Blood Domain(I realize this the name of a subdomain of war. It's kind of pitiful. I'm ignoring it).
Granted Powers: You can manipulate the very essence of living beings, drawing power from both willing and unwilling targets.
Syphon life (Sp): As a standard action, you can draw energy from a living target through a supernatural connection. You can target any living creature within 30 feet as a ranged touch attack to initiate the connection (treat this action as any ray attack). If you hit, the connection causes 1d4 points of damage +1 point for every two cleric levels you possess. If the target is willing, this damage increases to 1d8 (+1/level), instead. This damage is stored as healing energy (independent of positive or negative), which can be transferred as healing to any other living target. The recipient of healing does not require a touch attack, if in melee with the cleric and willing to accept the healing energy. The act of healing requires a move action at any point within 3 rounds following the successful attack (or a swift action, to heal himself). This damage (and healing) cannot exceed the hit points of the target which received the drain. You can use this ability a number of times per day equal to 3+ your wisdom modifier.
Lifesurge strike (Su): At 8th level, you can give a weapon that you touch the
lifesurge special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.
Domain Spells: 1st-
Light Blood Healing, 2nd-
Moderate Blood Healing, 3rd-
Serious Blood Healing, 4th-
Critical Blood Healing, 5th-
Blood of Life, 6th-
Blood Infusion, 7th-
Bloodied Regeneration, 8th-
Mass Critical Blood Healing, 9th-
Mass Blood Infusion
(I realize that the spell naming is pitifully unoriginal. I'm not that creative- sue me)
The above mentioned spells all work exactly like the domain spells of the healing domain, with two significant distinctions. 1: Each of them produces either positive or negative energy healing, whichever will actually renew hit points to the target(s). 2: Furthermore, they each have a material component of 1 vial of desecrated blood per spell level. These two effects apply to any spell with the (good) or (healing) subtext, changing all bonuses to profane, and enabling all healing to manifest as positive or negative energy, depending on the target.
Desecrate Blood is a bonus ritual spell available to clerics with access to the domain, with the following relevant details: the spell requires a living creature (size tiny or larger) to be sacrificed as a material component. The casting process takes a minimum of 10 minutes. Each casting generates units of desecrated blood (and requires vials for collection) according to the size and sentience of the sacrificed creature, as follows:
Size |
Non-sentient |
Sentient (minimum 3 int) |
Duration |
Tiny |
1 |
3 |
10 minutes |
Small |
2 |
6 |
20 minutes |
Medium |
3 |
9 |
40 minutes |
Large |
6 |
18 |
90 minutes |
Huge |
10 |
30 |
3 hours |
Gargantuan |
15 |
45 |
6 hours |
Colossal |
25 |
75 (good luck restraining a sentient, colossal creature) |
12 hours |
Finally, desecrated blood lasts for 3 days, when drawn from a non-sentient source; or 2 weeks, when drawn from a sentient source. After this time, the stored magical energies have dissipated. Any spell attempted with inert blood fails, though the spell is not lost and can be attempted again, with a new material component.
All clerics of an evil deity (or evil clerics independent of deity) have access to this domain, in addition to their deity's other domains (I could see this being limited to the more organized evil deities (Hextor, etc..), but that's largely subjective, and limits the point of providing a thematically appropriate answer to healing issues).
Furthermore, clerics with the blood domain can spontaneously exchange any prepared spell for a blood healing spell,
in addition to their normal option of inflict spells (Thus, an evil cleric with this domain could prepare offensive spells (as their good counterparts already do), and not forgo his ability to be a support character. And I don't
think the inflict spells are so good as to be overbalancing).