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

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"Every cut is a vow. Every scar is a receipt." Yena of the Glass Veil

Overview

Blood Sorcery is one of the most feared magical traditions in Vaelora. It is the practice of calling Spirits through sacrifice, luring them with the essence they crave most: blood. Unlike Spirit Binding, which targets and subdues a specific spirit from the outset, Blood Sorcery first summons whatever Spirits answer the scent of blood, then bargains or coerces them into service.

This makes Blood Sorcery dangerous and unpredictable, but also uniquely potent. It can rally Spirits that would never willingly be bound, and even Greater Spirits cannot easily ignore its call. The tradition takes many forms:

  • The Circle of Magi treat it as a disciplined science, using precise glyphs and carefully measured bloodletting.
  • The Setting/World/People/Tlaxcal practice it as sacred communion, offering sacrifices to ancestral patrons or city-Spirits in great communal rites.
  • The Temerians industrialize it, turning blood Magic into a weapon of empire fueled by captives and soldiers alike.

Mechanics

Blood Sorcery uses the Rituals skill and is performed in two steps: summoning and then bargaining or compelling.

1. Preparation

As with other magical traditions, preparation matters:

  • Ritual Sites: Conducting a rite at a sanctified altar, ancestral ziggurat, or a shrine attuned to the spirits dominion adds +1 die to Rituals rolls.
  • Glyphwork: Carving blood glyphs aligned to a target dominion or archetype adds +1 die and helps draw compatible Spirits.
  • Offerings: Using blood with a strong resonance (ancestral ties, noble lineage, rare animals) can improve results.

Appropriateness Matters:

  • Aligned: +1 die per element; Spirits arrive more favorable.
  • Neutral: no modifier.
  • Offensive: 1 die; Spirits arrive hostile or agitated.
  • *Skipping Preparation: Summoning without preparation applies 2 dice and Spirits will be chaotic or misaligned.

2. The Rite: Summon, Then Bargain

Step 1: Summoning

  • Roll Focus + Rituals to perform the summoning.
  • Each Injury willingly inflicted during the ritual adds +2 dice. You must cause at least 1 Injury that does not give bonus dice. If you kill your victim, gain an additional +2 dice.

Blood Sorcery Summoning Table

Which Spirits Appear?
The type of blood and quality of the ritual determines what kind of Spirits arrive:

  1. After the summoning Rituals roll, count your total successes (16).
  2. Cross-reference with the type of blood offered.
  3. The result tells you the Spirit Type and Power Level.
  4. Roll on the Dominion Subtable to determine the spirits primary domain.
Successes → / Blood ↓ Animal Blood (minor) Self-Bloodletting (willing) Willing Human Sacrifice Unwilling Sacrifice (captives) Mass Sacrifice (many lives)
1 Success Famished scavenger spirit (Lesser) weak, desperate Whispering wisp (Lesser) unstable, cryptic Parasite-spirit (Simple) corruptive Butcher-spirit (Simple) predatory Cataclysmic predator (Greater) uncontrolled
2 Successes Carrion-spirit (Lesser) scavenger, feeds on death Exultant emotion spirit (Simple) tied to casters feelings Bound site-spirit (Complex) territorial Whispering host (Complex) manipulative City-bound demigod (Greater) reshapes its domain
3 Successes Butcher-spirit (Simple) blood-hungry hunter Ancestral guide (Complex) cooperative if respected War spirit (Complex) revels in violence Parasite-spirit (Complex) spreads corruption Ancestral god-collective (Greater) many voices
4 Successes Forgotten predator (Complex) ancient, dangerous Guardian ancestor (Complex) protective, proud Ancestral godling (Greater) demanding Butcher-spirit (Greater) kills without mercy Greater patron spirit (Arch) demands pacts
5 Successes Whispering host (Simple) collective schemer Vitality spirit (Complex) strengthens, possessive City-bound spirit (Greater) domain-aligned Forgotten predator (Greater) ancient and angry Forgotten god (Arch) reality-warping
6 Successes Exultant spark (Simple) eager but volatile Forgotten godling (Greater) reality-warping, ancient Greater patron spirit (Arch) city/ancestral Void-touched entity (Arch) tears the Veil Forgotten god (Arch) world-altering power
After determining the type of spirit, roll on the table below to determine the Dominion of the spirit:
Spirit Type 1 2 3 4 5 6
Famished Scavenger Hunger Fear Shadow Vermin Blood Rot
Whispering Wisp Memory Secrets Dreams Fear Sound Shadow
Carrion-Spirit Death Hunger Rot Vermin Shadow Memory
Butcher-Spirit Hunger Wrath Blood Death Fear Shadow
Forgotten Predator Hunger Death Fear Blood Shadow Desire
Exultant Spark Fire Desire Passion Joy Change Ambition
Whispering Host Secrets Paranoia Dreams Shadow Illusion Fear
Exultant Emotion-Spirit Rage Grief Desire Love Ambition Joy
Ancestral Guide Memory Wisdom Death Secrets Protection Law
Guardian Ancestor Protection Family Honor Courage Authority Hearth
Vitality Spirit Healing Growth Fertility Blood Sunlight Water
Forgotten Godling Void Fate Dominion Death Desire Stars
Parasite-Spirit Hunger Corruption Blood Disease Fear Desire
Bound Site-Spirit City Blood Memory Secrets Water Earth
War Spirit Wrath Strength Blood Weapons Fire Victory
Ancestral Godling Dominion Law Protection Family Memory Fate
City-Bound Spirit Trade Roads City Hearth Authority Memory
Greater Patron Spirit City Dominion Law Ancestry Stars Growth
Cataclysmic Predator Fire Wrath Hunger Death Blood Fear
Ancestral God-Collective Family Memory Dominion Law Secrets Protection
Void-Touched Entity Void Corruption Fear Hunger Shadow Stars
Forgotten God Void Fate Dominion Death Desire Corruption

Step 2: Bargain or Coerce

Once spirits arrive, you must bargain or force them into compliance:

  • Bargain: Continue using Rituals in a contested roll against the spirits Spirit Tier + Dominion Influence. Offer more blood, vows, or future favors.
  • Coerce: Attempt domination with Rituals (or Binding, if skilled) at +1 Difficulty, as Blood Sorcery is not optimized for coercion.
  • Each success reduces the spirits Resolve. At 0, it yields and performs the agreed task.

Failure: The spirit acts on its own. It may attack, flee, or twist the rite to suit its own desires.

3. Spontaneous Blood Offerings

You can fuel a blood rite on the fly:

  • Sacrifice 1 Injury (self-inflicted) to add +2 dice to the summoning roll.
  • This is a 2-action task in structured time (combat or social encounter).
  • Spontaneous offerings tend to draw predatory spirits first; hesitation can be fatal.

4. Injuries and Fatigue

  • Each Injury beyond the first reduces your Rituals dice pool by 1 die.
  • Major sacrifices (fatal or near-fatal) count as 2 Injuries but add +4 dice.
  • Completing a significant or mass rite moves you one step deeper into Fatigue.

5. Backlash

If the summoning or bargaining roll fails:

  • Hostile spirits lash out immediately.
  • The offering corrupts, drawing a dominion you didnt intend.
  • A summoned spirit refuses to leave and begins haunting the area.
  • The caster is spirit-marked, drawing unwanted attention in future scenes.

Backlash Table 1: Summoning Fails (2d6)

  • How it works: Roll 2d6.
  • Blood Type Modifier:
    • Animal Blood: 2 (less severe)
    • Self-Bloodletting: +0 (neutral)
    • Willing Human Sacrifice: +2 (more severe)
    • Unwilling Sacrifice: +3 (very severe)
    • Mass Sacrifice: +4 (catastrophic)

Higher rolls = more catastrophic backlash.

3d6 Result (modified) Backlash Effect Rules Effects
34 Ritual Fizzles: The blood is wasted, spirits never fully answer. All participants take 1 Fatigue; Ritual must be retried with a fresh sacrifice.
56 Residual Spirits: A swarm of Lesser scavenger-spirits drifts through uncontrolled. Each participant takes 1 Injury (light). Spirits scatter after a scene but leave lingering fear and whispers.
78 Dominion Flare: A random dominion surges uncontrollably (fire, shadow, rot, hunger). Area becomes Hostile Terrain (1 die to all rolls) for the next scene. Minor structures/creatures may be destroyed.
910 Partial Summoning: A half-formed spirit leaks into reality. It attacks the summoners mind; contested Spirit vs Spirit roll or take 2 Fatigue and become Frightened.
1112 Predatory Spirit Arrives: A Complex-tier predator spirit slips through, unbound. Spirit immediately targets summoner and anyone nearby; combat begins. If driven off, summoner gains 1 Spirit Mark.
1314 Veil Tear: The ritual leaves a small permanent rift in the Veil. Spirits now slip through freely at this site. Future rituals here gain +1 die, but summoned spirits start hostile.
1516 Void Intrusion: A void-touched entity observes or infiltrates. Area is permanently Corrupted: all Ritual rolls in the area are +1 Difficulty. Summoner gains 1 Spirit Mark.
17 Major Breach: A Greater Spirit or collective floods through uncontrolled. It seizes the blood offering and remains; all participants take 2 Injuries, and the area becomes its domain.
18+ Arch-Spirit Manifestation: A Forgotten God or Void Entity forces its way through. Immediate campaign-level threat: area warped, participants marked. All actions near it are 2 dice, and it becomes a permanent story arc.

Backlash Table 2: Bargaining or Coercion Fails (2d6)

  • How to use: Roll 2d6 when the bargaining/coercion contest fails.
  • No Blood Modifiers apply.
2d6 Backlash Effect Rules Effects
2 Fleeing Spirit: The spirit flees instantly, severing all links. All ongoing effects from the spirit end immediately. Any dominion powers granted cease; if spirit was bound, it breaks free.
34 Twisted Gift: The spirit “grants” the intended effect but corrupted. Apply intended effect, but add a severe complication: injuries worsen, allies turn hostile, area is corrupted, or intended target is harmed.
56 Possession Attempt: Spirit attacks casters soul. Contested Spirit vs Spirit roll. On failure, summoner is possessed for the scene, taking reckless or destructive actions. Gains 1 Spirit Mark permanently.
78 Dominion Reversal: Spirit uses its dominion offensively against the summoner. Summoner suffers the spirits dominion ability as an attack (e.g., fire = burns, fear = terror). Take 12 Injuries depending on power level.
910 Permanent Mark: Spirit brands the summoner or vessel. Future Ritual rolls against this spirit are +2 Difficulty. All spirits sense the brand and treat the summoner with hostility or predation.
11 Spirit Breakout: Spirit violently shatters the ritual boundaries. All participants take 2 Injuries from the burst. Area becomes Spirit-Warped, granting the spirit a permanent lair bonus (+1 die in future scenes here).
12 Spirit Vengeance: Spirit departs, but plots revenge. Spirit becomes a recurring antagonist. Gains knowledge of summoners allies and weaknesses. Future encounters with it grant it +1 die on all rolls.

Ongoing Costs

Blood Sorcery is not simply dangerous in the moment. It leaves lasting scars on the body, the soul, and the heart of those who practice it. These costs accumulate with every ritual, slowly degrading the practitioner over time. Blood Sorcery grants immense power, but its marks accumulate relentlessly. Over time, they degrade the practitioners relationships, reputation, and humanity until they are a figure feared by mortals and hunted by spirits alike.

Spirit Marks Scars of the Veil

Every time you perform Blood Sorcery, you risk being scarred by the power you have unleashed.

  • Risky Dice:
    All Blood Sorcery rolls are risky. Mark a die as Risky. When it shows a 1 (even on a success), you gain 1 Spirit Mark.
  • What Are Spirit Marks?
    Spirit Marks are permanent manifestations of your spiritual corruption, visible both in the mortal world and in the spirit world. Each Mark makes you an open wound in the Veil.
  • Mechanical Effects:
    • Each Spirit Mark imposes a 1 die penalty when you attempt to resist possession, dominion effects, or coercion by spirits.
    • Spirit Marks are permanent unless cleansed by a rare and dangerous rite, pact, or sacrifice.

Spirit Mark Manifestation Table (d12)

Each time you gain a Spirit Mark, roll on the table below or choose one appropriate to your story. New Marks either add to or intensify previous manifestations.

d12 Manifestation
1 Your eyes glow faintly in darkness, reflecting ghost-light.
2 An unnatural scar or sigil burns into your flesh and sometimes bleeds.
3 Your shadow moves independently or distorts into monstrous shapes.
4 Whispering voices follow you; others may hear them in silence.
5 Your hands or tongue are permanently stained a deep crimson.
6 Veins glow faintly under your skin, pulsing like embers.
7 Your breath fogs even in warmth, sometimes forming ghostly shapes.
8 Your reflection lags or distorts unnaturally.
9 A faint smell of old blood lingers around you; animals shy away.
10 One eye or limb takes on an inhuman or corpse-like quality.
11 At times you involuntarily speak in a spirits voice or language.
12 Your aura is warped; mortals feel dread or nausea in your presence.

Spirit Marks can be cosmetic at first but become impossible to hide as they accumulate. By the time you have 6 or more Marks, your Corruption is obvious to everyone.

Physical Toll

Blood Sorcery wears down the body:

  • Practitioners grow pale, gaunt, and scarred.
  • Healing time is doubled, and Injuries often leave lasting scars or malformations.
  • Every significant or mass ritual automatically adds 1 step of Fatigue after completion.

Emotional Erosion

Those who weigh lives as currency inevitably become detached.

  • At 3 or more Spirit Marks, you suffer 1 die on all social rolls relying on empathy or compassion (charm, reassurance, persuasion)
  • At 6 or more Spirit Marks, this penalty worsens to 2 dice, and mortals instinctively fear or resent you.
  • This erosion has no hard limit but will eventually make you an outcast, feared even by allies.

Ability Tree

!Rules/[[Rules/Ability Trees/Ability Trees/Profession/Traditions/Blood Sorcery The Scarlet Path|Blood Sorcery The Scarlet Path]]

Roleplaying Blood Sorcery

  • Blood Sorcerers bear physical and spiritual scars. Their presence is unsettling, their shadows too long, their eyes haunted
  • Each rite should feel like a transaction with consequences. Show the cost in relationships, health, and community trust.
  • Spirits called by blood are hungry and unpredictable. Some may honor bargains; others will twist or betray them.

GM Guidance

  • Emphasize the two-step process: summon first, then bargain or coerce. This makes Blood Sorcery slower and riskier than Spirit Binding.
  • Sacrifices should matter. Who or what is being bled? Make the stakes tangible.
  • Failure should create story hooks: haunting Spirits, spiritual debt, or lingering Corruption.
  • Spirits drawn to unwilling blood should be aggressively hostile; willing offerings and ancestral blood bring more cooperative entities.