Blood - carthomp99/HFTBG GitHub Wiki

The Blood of the Broken God

The God's blood can be found all across the Downside. Blood rains occasionally fall closer to the Spine of the World, and can be safely collected from stagnant pools after the fact, or collected in barrels and other containers throughout. Marrow also generates blood, but at a very slow rate.

While the Orva usually fear God Pieces, they are more than happy to collect Blood to sell to the Bellandran nations, as contact with Blood does not immediately introduce a bond or curse. The Blood rivals lagrima in potency for healing and summoning magic. Drinking it is said to cure illnesses, at the cost of a sickening taste and a lingering stomachache.

Abilities

Blood lends a number of enhancements to various schools of magic, as well as the several medicinal properties it maintains.

Arcana

  • Conjuration spells that summon a creature that are written in Blood grant temp hp to the summoned creature equal to twice the player's level.
  • With enough information, Blood Summoning can occur.
    • If a ritual is performed on a spellbook/scroll/etc written in Blood, and the writing is sufficiently detailed, a construct of Flesh and Blood can appear. The amount of writing needed varies with the strength and complexity of the creature or object being manifested.
    • It takes one small vial of Blood per CR level to write enough about a creature to summon it. Other additional ingredients may be needed for more complex summons. Summons persist until they are slain, or until the caster creates a new summon.
  • Restoration spells that are cast using a vial of Blood in the casting process are more effective, granting the spell whatever improvements would be gained from casting it one level higher
    • (e.g., a 1st level healing word cast with one vial becomes a 2nd level healing word despite consuming a 1st level spell slot)

Medicine

  • Drinking a small vial of Blood can cure one condition curable by the Lesser Restoration spell (not including the poisoned condtion), at the cost of inflicting the poisoned condition on the drinker for 1d4 hours.
  • Distilling Blood into healing potions increases the healing granted by one die, in exchange inflicting poisoned on the drinker for 1d6 hours
  • Drinking more than one vial of Blood within a 24 hour period causes the drinker to make a CON saving throw (DC 15 + the number of vials consumed). Failing this save may have dire consequences.
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