wish will increase this number by one, and a wish by 5. The reverse will freeze the vision of the insect for 1 round per level, and cause it to detect no sound. After the duration ends, the caster will know that this happened.
o Duration permanent or 1 round/lvl
o Casting time 3 turns
o Range 0
o Cannot be boosted

This is 6th level, which might seem like a lot, until you realize that magic mirror in a 4th level magic user spell, which doesn't allow sound, takes forever to cast, and doesn't last long, plus it can only see people.

Hubcat
2017-12-12, 11:55 AM
Of course, open to suggestions, here's a new 6th level spell

• Nightmarish Terror
o The caster sends themselves into a dream in a nightmarish form, and while in the dream, all the caster’s stats are equal to the caster’s intelligence. If the opponent sees the caster, they must make a moral check every round to not run. Whilst in the dream, the caster can teleport anywhere, has a plus 8 to hit and does a d20 with each hit. However, the target has any usual combat gear/spells they have. The caster’s health is double in the dream. This spell can target any one the caster has met in the same plane as the caster, and the target must be asleep. If either die, they actually die. This spell lasts until the caster or the target dies.
o Duration Special
o Casting time 3 turns
o Range N/A
o Sacrifice 5 max hp to only wake up if you die in the dream, this hp can only be restored by a lesser wish or a restoration spell

Sorry for posting less, I'm really running out of ideas for spells, please post some below if you want to see more posts, you don't need to know the system, simply give an idea and let me handle the statistics.

Hubcat
2017-12-12, 12:10 PM
• Sustain
o The caster sustains the target’s health, keeping them fed, hydrated, and not in need of shelter. This spell keeps the target from getting hungrier, thirstier, too cold, too wet, or too hot. This will not protect from lava, cone of cold, fireball, or the likes, but will protect them from exposure. This will also keep them oxygenated at high altitudes.
o Casting time 3 segments
o Duration 12 turns/lvl
o Range touch
o Can sacrifice 3 hp to add a target

4th level spell here, this one is one of the rarer utility spells, and can be quite useful at higher levels, at level 12 a 4th level spell and some hp a day can keep your entire party safe in almost any extreme conditions.

Hubcat
2017-12-14, 11:43 AM
• Doors
o The caster makes all doors within range extremely annoying to pass through. To everyone but the caster, doors opened within range of this spell will have a door behind it, and this will repeat up to as many doors as the caster’s level. If the caster leaves a door open, this effect does not take place, and unless something is jammed in the door way, doors will shut behind anyone that walks through. Each cater can only have one of these spells active at any time, and can only be cast in a place the caster considers to be home. This will not affect magical doors.
o Duration permanent
o Casting time 12 turns
o Range 0
o AoE 5”/lvl
o Cannot be boosted

Just a quick 5th level spell to protect your keep

Hubcat
2018-01-02, 12:21 PM
Hey everyone! Not sure about everyone else, but today is my first day back from winter break. I took a bit of a break from Sangromancing, but now I'm back! I have a new 6th level spell, Sense:

• Sense
o The caster senses the world around them, making themselves aware of every crack, crevice, and creature. The caster is aware of everything within the range, every shape and creature. Water or other liquids will disrupt the sense, so if a chest were placed under water, the caster would not know it was there, but would know that some kind of liquid was there. Creatures that are not almost completely liquid or jelly do not count as liquid. Magical protections against scrying prevent detection, but invisibility does not.
o Duration 1 round/lvl
o Casting time 1 turn
o Range 0
o AoE: 1” radius from the caster
o Sacrifice 3 hp to increase duration by 1 round

I hope everyone had a great break, or is still having a great break, please leave comments or posts to give ideas, ask questions, or critique! This thread has been a bit quite lately, so I would be excited to get new ideas for spells and the like.

Hubcat
2018-01-17, 01:07 PM
Here's a bit of a gross one, at 3rd level

• Gorge
o Flesh to mouth, mouth to life, you eat your enemy’s flesh. This can only be done to physical and dead foes, and adds their total life to your current life, but this won’t restore you past full life. This process takes 1d4 rounds per hit die of the enemy, and the healing won’t take place until after they are completely eaten, except for equipment and bones. This will also protect from eating poison creatures. The spell lasts until dispelled or until after eating the creature. Cannot eat undead.
o Casting time 3 segments
o Duration special
o Range touch
o AoE: One creature
o Sacrifice 5 hp to add another creatures body to the spell, this will also extend the spells duration until all creatures are eaten.

Hubcat
2018-01-18, 10:57 AM
I think it's probably best if bleeds duration was now 1 round per level, because other wise, at 5th level when you can cast it, you sacrifice only 4 hp to deal 60 damage over 10 rounds, so now it would be sacrifice 4 hp for 30 hp over 5 rounds.

Hubcat
2018-01-18, 11:28 AM
• Shorten(Reversible)
o The target becomes permanently 2 inches shorter. This can be continually cast until the target is nothingness. This spell’s verbal component is so unnoticeable that unless a detect magic is going, it won’t be noticed. Every round, those around the target must make a wisdom check at -18 to notice this difference, and a +1 for each 2 inches shorter they are. Even if noticed, unless they are noticeably shorter, it is unlikely to be any cause of alarm at first, and if they are a king or the like, it is unlikely they will be told. Telling a king he is short is a bad idea. A Restoration spell will restore all height taken off by this spell, or the reverse of this spell will restore 1 inch/lvl, but this won’t increase past the original height.
o Casting time 1/10 segment
o Range 1”
o Duration permanent
o Cannot be boosted, generally spraying your own blood everywhere is a dead giveaway something’s wrong.

This one is a 4th level spell, for those who are assassins, I guess.

Hubcat
2018-01-18, 11:35 AM
• Trail of blood
o This spell causes a cut to bleed, not hurting whoever’s bleeding, but leaving a followable trail. This spell also allows the sangromancer to scry them, if they have a properly enchanted crystal ball. This spell will end after the recipient heals above the amount of hp they had when this spell was cast on them. This spell can only be cast on people who are missing some amount of hp.
o Casting time 3 segments
o Range 1”/lvl
o Duration Special
o Cannot be boosted

Here's another spell, this one is 3rd.

Hubcat
2018-01-18, 11:54 AM
• Eye for an Eye
o The caster and the target, who must be of a similar bodily structure to the caster, lose one limb each, of the caster’s choice, but they both lose the same limbs. This could be tongues, fingers, legs, arms, or even heads. The target gets a saving throw versus spell, but the caster will always lose the limb. Bleeding and damage is at the DM’s discretion.
o Casting time 3 segment
o Duration Special
o Sacrifice 10 hp to add a limb, target gets a saving throw for each limb seperatly

4th level spell, a little bit of a voodoo aspect, would you like to see an actual voodoo spell?

Hubcat
2018-01-19, 11:02 AM
I was thinking about high level sangromancers, and assuming somehow someone got a level 135 sangromancer, which is the level at which 1 hp = 10 for spells, if you had a kruls blessing, rite of life, a blood blade V, and 18 constitution, you would have 19237 hp for spells, pumped into a Blood blade V would result in 1d20+4636, with a +4636 to hit, or with a draw blood cantrip would be an unavoidable 4636 damage, sadly though, a level 135 sangromancer is unlikely to ever exist. Unless someone just made one at that level.

Hubcat
2018-01-19, 11:03 AM
Actually, another thought, using dark gem, a sangromancer could get a troll body, or some other regenerating creature, then they would be regenerating health for spells. Note to self: Make a troll sangromancer for a party to fight.

Hubcat
2018-01-22, 11:11 AM
• Regenerate
o The target heals 1 hp per day.
o Casting time 3 segments
o Range touch
o Duration 1 day/lvl
o Sacrifice 5 hp to increase amount healed by 1 hp per day

This is a cantrip to help your party's long term regeneration at lower levels

Hubcat
2018-01-23, 11:23 AM
Here's a first level spell
• Twisted Visage
o Causes target creature that can see the caster’s face to make a morale check
o Casting time 3 segments
o Range Special
o Duration instantaneous
o Sacrifice 5 hp to add a target
And here's a cantrip
• Test Loyalty
o This spell tells the caster if the target is charmed to the caster.
o Casting time 3 segments
o Range touch
o Duration instantaneous
o Cannot be boosted

Hubcat
2018-01-30, 12:52 PM
I'm working on a new class, the witch hunter, since this class seems to be losing steam. I'll still be leaving updates from time to time, but here's the link to the new thread, another one on this forum.

http://www.giantitp.com/forums/showthread.php?549707-Witch-Hunter-1st-Edition&p=22799335#post22799335

jessiw9
2018-01-30, 09:44 PM
OK!

I also made a form of self resurrection, where you could leave your current vessel (body) and latch on to something nearby. If you beat them in a contest, you control the body for a time until you reconstituted yourself or latched on to something else. It was really creepy.

This one I like the most, hope I can do as you said.

Hubcat
2018-01-30, 09:57 PM
This one I like the most, hope I can do as you said.

Do as I said?