College of Exsanguination

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This is an NPC college only.

This college is predominantly found on the Isles of Freedom in Eastern Alusia although some practitioners have been found closer to home.

The college of exsanguination is focussed on the use of blood in magic often around the ritualistic sacrifice of sentient entities in order to gain power from their pain and suffering. It takes a strong will and constitution to become an adapt and many practitioners of these arts are not considered sane by most cultural norms.

Most practitioners eschew symbols and specific colours but often wear brown, or deep red to hide the marks and stains that are the trademarks of their calling.

Counterspells are available from the Guild.

All deaths, maiming or mutilation caused by the practice of this college are permanent and may not be healed by the Healer skill. Restrictions:
The college has an MA requirement of 17.

Base Chance Modifiers:
All mention of blood in these modifiers refers to the blood of sentients.
Hands coated in dried blood +5
Hands coated in fresh blood +10
Flayed hands worn as gloves +20
(Best of the above applies)

(Below modifiers are cumulative)
Blood/hands are from a child +5
Adept occupied a place used for mass sacrifice +10
Adept has tortured someone to death in the past hour +20
Twelve days of Chaos +1-12
Harvest Moon +5
Blood Moon +25

Talents

Consfearency

It's only mind pollution
There is no resolution

  • Duration: Permanent
  • Target: Self

The adepts face takes on a horrific visage and anyone perceiving it must make fright checks. PB drops by 1/rank to a minimum of 2. Anyone seeing the adept may have to make a fright check for low PB of PBxWP check or roll on the fright table. Above Rk10 any spell (also Rk 10+) from the adept that impacts will cause the target to roll vs 3xWP (-1/rank) or roll on the fright table.

Eyes of the Insane

Distorted images
Flashing rapidly
Psychotically abusing me
Devouring my brain

  • Duration: Permanent
  • Range: 10 (+10/rank) feet
  • Target: Self

The adept can see and hear the beating hearts of those within range well enough to target them with magic. Any living creature will appear as a walking network of veins and arteries, and their heartbeats will be audible regardless of their visibility. At Rk 20 the adept may target spells based on the location of the heartbeat

General Knowledge Spells

Bloodline

Stalking prey is my confession
Captive blood enslavement

  • Range: 10+10/rank miles
  • Duration: Concentration
  • Base Chance: 20%
  • Resist: None
  • Target: Blood of a Sentient Entity

This spell may be cast on any amount of fresh (less than Rk Hours from the body) blood. This blood will animate into an incorporeal shade which will begin to move towards the entity from which the blood was spilled at 1+rk/2mph. It will take a direct route ignoring all physical obstacles. The adept gains more power over the shade as they improve in ranks

  • Rk 5+ The adept can sense the direction of the shade out to the range of the spell.
  • Rk 10+ The adept may impose it will to control the speed of the shades movement as long as they are within 500' of the shade.
  • Rk 15+ The adept may issue instructions to the shade to partially control its movement. e.g the shade may only travel above the ground or the shade may not enter dwellings etc. These instructions may never a situation where it can no longer progress. The shade will always move towards its target and will follow these commands where possible.
  • Rk 20+ The adept may bind the shade to them and force it to indicate its target to the adept rather than travelling itself.

When the shade reaches its target it will merge with the host and will heal the wound that caused the blood to be spilled if it has not already been healed. The Target will be aware their blood has returned.

Cult

Revelation, Revolution, I see through your cracked illusion!

  • Range: 5+5/rank ft
  • Duration: 2+2/rank mins
  • Base Chance: 30%
  • Resist: Active/Passive
  • Target: Entity

Provides a bonus to magic resistance of 1 (+1/2 ranks) against all magics. If the target also has a counter-spell the better of the two values is used. They do not stack.

Die by the Sword

Die by my hand in pools of blood
Clutch yourself as you fall

  • Range: 5+5/rank ft
  • Duration: 3 + (1/5 full ranks) pulses
  • Base Chance: 20%
  • Resist: Active/Passive
  • Target: Entity

This spell causes the target to become enraged and berserk (+20% to SC). While under the effect the target may not use any ranged or magical attacks but will instead attempt to kill any opponents in melee or close combat. In addition the target will not be affected by Exile or any other magic's that require checks in order to enter melee range.

Fight Till Death

Prepare for attack
Death will arrive
Your orders are clear
No way to hide
Fight till death

  • Range: 5+5/rank ft
  • Duration: 10 (+1/rank) Minutes
  • Base Chance: 20%
  • Resist: Active/Passive
  • Target: Entity

The target of this spell may not be stunned. In addition they will continue to fight until they have reached -Rank Endurance at which point they will die. Should the spell end while the target's endurance is less than 0 they will collapse immediately.

Jihad

I will see you burn alive
Screaming for your God
I will watch you die

  • Range: Touch
  • Duration: 10+10/rank mins
  • Base Chance: 10%
  • Resist: Active/Passive
  • Target: Entity
  • Materials: Target's temple must be anointed with blood.

Provides a bonus to combat rolls of +1% (+ 1/2 ranks). This will stack with other enchantments.

Silent Scream

Torment, ill forgotten
A soul that will never rest.
Innocence withdrawn in fear.
Fires burning can you hear
Cries in the night.

  • Range: 15 + 15/rank ft
  • Duration: 2 + 2/rank mins
  • Resist: Active/Passive
  • Target: Entity

The target gains additional resistance against pain spells. If they fail to resist an Agony or similar spell the affects will be as if the spell was resisted. If they resist the agony then there is no effect.

Scar Struck

Desires of the scars of new flesh
Bathe in your blood excites
The ritualistic lacerations

  • Range: 15 + 15/rank ft
  • Duration: Immediate
  • Resist: Active/Passive
  • Target: Entity

The adept may inflict a specific grevious. GM rolls D100, any instant kill effects are re-rolled.


General Knowledge Rituals

Addict

  • Ritual Duration: 1 hour
  • Base Chance: MA +3/rank
  • Resist: None
  • Target: Formerly living Entity

This ritual forms potions of blood that provide healing abilities. For each pint of a sentient's blood used in the ritual a single capsule of healing blood will be created. Each ritual may only utilise the blood of a single entity and the number of capsules created will depend on the size of the victim. Each capsule will restore 1pt/rank of Healing (Undead gain double). If the entity is alive and killed as part of the ritual this amount is increased by 5. Healing will cure endurance and wrap to fatigue. The consumption of more than 4 of these potions in a day will result in an addition that may only be lifted by a Curse Removal (major). This will require the consumption of 1 capsule or 1 pint of blood per day or suffer a 10/per day reduction in maximum FT and EN.

At Dawn they Sleep

  • Ritual Duration: 1 hour
  • Duration: 2 (+2/rank) hours
  • Base Chance: MA +3/rank
  • Resist: None
  • Target: Entities

This ritual revives 1 (+1/3 ranks) corpses to life. They will retain all skills and abilities (including magic) for the duration of the ritual. Once this duration expires they will continue until the next dawn before crumbling to dust. Any corpses animated will DA as a Blood Lich.

Cauldron of Blood

  • Range: 100 miles + 100 / Rank
  • Duration: 1 hour
  • Ritual Duration: 1 hour
  • Base Chance: MA +3/rank
  • Resist: None
  • Target: Entity or Location

A cauldron of blood gathered from victims who have died in agony may be ensorcelled such that it may be used to create a giant eye within the spirit realm that will view an area and display its vision in the cauldron.

Serenity in Murder

Quench the fire that drives my soul
Soothing me as death takes hold
Divine godsend enveloping me
Spiritual ecstasy sets me free

  • Range: Touch
  • Ritual Duration: 1 hour
  • Base Chance: MA +3/rank
  • Resist: None
  • Target: Entity or Location

Effect: This ritual does not kill the target but produces an effect as if they had. All spells, curses, and other magical effects that would be removed or otherwise altered by the death of the target will be altered as if the target had died.

Spirit in Black

Deep in the halls of the damned
Spirit in black till the journey's end

  • Range: 100+100/rank miles
  • Ritual Duration: 1 hour
  • Duration: Various
  • Base Chance: MA +3/rank
  • Resist: None
  • Target: Entity

The Adept may send a message in the form of a small sentient spirit. The spirit may remember up to 2 minutes of message and will be able to describe its journey. At Rk 10 and above the spirit may return to the adept with an answering message of similar duration. The spirit travels at 200 miles/hour and is only visible through witchsight while travelling.

World Painted Blood

It must come to pass
Secret shadows lie
Blue print haunting dreams
In which manipulation wins

  • Range: 50+5/rank miles
  • Ritual Duration: 1 hour
  • Base Chance: MA +3/rank
  • Resist: None

The Adept places a section of freshly flayed skin across the eyes of up to 1 (+1/4 full ranks) sleeping entities. He may then lead the entities spirits through the realm of spirit to another location on the same plane. Regardless of the distance the travel will take 30 minutes of the ritual time with the rest of the times used for the sacrifice and rituals. Once at the target location the spirits will lie upon the earth and their bodies will solidify around them. At the conclusion of the ritual they will awaken.

Special Knowledge Spells

Blood Red

Peaceful confrontation meet war machine
Seizing all civil liberties
Honest ballotation among banshee
Spilling blood throughout humanity

  • Range: 30 feet + 5 / Rank
  • Duration: Immediate
  • Experience Multiple: 350
  • Base Chance: 5%
  • Resist: Passive
  • Storage: Investment, Ward, Magical Trap
  • Target: Area

Effects: From the Adept's fingertips erupts a column of rotting blood, which travels to the extent of the spell's range, and is 5 feet wide. The Adept may increase the width by 1 foot per Rank. All entities occupying hexes through which the stream passes must resist or suffer [D - 2] (+ 1 / Rank) damage. Living entities who are damaged by this spell have their Base Chance of Infection increased by 20 (+ 4 /Rank). The putrid blood remains for about a minute after the spell is cast.

Cast Down

Cast down and thrown away
You are the living dead

  • Range: 15 (+15/rank) feet
  • Duration: Immediate
  • Base Chance: 10%
  • Resist: Active/Passive
  • Target: Area

Spreads a thick layer of blood on the ground (1 megahex plus an additional ring of hexes for each 10 full ranks) which is very slippery. Anyone within the area will need to make 1xAG checks to move without falling over. Anyone falling over will require a 2xMD check to hold on to anything they are carrying.

Fleshstorm

Shards of life like confetti in the air
The flesh storm grows as it breeds despair
You hear the screams in the distance

  • Range: 15 (+15/rank) feet
  • Duration: Immediate
  • Base Chance: 10%
  • Resist: Active/Passive
  • Target: Entity

1 (+1/3 ranks) targets suffer an automatic specific grevious. If they resist they take 1 (+1/2 ranks) points of damage.

Hardening the Arteries

Convulsions take the world in hand
Paralysis destroys
Nobody's out there to save us
Brutal seizure now we die

  • Range: 30 feet + 15 / Rank
  • Duration: 10 seconds + 10 / Rank
  • Experience Multiple: 350
  • Base Chance: 10%
  • Resist: Active, Passive
  • Storage: Investment, Ward, Magical Trap
  • Target: 1 (+1/3rks) Entities

Entities who fail to resist this spell will have their blood stop causing them intense pain and restricting them to pass actions for their next action (even if this action is in the following pulse). Should they be affected by this spell multiple times within a 24 hour period the affect will last for 1 additional pulse per spell. In addition on the third or greater time they are affected the target will take half affect even if they resist the spell. If at any point they suffer this effect for 5 pulses consecutively they will die at the end of the fifth pulse.

Here comes the Pain

I am the new hell on earth
The lord of agony divine

  • Range: 30 feet + 15 / Rank
  • Duration: 10 seconds + 10 / Rank
  • Experience Multiple: 350
  • Base Chance: 10%
  • Resist: Active, Passive
  • Storage: Investment, Ward, Magical Trap
  • Target: Area

Effects: This spell causes all entities in the affected area, except the Adept, to suffer extreme agony. Entities who fail to resist may only take Pass actions for the duration of the spell, or until such time as they leave the area of effect. Entities who successfully resist reduce all Strike Chances by 30, and take twice as long to perform any action. Note that Mind Mages gain a bonus to resist this spell equal to 2 x Rank with their Talent of Resisting Pain.

Payback

I only want vengeance
To come shining down on me
I don't want you to die
Before I get the chance to kill you myself

  • Range: Self
  • Duration: 1 (+1/rank) mins
  • Base Chance: 5%
  • Resist: Active/Passive
  • Target: Entity

With this spell in effect, if a spell is resisted by the adept then it rebounds to the caster. 1 (+1/5 full ranks) may be rebounded after which the spell will dissipate.

Screaming from the Sky

Listen to the rhythm of a dead man walking
Silent is the heartbeat of the predator stalking
Hear the sound of air feel the warmth touch your neck
Reality is not fair no time to second guess

  • Range: 15 (+15/rank)
  • Duration: Immediate
  • Base Chance: 30%
  • Resist: Active/Passive
  • Target: Entity

The target of this spell will become hawk-like, arms morphing into wings and feet growing taloned claws. In combat the target will be unable to attack with weapons but will be able to claw using unarmed SC for D+4. They will be able to fly at 30 mph (Considered hard activity) but may dive on prey from great height doing D+15 in the initial strike which will knock the opponent prone. It will take a minimum of a minute to gain the height to dive again.

Scrum

Head to head eye to eye
Human pile of proven pride
Ripping flesh spitting teeth
Sacrifice for victory

  • Range: 15 (+15/rank)
  • Duration: 5 (+5/rank) Mins
  • Base Chance: 20%
  • Resist: Active/Passive
  • Target: Area

This spell creates a wall of living flesh consisting of tangled up, deformed and mangled bodies 10 ft long 2 ft thick and 10ft high (+1ft/rank on any dimension). Anyone standing in a melee hex may be attacked by the flailing bodies with 50 (+5/rank) SC. Instead of doing damage the first successful attack will cause the target to be grabbed and restrained by the wall (2xPS to escape). Further attacks will have the same SC and do 1 (+1/2 ranks) damage to the ensnared target. The wall will take 50 +(5/rank) damage to be destroyed.

Skeletons of Society

Shades of death are all I see
Skeletons of society
Fragments of what used to be
Skeletons of society

  • Range: 1 (+1/rank)
  • Duration: Immediate
  • Base Chance: 15%
  • Resist: Active/Passive
  • Target: Entity

The adept sprinkles fresh blood (2 EN) on the ground and the droplets (1 +1/2 ranks) raise up to become skeletal warriors with a Sabre and shield at Rk 0 (+1/4 full ranks) in the weapon. These warriors will be under the command of the adept until destroyed or the next dawn whichever is sooner.

Spill the Blood

Spill your blood let it run on to me
Take my hand and let go of your life

  • Range: 15 (+15/rank)
  • Duration: Immediate
  • Base Chance: 20%
  • Resist: Active/Passive
  • Target: Entity

This spell causes 1 (+1/5 ranks) targets to haemorrhage from every orifice causing a them to bleed 1Ft (+1/4ranks) per pulse until staunched. If resisted the spell takes effect for a single pulse but does not require staunching. At Rank 10 the adept may use 1/2 the damage caused by this to heal themselves, at Rk 20 all of it can be used.

Supremist

Accentuate your desperation
Flesh from bone I'll rip and tear

  • Range: Touch
  • Duration: 5+5/rank mins
  • Base Chance: 10%
  • Resist: Active/Passive
  • Target: Entity

Causes claws to extend from the adepts fingertips. These claws increase unarmed damage by +1 (+1/5 ranks). If the adept is in close with an opponent wearing non-metallic armour with a protection of 1(+1/4Ranks) or less all unarmed damage goes to endurance.

Violent Pacification

We'll force you to be nice to each other
Kill you before you kill each other

  • Range: 15 (+15/rank)
  • Duration: Immediate
  • Base Chance: 20%
  • Resist: Active/Passive
  • Target: Entity

This spell causes a violent explosion of gale force winds and sound in a megahex. Those who fail to resist are thrown 10ft (+ 5 per 5 full ranks) away from the targeted hex taking 5 (+ 1 per rank) endurance damage. They are also stunned for 1 pulse (+ 1 per 5 full ranks). The wind and storm effects are present around the target for the duration of the pulse and the damage is caused by the spell during the movement. No additional damage results from the landing and all damage takes effect regardless of the distance travelled.

Special Knowledge Rituals

Aggressive Perfector

Take my hand, I'll show you how;
You've just one life to live
The road you're on goes straight to hell;
Your life is yours to give

  • Basic Ritual Duration: 15 minutes
  • Greater Ritual Duration: 2 hours
  • Base Chance: MA +3/rank
  • Resist: None
  • Target: Entity or Location
  • Material components: A sentient entity

This ritualistic torture and killing results in a small scale of a deep reddish-brown colour. These scales contain the bound soul of the entity sacrificed and may be used in amulets or attached to armour. Each soul will absorb one spell or weapon blow, with the damage breaking the scale and releasing the soul.

The Greater ritual may be performed to merge multiple scales into armour or clothing. The number of scales required is equal to 10x the normal weight of the armour type. Any armour will be of a quality equal to Rank/2 Armourer but with the additional benefits of it having a base weight of 2 and providing no penalty to casting. 50% of the scales will be consumed during the ritual.

Example: Performing the ritual at rank 10 to make a set of scale mail will take 60 scales. The result will be a rank 5 armourer suit of scale mail with a base weight of 2 and able to absorb 30 spells or weapon blows.

Black Serenade

Welcome to my black serenade
The entrance to my hell, your pain
Scream your song the black serenade
Live in fear a mind insane

  • Ritual Duration: 1 hour
  • Base Chance: MA +3/rank
  • Resist: Passive/Active
  • Target: Entity
  • Material components: A sentient entity

The target of this ritual has the purity stripped from their soul, warping their personality to leave them with a collection of primal instinct and evil cunning. This will remove any skills and abilities both mundane and magical. They will only respond to primal urgings primarily sex, hunger and anger although other base instincts may also remain.

Circle of Beliefs

Mentality so small you can't
Accept another side
Your point of view a memory
Because it doesn't mean a thing

  • Range: Touch
  • Duration: Rk Days
  • Ritual Duration: 1 hour
  • Base Chance: MA +3/rank
  • Resist: None
  • Target: Entity or Location

All entities involved in the ritual cut themselves and bleed into a circle, the blood mingles and allows those taking part to share all magics in effect as well as gaining Death Aspect. They will and also become related for the purposes of Death Aspect and at Rk 15 and above gain mind-speech with a range of Rk miles.

Dead Skin Mask

Simple smiles elude psychotic eyes
Lose all mind control rationale declines
Empty eyes enslave the creations
Of placid faces and lifeless pageants

  • Ritual Duration: 6 hours
  • Base Chance: MA +3/rank
  • Resist: None
  • Material components: A sentient child

This ritual involves the removal of a child's (no older than 8) face. The skin is dried and tanned and then enchanted such that if worn it improves the senses of sight, hearing, taste and smell (+Rk PC to all senses)

Expendable Youth

Expendable youths
Fighting for possession
Having control the principle obsession
Rivalry and retribution
Death the only solution

  • Ritual Duration: 6 hours
  • Base Chance: MA +3/rank
  • Resist: None
  • Target: Entity or Location
  • Material components: A sentient child

The body of a prepubescent is ritually slain and each of the major organs transforms into a small and vicious blood golem. These golems are similar in height to a rag and string golem, but with a nasty poisoned bite D+2/pulse for 3 pulses. These creatures are loyal only to their creator and long to kill.

PS: 10 MD: 22 AG: 20 MA: None EN: 15 FT: 15
WP: 10 PC: 5 PB: 2 TMR: 8 NA: 2

Raining Blood

The sky is turning red
Return to power draws near
Fall into me, the sky's crimson tears
Abolish the rules made of stone

  • Range: 10 miles + 10 / Rank
  • Ritual Duration: 1 hours
  • Base Chance: MA +3/rank
  • Resist: None
  • Duration: 10 minutes + 10 mins per additional victim sacrificed
  • Resist: None
  • Target: Entity or Location
  • Material components: Sentient Sacrifices (1/per rank)

Effect: A cloud forms over a period of 5 minutes which creates a very corrosive rain. This rain is extremely dangerous and kills in seconds (D+Rank/pulse). The cloud can be moved, and tracks its victims at 1 (+1/5 full ranks) miles/hour. If targeted on an entity the cloud will form where the entity is at the time of the ritual and will track them for it's duration or until the target is dead at which point it simply remains in place until the duration expires. This ritual may be targeted through a crystal, Wizards Eye, Cauldron of Blood, or other remote visualization magics as long as the duration of that magic is at least 1 hour.

Sex Murder Art

You're nothing
An object of animation
A subjective mannequin
Beaten into submission

  • Ritual Duration: 1 hours
  • Base Chance: MA +3/rank
  • Target: Spell

This ritual involves the sacrifice of a living entity in order to make a spell from the College of Exsanguination permanent.

Stain of Mind

Come worship the place truths are told
Praise the land where sins are sold
No passion no love your faith evades
Never see yourself again that way

  • Ritual Duration: 1 hour
  • Base Chance: MA +3/rank
  • Resist: Passive/Active
  • Target: Entity
  • Material components: A living sentient entity

During this ritual the brain is removed from the entity and is preserved. When this it wiped across a canvas, blood and matter will be left on the canvas in the form of an image. This can be any scene from the victims memories conjured by either a description or question from the adept. At higher ranks (10+) the scene may be animated and last for Rk minutes. 1 (+1/Rk) scene may be created and the brain will remain preserved until all scenes have been witnessed. Other magical practitioners may also create scenes from the brain however they have a 2xMA chance of creating an accurate image.

Threshold

Never wanted bliss, never wanted you
Never needed anyone I've polluted
Everything you feel, everything you are
Everything you'll ever be, you repulse me

  • Ritual Duration: Various
  • Base Chance: MA +3/rank
  • Target: Maximum of 1000 cubic feet (+1000/rank)

The area covered by this ritual is painted in a wash made of the blood from crushed corpses after which it becomes sealed against enchantments. Spells and rituals will cease to operate within the area after a period of time losing 5 ranks for each minute they are within the area. Magically created creatures (Spectral Warrior, Phantasm etc) will dissipate faster losing 5 ranks/10 seconds.

If the blood is predominantly from sentient entities every minute (or fraction thereof) spent within the area all spells and rituals in effect must resist (Rk x 4% Resistance) or be dissipated immediately.

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