Blood Construct Mastery

Prerequisites: Blood sphere (Extract Blood Construct), Blood sphere caster level 5th.

Benefit: Blood constructs you create gain an additional hit point per Hit Die they possess and a +4 bonus to their Strength and Dexterity.

In addition, you gain the following two (blood arts):

  • Blood Of My Blood (blood art): You may create blood constructs by sacrificing your own blood. As a standard action, you may spend a spell point to suffer blood loss and animate your blood as a blood construct up to one size smaller than the largest blood construct you could control, as though using the Extract Blood Construct talent. The blood construct appears in an unoccupied space of your choice within your blood control range. You must concentrate on a blood construct created this way or may spend a spell point as a free action to allow it to remain without concentration, as normal for blood constructs you create with the Extract Blood Construct talent. This talent may not be used in conjunction with the Mass Blood Magic talent.
  • Repair Blood Construct (blood art): You may repair blood constructs by sacrificing your own blood. As a standard action, you may spend a spell point to suffer blood loss and heal one target blood construct under your control, as though using the Extract Blood Construct talent to sacrifice a blood construct and heal another under your control, restoring a number of hit points equal to a blood construct up to one size smaller than the largest blood construct you could control.

If you possess the Mass Blood Magic talent, you gain the following (blood art):

  • Bolster Blood Construct (blood art): You gain the ability to bolster existing blood constructs with your own blood. As a standard or move action, you may suffer blood loss to contribute your own blood to one target blood construct under your control within range, combining the contributed blood to the target as though combining a blood construct up to one size smaller than the largest blood construct you could control.

The blood arts granted by this feat do not allow you to control more Hit Dice of blood constructs than you could normally control or allow you to create or control blood constructs larger than you could normally.

Example: You are a sphere caster with caster level 10 in the Blood sphere. You may use Blood Of My Blood to create up to a Small blood construct, use Repair Blood Construct to heal an existing blood construct under your control by a number of hit points up to a Small blood construct (23 hit points), or use Bolster Blood Construct to target an existing blood construct under your control, combining up to a Small blood construct with the target, potentially increasing it to the next size category if you can control a blood construct of that size.

Blood Potion

Prerequisites: Blood sphere; Brew Potion or the Alchemy sphere (formulae) package.

Benefit: You are able to create potions (or formulae from the Alchemy sphere) within your own blood. They can only target you, but you may activate one as a swift action, or 2 + 1 per 7 character levels as a standard action. This is a mental action that does not provoke attacks of opportunity.

Blood Thirst

Prerequisites: Blood sphere, bite attack.

Benefit: You gain the blood drain universal monster ability with your bite attack, and thus may inflict 1 point of Constitution damage whenever you end a turn grappling a creature. Additionally, each time you inflict Constitution damage with this ability, you heal a number of hit points equal to the creature’s Hit Dice. You cannot heal more than 10 hit points per character level per day using this ability.

Bloodrunner

Prerequisites: Blood sphere or Duelist sphere, character level 7th.

Benefit: Your body has grown a tolerance for the blood of others, and you have learned to use it to your advantage. You ignore any detriment from traversing on bloody terrain, such as difficult terrain or the terrain being considered slippery (as long as blood is the only reason that terrain is detrimental), and you gain a +2 bonus on all saving throws against bleed effects and any effect from the Blood sphere. You can distinctly tell the difference between the blood of any two creatures, and can identify the blood of creatures you have witnessed before. You can attempt a Knowledge check to identify a creature by merely witnessing its blood, as if you had seen the creature by sight, but only if the blood was shed within an hour of you attempting to identify it.

Bonds Of Blood And Power (Dual Sphere)

Prerequisites: Blood sphere, Mana sphere.

Benefit: You may spend 1 additional spell point as a swift action, or as a free action if you possess Magical Conduit, to create a manabond as part of establishing blood control on a creature. Concentrating on your blood control also counts as concentrating on any manabonds you have formed. Creatures under the effect of your manabond count as if they were under the effect of your blood control, but you may not use (quicken) or (still) talents on such creatures without first actually establishing blood control.

Construct Armor

Prerequisites: Blood sphere (Extract Blood Construct), caster level 5th.

Benefit: Whenever you use the Extract Blood Construct talent to create a blood construct, you may create that construct around a willing target that is no larger than the construct. A single creature may not have more than one instance of construct armor at a time and constructs being used as armor cannot themselves gain construct armor from another construct.

The target gains the Strength, Dexterity, size, damage reduction, natural attacks, and armor class of the construct. Any damage that the target would take is instead directed to the construct. If the construct is reduced to 0 or fewer hit points, this effect ends immediately and any additional damage it transferred to the target. This effect does not affect equipment size, though the target may choose to count as its normal size for the purpose of determining penalties from inappropriately sized weapons. The construct and its wearer cannot be targeted separately; any mind affecting abilities targeting the construct automatically target the wearer instead and any effect that would move either moves them both.

Create Humor Familiar

Prerequisite: Blood sphere.

Benefit: You may create a humor familiar. Choose a Tiny blood construct or a humoral ooze (choleric, melancholic, phlegmatic, or sanguine, chosen at the time of creation) as a familiar per the wizard’s arcane bond class feature. The humor familiar can be reabsorbed into your body as a standard action. The familiar gains all familiar abilities based on your levels in casting classes.

When absorbed, the humor familiar has fast healing 5 but ceases to provide bonuses such as the Alertness feat. Humoral oozes count as being in contact with their master while absorbed for the purpose of their emotional touch ability. If a humor familiar is lost or dies, it can be replaced 1 week later through a ritual costing 200 gp per level in casting classes or through a specialized procedure that inflicts 1 point of Constitution damage per 2 levels (minimum 1). Replacing the familiar allows you to choose any other familiar available from this feat. The ritual takes 8 hours to complete. You may not have both a humor familiar and a familiar from another source; if you possess another ability that would grant a familiar, the effective wizard level from that ability stacks with your levels in casting classes to determine the strength of your humor familiar (maximum equal to your total Hit Dice).

Crimson Theurgy (Dual Sphere)

Prerequisites: Blood sphere, Death sphere.

Benefit: When determining the range of your ghost strike and Blood sphere effects, you may use the longer of your blood control and ghost strike ranges. This does not increase the size of the cone from the Mass Death Magic talent.

When you deal damage to a creature with the Bleeding Wounds ghost strike, you may spend a spell point as a move action to target that creature with blood control. If you possess both Mass Blood Magic and Mass Death Magic talents, you may target a number of creatures affected by the ghost strike up to the maximum allowed by Mass Blood Magic.

Elemental Blood

Prerequisites: Blood sphere; ability to cast any sphere effect, spell, or spell-like ability with the acid, cold, electricity, or fire descriptor.

Benefit: When you gain this feat, choose an energy type (acid, cold, electricity, or fire) which you have the ability to cast as a sphere effect, spell, or spell-like ability. Once an energy type is chosen, it cannot be changed. Your blood courses with that element, and applies various effects to creatures who touch your blood.

Any creature that confirms a critical hit against you with a piercing or slashing melee weapon is sprayed with your blood, suffering 1 point of damage of the chosen energy type per Hit Die you possess. A successful Reflex save with a DC equal to your Blood sphere DC negates this damage. Melee weapons with reach do not endanger their users in this way. Hemokinesis using your blood adds 1 point of damage of the chosen energy type per Hit Die you possess to any creature struck by a touch attack or subject to a successful combat maneuver made as part of that ability.

Additionally, you can apply your elemental blood to your weapons or natural attacks by coating it in your own blood. As a swift action, you may suffer blood loss, as though casting a blood art, to coat a weapon or natural attack in your own blood. If you are suffering from an ongoing bleed effect, or are below 1/2 your maximum hit points, you do not need to suffer blood loss when coating your weapon this way. The coated weapon gains an elemental special ability for a number of rounds equal to 1/2 your Blood sphere caster level + your Constitution modifier. At 10 Hit Dice, this improves to an elemental burst special ability.

When creating a weapon with the Gory Armaments talent, you can have the weapon gain an elemental special ability. At 10 Hit Dice, this improves to an elemental burst special ability.

Table: Elemental Blood Weapon Elemental Special Abilities

Chosen ElementElemental Special AbilityElemental Burst Special Ability
Acidcorrosivecorrosive burst
Coldfrosticy burst
Electricityshockingshocking burst
Fireflamingflaming burst

Special: This feat replaces the Acid Blood and Burning Blood feats.

Formed Construct (Dual Sphere)

Prerequisites: Blood sphere (Extract Blood Construct), Conjuration sphere.

Benefit: When you create a blood construct, you grant it one (form) talent from the Conjuration sphere that you possess.

Fount Of Stolen Life (Dual Sphere)

Prerequisites: Blood sphere, Life sphere (Fount Of Life).

Benefit: As a move action, you may deal 2 Constitution burn to any amount of creatures you have established blood control with. Unwilling creatures may attempt a Fortitude save against your Blood sphere DC to resist this. If you successfully deal Constitution burn to a creature with Hit Dice equal to or greater than half your level with this ability, you add an amount of healing into your fount of life equal to twice that creature’s Hit Dice. You cannot apply the burn if it would cause a creature’s Constitution score to be lowered to 0 or below. A creature that has suffered the effect of this feat cannot suffer from it again until they recover from any Constitution burn they have suffered from this feat.

Hemothermia (Dual Sphere)

Prerequisites: Blood sphere (any (blood art)), Nature sphere.

Benefit: You gain the following two (blood arts), which allow you to alter the temperature of the target’s blood. If you possess the (blood art)’s associated Nature sphere package, you may add additional effects when using that (blood art).

  • Smoldering Hemoglobin (blood art): You may briefly superheat the target’s blood. On a failed Fortitude save, the target suffers blood loss, takes fire damage equal to your caster level, and catches fire. The target’s insides begin to burn, taking 1d6 fire damage the following round plus 1d6 per round until extinguished. Each round the target may attempt another Fortitude save to extinguish the flames. This is a free action that may be taken once per round. Drinking any non-flammable liquid (such as a potion or water) grants the target a +4 bonus to that round’s saving throw. This fire is not extinguished if the target submerges itself; it is internal. If you possess the Nature sphere (fire) package, you may spend an additional spell point to cause the burning damage the target suffers each round to be equal to the largest fire you can create with create fire, if it would be larger.
  • Freeze Veins (blood art): You rapidly freeze the target’s blood, making it harder for them to move. On a failed Fortitude save, the target suffers blood loss, takes cold damage equal to your caster level, and is staggered for a number of rounds equal to your casting ability modifier. While staggered by this effect, the target becomes unnaturally brittle. Whenever they fall prone, suffer falling damage, or take bludgeoning damage, they take an additional amount of cold damage equal to 1/2 your casting ability modifier. Each round the target may attempt another Fortitude save to warm themselves up. If you possess the Nature sphere (water) package, you may spend an additional spell point to cause the target to be unable to take a 5-foot step while staggered by this effect.

Hypochondriac’s Terror (Dual Sphere)

When you take over a creature’s bodily functions, you may also blend in your mental manipulation to torture them from the inside out.

Prerequisites: Blood sphere, Mind sphere, caster level 5th.

Benefit: When you successfully establish blood control on a target, you may spend a spell point as a swift action to manipulate their mind, granting them a Will save against your Mind sphere DC. On failure, their body’s response system is under your control for the duration of the blood control. If used alongside Mass Blood Magic, you may affect any amount of creatures with this feat, but must pay the additional spell point per creature you affect.

When the creature fails their Will save against this feat, you select an ailment for the creature to suffer from, chosen from the following:

  • Fight or Flight: The target is shaken until the start of their next turn.
  • Hallucination: If you possess the Visions talent, you may cause the creature to suffer as if they failed a save against the Vision lesser charm, but the effects only persist for one round.
  • Pustule Burst: The target suffers nonlethal damage equal to 1d4 + half your caster level with the Blood sphere.
  • Queasy: The target is sickened until the start of their next turn.
  • Spasm: The target moves 5 feet in any direction you choose. You cannot move the target into a square that is intrinsically dangerous or into an obstacle, and the target may still take a 5-foot step afterwards.
  • Twitches: If you possess the Gestures talent, you may cause the creature to suffer as if they failed a save against the Gestures lesser charm, but the effects only persist for one round.

The target suffers from that ailment at the beginning of each of its turns. You may change the ailment as a free action. Additionally, whenever you successfully use a (still) or (quicken) ability on the target, you may cause them to suffer from an additional ailment for one round.

Reservoir

Prerequisite: Blood sphere.

Benefit: Whenever a creature with Hit Dice of at least 1/2 your character level is slain or destroyed while under the effects of your blood control or by the effects of a blood art you cast or by suffering blood loss you caused, you may spend a move action before the end of your next turn to absorb the creature’s blood, gaining 1 blood point. You may have a maximum number of blood points equal to your Constitution modifier (or Charisma modifier, if you lack a Constitution score; minimum 1). You may spend blood points any time you would take Constitution damage or bleed from a Blood sphere ability to reduce the damage or bleed by 1 per point spent. Reducing Constitution bleed in this way only reduces it for the current round. Alternatively, you may spend blood points any time you would suffer blood loss to reduce the damage taken by 3 per point spent. Blood points expire after 1 hour.

Salvaging Execution

Death is not the end of your wrath.

Prerequisites: Blood sphere, Death sphere (Shroud (dominion)), or Telekinesis sphere.

Benefit: When a target under the effects of your blood control, shroud mark, or telekinesis is killed or destroyed, you may move any parts of its body and any equipment it is carrying into any squares within close range of the target. Allies with hands free may catch anything which would move into a square adjacent to them. Creatures whose bodies are destroyed in this way cannot be raised by Raise Dead or similar effects which require an intact body.

If you spend a spell point as an immediate action, you may immediately move the target’s blood using hemokinesis, extract a blood construct, reanimate its corpse pieces using Piecemeal Reanimation, or use telekinesis to lift any equipment or body parts that the target possessed.

Surgeon’s Trade Secrets

Sometimes the bloodied battlefield looks tame compared to the surgeons’ tents.

Prerequisites: Heal 1 rank, Blood sphere.

Benefit: When using the Heal skill on a target under your blood control, you gain a +3 bonus on that Heal check. If you have 10 or more ranks in Heal, this bonus increases to +6. When you target a creature suffering from a bleed effect with a blood art, you may choose to end that bleed effect when the target suffers blood loss.

In addition, you gain the following (blood art):

  • Gory Convalescence (blood art): You may spend a spell point to grant a target a second chance against a condition affecting their body. The target suffers blood loss and may immediately attempt a new saving throw against one disease or poison they are suffering from with a circumstance bonus on their saving throw equal to the blood loss.

Special: This feat counts as having Skill Focus (Heal) for the purposes of meeting prerequisites.

Transfusion

Prerequisites: Blood sphere (Absorb Blood), caster level 5th.

Benefit: By draining the vitality of others, you can cure your ailments. When using the Absorb Blood talent as a standard action to deal Constitution damage, you can instead deal Dexterity or Strength damage. Additionally, instead of healing hit points, you can instead heal ability damage of the same type of ability damage dealt equal to the amount dealt. If you choose to heal ability damage instead of hit point damage, the amount of damage dealt increases to 1d3, which increases by one dice step for every 5 caster levels you possess beyond 5.

When combining this ability with Mass Blood Magic, you may choose to deal a different type of ability damage to each creature.

Vampire’s Guile (Dual Sphere)

Prerequisites: Blood sphere, Mind sphere.

Benefit: Creatures taking bleed damage suffer a -2 penalty to saves against your Mind sphere abilities. Creatures under the effect of one of your non-harmless Mind sphere effects count as being below half their hit points for the purpose of determining saving throw penalties against your Blood sphere abilities.