vaelora/Rules/Ability Trees/Profession/Traditions/Blood Sorcery – The Scarlet Path.md
2025-08-01 09:16:36 +02:00

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Description

Blood Sorcery is the art of offering your lifes essence to call, bind, and bargain with Spirits. It is dangerous, powerful, and deeply cultural: the Circle, the Setting/World/People/Tlaxcal, and the Temeria each walk the Scarlet Path differently.

This tree represents a blood sorcerers growing mastery, from crude invocations to pacts with Greater Spirits. Every choice carries a cost, most visibly the Spirit Marks left upon their soul—a currency of power and Corruption that must be managed or embraced.

Overview of Tiers and Progression

  • Tier 1 (Rituals 1+): Basic summoning and communal rites.
  • Tier 2 (Rituals 2+): Cultural refinements, bargaining mastery, and the first Spirit Mark mitigation tools.
  • Tier 3 (Rituals 3+): Named Spirits, blood efficiency, and expanded influence.
  • Tier 4 (Rituals 4+): Apex powers, greater pacts, and full control—or weaponization—of Spirit Marks.

Cost: Each tier costs Tier × 3 Marks, spent from Rituals or Spirit.
Advancement:
Must unlock Tier 1 before accessing later tiers.

Tier 1 Initiate of the Scarlet Path (Rituals 1+, 3 Marks)

Name Type Action/Duration Roll (if active) Description
Circle Targeted Call Active Attaches to a summoning roll Wit+Occult Name a specific spirit archetype (e.g., ancestral guide, carrion spirit). Gain +1 die if your blood offering matches its Dominion.
Tlaxcal Communal Rites Active Attaches to a group summoning Presence+Theology When performing Blood Sorcery with a group, gain +1 die and reduce Fatigue for all participants by 1 step.
Temeria Battlefield Extraction Active Attaches to a summoning roll Wit + Medicine You may harvest blood from fresh Injuries or corpses, adding +1 die to your next summoning.
Generic Hemophage Passive 1 Action (scene) You may heal 1 Injury during a ritual when sacrificing the blood of another intelligent being.

Tier 2 Keeper of the Vein (Rituals 2+, 6 Marks)

Name Type Action/Duration Roll (if active) Description
Circle Precise Glyphwork Passive You learn to inscribe glyphs keyed to one specific Dominion. Gain +2 dice when bargaining with spirits of that Dominion.
Tlaxcal Patrons Blessing Passive Name a city-spirit or ancestral patron. When sacrificing at their altar, gain +1 die and can rereoll the risky die of the summoning. You can craft an altar for your patreon with 1 week of work and a successfull Focus+Theology roll.
Temeria Controlled Deterrence Active 1 Action You may intimidate spirits by brandishing captured blood. On a failed bargain, roll 1d6: on a 46, the spirit flees instead of backlash.
Generic Bargain-Hardened Effect You may mark one die as lucky during bargaining or coercion with a spirit.
Spirit Mark Mitigation: Active differs Spirit+Meditation (Choose one per culture) Circle Vein Purification: Once per session, cleanse 1 Spirit Mark (costs 2 Injures) in a four hour bloodletting procedure. Tlaxcal Bloodline Transfer: Transfer 1 Spirit Mark to a willing community member during a 8 hour communal rite. Temeria Mark Detonation: Burn a Spirit Mark for 1 Injury to yourself for 2 Actions to add +3 dice to a summoning or deal 2 Injuries to a spirit. The Mark is cleansed by this action.

Tier 3 Master of the Red Path (Rituals 3+, 9 Marks)

Name Type Action/Duration Roll (if active) Description
Circle Named Spirit Active Downtime (1 day) Spirit + Rituals Establish a true-name link with a spirit youve summoned before. Summon that spirit at +2 dice and no blood modifier. Work with your GM to give the Spirit personality.
Tlaxcal Citys Miracle Active Once per session Spirit + Rituals Invoke your patron to act at double normal scale (GM discretion) without increased Spirit Mark risk.
Temeria Blood Efficiency Active Always on Focus+Rituals Reduce blood requirements for summoning by one step (e.g., willing self-sacrifice counts as a willing human sacrifice) when determining the power of the summoned spirit. Automatically gain 1 Fatigue when using this.
Generic Spirit Mark Masking Active 1 scene Spirit + Rituals Cloak your Spirit Marks from mortals and lesser spirits for one scene. Costs 1 Fatigue; may be used only once per day.

Tier 4 Lord of Crimson Power (Rituals 4+, 12 Marks)

Name Type Action/Duration Roll (if active) Description
Circle Chosen Spirit Meta Once per session Forge a pact with a named, greater Spirit. Call it directly once per session with no summoning roll. Demands major offerings.
Tlaxcal Ancestral Avatar Active 1 scene Spirit + Rituals Channel your patrons presence, gaining +2 dice to Blood Sorcery rolls and dominion-aligned actions. Backlash escalates by one severity step on failure.
Temeria Red Legion Ascendant Active Downtime (1 day) Spirit + Rituals Pre-bind spirits into troops, vessels, or objects before battle. Each binding reduces Spirit Mark risk by 1 step but permanently stains the host giving the victim or bearer of the vessel 1 Corruption.
Generic Ritual Immunity Meta Once per session Ignore all Spirit Marks gained from a single summoning or bargaining attempt.
Spirit Mark Mastery: (Choose one per culture)Circle Total Purge: Cleanse all Spirit Marks via a 1-day rite. Requires sacrificing a bonded Greater Spirit.Tlaxcal Bloodline Dispersal: Redistribute all Spirit Marks across your community, diffusing their impact.Temeria Mark Arsenal: Burn any number of Spirit Marks at once to either add +3 dice each to a summoning or unleash a destructive ritual (GM discretion).

[!hint] Design Notes

  • Cultural differences: Circle = cleansing, Setting/World/People/Tlaxcal = communal dispersal, Temeria = weaponization.

  • Mitigation vs mastery: Spirit Mark management appears at Tier 2 (small) and Tier 4 (definitive), giving players tough choices.

  • Magi control: Circles Targeted Call + Named Spirit = predictable summons, while Setting/World/People/Tlaxcal focus on miracles and Temeria on blood power.

  • Spirit Mark consequences remain dangerous; mitigation is costly and rare, ensuring tension is preserved.