Blood Magic
Blood Magic
Blood Magic deals with the manipulation of a person's life force, usually using the target's (or caster's) own blood as a proxy. Ritual sacrifice, powering spells through one's own health, improved enhancement rituals, and bloodline theft all fall under this discipline.
Classification: Specialization Parent School: Alteration
Technique Glyph Doctrine
Doctrine Pair: Anker + Kreis
Blood Magic emphasizes life-linked shaping with high backlash and consent/safety implications.
Fictional Permission
When you hold Blood Magic in your Grimoire, you have specific fictional positioning.
Blood Magic CAN:
- Use blood (yours or a willing/positioned target's) as a proxy for life-force shaping.
- Power rituals with vitality, pain, or measured self-harm when the table agrees to that tone.
- Bind short-lived blood constructs and lineages-flavored effects to Alteration fiction.
Blood Magic CANNOT:
- Ignore consent/safety: deep theft, torture-as-default, or coercive life-drain belongs in explicit table negotiation.
- Replace Medical Magic for clean triage and stabilization without added risk and fiction.
- Permanently rewrite identity or soul architecture without Soul Magic gates.
The Core Matrix
This specialization's live-casting access follows its Technique Glyph doctrine.
Geometric Scaling (Mana Track Box Costs)
When determining the cost of a spell, the GM uses this scale. Each example uses live notation: Intent -> School -> Glyph -> Scale -> Tags.
- Trivial (0 Ticks): Provoke a minor bleed as pressure or signal.
Induce minor blood loss -> Alteration -> Faden -> trivial effect, touch range, point target, instant, painful - Regular (1 Tick): Agonizing vascular spike without finishing the fight alone.
Spike target circulation -> Alteration -> Faden+Fluss -> standard effect, near range, point target, brief, harmful - Hard (2 Ticks): Pull and rigidify spilled blood into a short blade or spike.
Shape blood into rigid tool -> Alteration -> Schmiede+Fluss -> hard effect, near range, small object, short - Complex (2 Ticks): Violent redistribution: tear blood from one body to knit another.
Rip blood to fuel selfish mend -> Alteration -> Band+Kreis+Fluss -> complex effect, near range, two targets, instant, gory - Miracle (4+ Ticks): Bloodline theft that permanently rewrites the caster's body fiction.
Steal heritable trait through blood -> Alteration -> Kreis+Band+Schmiede -> miracle effect, touch range, single target, permanent hook, forbidden tone
(For detailed sensory information and theoretical deep-dives, refer to Schools Lore)
Core-school glyph sets by training level: Alteration#The Core Matrix.