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dom6:blood-magic

Blood Magic

Blood Magic is the magic school of Blood Mages, of course. While having all of a path's spells in a single school of Research can be convenient, research into this school is at the expense of your capabilities in other paths, opportunity-cost-wise.

Blood Magic that uses Blood Slaves cannot be used underwater. It just cannot. Even if your Blood Slaves were somehow amphibious, the fluid dynamics between their blood and the ocean would prevent a sacrifice from being directed to its intended purpose. The Blood spells that don't cost Blood Slaves do work underwater.

On another note, most offensive Blood spells don't work on the Inanimate.

For help understanding the tables, click here.

No Research Required

Spell Req Effect Stats
Bleed blood 11
1bloodslave
Bleeds a fella, if they have blood.
Magic Resistance negates.
100 Fatigue
150% Casting Time
Range: 30 Squares (+5 per )
AOE: One Target
Base Penetration: 11 ()
Undead negates
Inanimate negates
Bleed (temp. -5% HP/rnd.)

Blood 1

Spell Req Effect Stats
Blood Burst blood 11
2bloodslave
Causes blood to burst from a square of fellas. 100 Fatigue
175% Casting Time
Range: 35 Squares
+5 Precision
AOE: 1 square
Undead negates
Inanimate negates
11 AN Magic DMG (+1 per )
Blood Heal blood 11
1bloodslave
A self buff.
Self-healing, if you need it!
100 Fatigue
150% Casting Time
Undead negates
Inanimate negates
50 Points of Healing
Sabbath Master blood 11
1bloodslave
A self buff.
Mounts and/or starts a Sabbath.
100 Fatigue
150% Casting Time
Sabbath Master
Sabbath Slave blood 11
1bloodslave
A self buff.
Someone has to be this.
100 Fatigue
150% Casting Time
Sabbath Slave
Reinvigoration blood 11
1bloodslave
A self buff.
This wipes all your Fatigue!
It's a rare sight off-script, though.
100 Fatigue
150% Casting Time
Wipes 200 Fatigue
Bind Shadow Imp blood 11
4bloodslave
The Shadow Imp is a stealthy being.
+10 Stealth over the average scout!
Ritual
Local
Shadow Imp Commander x1
Summon Imps blood 11
1bloodslave
A combat summon.
5 decent-ish Fliers in one!
100 Fatigue
150% Casting Time
Range: 1 square
Imp x5
Bind Fiery Imps blood 11fire 11
5bloodslave
A small unit of flame-chuckers.
They have Fire Shields, too!
Ritual
Local
Fiery Imp x5 (+0.5 per )
Blood Boil blood 11fire 11 Causes blood to burst from a square of fellas. 50 Fatigue
125% Casting Time
Range: 25 Squares
AOE: One Target
Base Penetration: 11 ()
Undead negates
Inanimate negates
11 Internal Fire DMG (+1 per )

Blood 2

Spell Req Effect Stats
Bowl of Blood blood 11
5bloodslave
The five realms will reveal Magic Sites in the province! Ritual
Range: 5 provinces (Friendly)
Site-Search ()
Banish Demon blood 11
1bloodslave
Sends a Demon to Hell, where they belong!
Magic Resistance negates, though.
100 Fatigue
150% Casting Time
Range: 30 Squares
Sure Hit
AOE: One Target
Base Penetration: 11 ()
Demon only
Instakill
Bind Bone Fiends blood 11death 11
5bloodslave
Longdead Demons aren't that bad.
They have 15 HP!
They're also not Demons anymore.
Ritual
Local
Bone Fiend x5 (+0.5 per )
Agony blood 22
1bloodslave
PAIN! 100 Fatigue
150% Casting Time
Range: 40 Squares
+2 Precision
AOE: 4 squares (+2 per )
Base Penetration: 11 ()
Undead negates
Inanimate negates
1 AN Magic DMG
On DMG: Major Fear
3 Fear "DMG"
Bind Spine Devil blood 22
2bloodslave
Summons a pokey fellow.
Its armor is sorta thick!
It also has Poison Barbs!
Ritual
Local
Spine Devil x1
Bind Fiend blood 22
3bloodslave
Summons a big winged fellow.
It does best in the dark!
Too bad Blood doesn't get Darkness.
Ritual
Local
Fiend of Darkness x1
Hell Power blood 33
3bloodslave
A self buff.
+4 to ATT, DEF, STR, PRE, PROT, and MOR!
+2 to MR and all magic paths they have!
The non-Mindless get targets on their backs, though…
300 Fatigue
225% Casting Time
Hell Power
Also: Mark
Mindless negates
1 Horror Mark
Horrors visit each round!
[(20 + 2 x Marks)% chance]

Blood 3

Spell Req Effect Stats
Leeching Touch blood 11 A melee attack spell that imitates a vampire.
It is a projectile spell, technically.
20 Fatigue
50% Casting Time
Range: 1 Square
AOE: One Target
Inanimate negates
15 AN Drain DMG (+1 per )
Cross Breeding blood 11nature 11
15bloodslave
A ritual that is fortunately not televised.
The results are highly random.
Ritual
Local
Cross Breeding
[30 Attempts (+1 per )]
Pain Transfer blood 22 A self buff.
Damage to the caster is halved;
the other half is split between nearby Blood Slaves.
20 Fatigue
125% Casting Time
Pain Transfer
Blood Feast blood 22
5bloodslave
A self buff.
Triggers a psychotic binge that provides
10 Recuperation checks for the caster.
It's addictive AND destructive!
Ritual
Local
Inanimate negates
Kills 250-750 Population
Heals Afflictions (10)
Population Killer (25% chance)
Bind Devil blood 22fire 22
5bloodslave
Summons an Inferno fiend.
It has Stun Poison & a Trident!
It's also HOT!
Ritual
Local
Devil x1
Bind Frost Fiend blood 22water 22
7bloodslave
Summons a Kokytos fiend.
It has a frost musket of sorts.
It's also COLD!
Ritual
Local
Frost Fiend x1
Infernal Circle blood 55
5bloodslave+
A province enchantment.
It gives +1 range to other Blood rituals in the province!
Ritual
Local
Far Caster (1, Blood Rituals)
Duration: 1 (+1 per bloodslave)

Blood 4

Spell Req Effect Stats
Bind Serpent Fiends blood 11
4bloodslave
Something for blood 11's to do outside battle,
if a 40% Blood Hunt rate isn't nice.
These big snakes have wings!
Ritual
Local
Serpent Fiend x3
Hellfire blood 11fire 22
1bloodslave
Fire and brimstone, right from the source.
You get two AOE's per cast!
Those hit by both, suffer both!
100 Fatigue
150% Casting Time
Range: 25 Squares (+5 per )
AOE: 3 squares
2 Effects (AOE)
9 AP Fire DMG (+1 per )
Blood Lust blood 22
1bloodslave
Gives +4 Strength to friendly Demons.
There's hardly a reason not to cast this.
100 Fatigue
175% Casting Time
100% Battlefield Spell (Friendly)
Demon only
Extra Strength (+4 STR)
Bind Storm Demon blood 22air 22
10bloodslave
Summons a tempestuous fellow.
It's electric!
It also has Storm Power!
Ritual
Local
Storm Demon x1
Call Lesser Horror blood 22astral 22
2bloodslave
Lures a random Lesser Horror force.
Will they listen to you?
Maybe.
200 Fatigue
175% Casting Time
Range: 5 Squares
Lesser Horror x1
Blood Fecundity blood 22nature 22
10bloodslave
A province enchantment.
It puts a finger on one set of Scales.
Ritual
Local
+Growth2 (Adjusts the Base)
Duration: 1 (+1 per bloodslave)
Hell Ride blood 33
10bloodslave
Self-airlifting via a cloud of Imps.
This is essentially Magic-phase flying.
The Imps are only so strong, though…
Ritual
Max Size: 3
Range: 3 provinces
Self-Transport

Blood 5

Spell Req Effect Stats
Wrath of Pazuzu blood 11air 33
15bloodslave
A provincial attack spell.
(Also known as a war crime.)
Supposedly, no one will know you paid for it.
Few can pay Pazuzu, though…
Ritual
Range: 5 provinces
Seas are immune
Caves are immune
Shed-Caused Storm
"Anonymous"
+35 Unrest
4% Popkill
Awaken Dark Vines blood 11nature 33
12bloodslave
Summons shambling mounds of a sort;
pillars of HP with three attacks,
and two Physical Resistances.
They require Magic Leadership.
Ritual
Local
Dark Vines x2
Hellbind Heart blood 22
1bloodslave
The quickest way to a man's heart?
Through someone else's.
100 Fatigue
150 Casting Time
Range: 30 Squares
Sure Hit
AOE: One Target
Mindless negates
Base Penetration: 11 ()
Charms (Switches Allegiance)
Bind Demon Knight blood 22earth 22
15bloodslave
Summons an elite, wingless fellow.
The horse comes with!
The knight is Spooky!
Ritual
Local
Demon Knight x1
Summon Illearth blood 22earth 22
2bloodslave
Calls a roided-up Earth Elemental.
It Regenerates HP faster,
but it also breaks easier.
It's also softer.
200 Fatigue
175% Casting Time
Illearth (Size 7) x1
Send Lesser Horror blood 33astral 33
A provincial "harrassment" spell.
Who goes? That's random.
They won't stay after finishing.
They may remember the caster…
Ritual
Range: 4 provinces
Lesser Horror x1
(Independent)
Horror Marks Caster (10%)
Rain of Toads blood 33nature 11
20bloodslave
A provincial attack spell.
This one may affect the units there!
It also hammers scales, though, so a province
can feel it only once a month.
This bad event is at least more common…
(Despite the toad logistics.)
Ritual
Range: 4
Seas are immune
Toad Omen
"Anonymous"
+Misfortune3 (Scale Dump)
+30 Unrest
Diseases Units (4%)
Horde from Hell blood 44
44bloodslave
It's a remote invasion spell!
Alternatively, if you summon in your own lands,
that's perfectly fine.
Did you know that 4 is death?
Ritual
Range: 4 provinces
Devil Commander x1
Imp x40
Bloodletting blood 44
4bloodslave
Steals Blood from everyone! (Except for yourself.)
You recover twice as much Fatigue as HP Damage.
Hopefully you recoup enough to keep casting.
400 Fatigue
250% Casting Time
100% Battlefield Spell
Base Penetration: 11 ()
Undead negates
Inanimate negates
1 AN Drain DMG
Bind Succubus blood 44glamour 11
66bloodslave
66 ladies who won't sleep with you,
for someone who will?
Sounds fair to me!
She even has glamour 22.
Succubi can birth Cambion Progeny
Ritual
Local
Succubus Commander x1
Bind Incubus blood 44glamour 11
66bloodslave
For when you want to seduce women.
(Or for if you are a woman.)
Very Succubus-esque otherwise.
May "incubate" Cambion Progeny
Ritual
Local
Incubus Commander x1

Blood 6

Spell Req Effect Stats
Rejuvenate blood 11
10bloodslave
A self buff.
Revitalize your skin and flesh,
with virgin's blood.
I've heard a conspiracy theory like this.
Ritual
Undead negates
Inanimate negates
Age: -10 Years
Soul Transaction blood 11glamour 11
1bloodslave
Tries to sway a unit,
with the promise of no consequences.
Supposedly Morale negates this.
100 Fatigue
150% Casting Time
Range: 20 Squares
Sure Hit
AOE: One Target
Base Penetration: 15 ()
Morale negates
Charms (Switches Allegiance)
On Success: Infernal Invisibility
Invisible (Attackers get -9 ATT)
Rout
Harm blood 22
1bloodslave
Grievous bodily harm!
Even the Undead feel it!
100 Fatigue
150% Casting Time
Range: 50 Squares
+5 Precision
AOE: 4 Squares (+2 per )
Base Penetration: 11 ()
Inanimate negates
2 AN Magic DMG (+1 per )
Also: Area Chest Wound
Base Penetration: 11 ()
Inanimate negates
Chest Wound (-1 STR, +5 ENC)
Blood Rite blood 22death 22
11bloodslave
Gives a regular joe vampirism:
Flight, Immortality, the works.
They can't cross rivers!
Ritual
Local
Vampire x1
Blood Rain blood 33
3bloodslave
Blood will pour from the sky.
It shaves up to 5 Morale off foes!
It's not actually rain, though.
300 Fatigue
275% Casting Time
Battlefield Enchantment (Enemies)
Periodic 1 Frighten "DMG"
Bind Ice Devil blood 33water 33
88bloodslave
This summons one of six unique fellas.
All have water 33!
(Except Gaap, who studied the blade.)
Each have their own perks, too.
With story events on, only Nycafor is safe…
Ritual
Local
One of Six Commanders:
Nycafor - Ice Devil (3 attacks)
Oriax - Ice Devil (Frost Brand)
Gaap - Ice Devil (Hell Sword)
Bifrons - Ice Devil (astral 22)
Cimejes - Ice Devil (Frost Fiends)
Bune - Ice Devil (death 33)
Call Horror blood 33astral 33
3bloodslave
Lures a random "Greater" Horror.
Will they listen to you?
Hopefully.
It would be awkward if they didn't.
200 Fatigue
225% Casting Time
Range: 5 Squares
Greater Horror x1
Infernal Disease blood 55
5bloodslave
A remote assassination spell.
Summons an evil fellow to sneeze on someone.
The demon can breathe underwater!
Its method of killing is slow, though.
Ritual
Range: 5 provinces
Disease Demon x1
(Independent Assassin)
Ritual of Five Gates blood 55
33bloodslave
A nefarious five-in-one summon.
Through the pentagram,
one summons five different fiends for cheap!
They hate each other, but oh well.
Ritual
Local
Fiend of Darkness x1
Devil x1
Frost Fiend x1
Storm Demon x1
Demon Knight x1

Blood 7

Spell Req Effect Stats
Leech blood 11
1bloodslave
The pinnacle of "low" blood magic.
This sucks the life right out of a square!
It also takes the "unlife" force of Undead,
but not the magic of Inanimates.
100 Fatigue
150% Casting Time
Range: 30 Squares
+25 Precision
AOE: 1 square
Inanimate negates
25 AN Drain DMG (+1 per )
Father Illearth blood 33earth 44
105bloodslave
He was once the King of Soil.
Then he was fed Blood.
Now he has earth 44blood 33,
and command of Illearths.
Ritual
Local
Pedoseion - Father Illearth x1
(Unique Commander)
Send Dream Horror blood 33astral 44
15bloodslave
Sends a nightmare boogeyman.
It's very tough to find.
It's even tougher to hit in battle,
being Ethereal and Invisible.
It has a 5% chance to desert each turn, however.
Ritual
Range: 6 provinces
Horror Marks Caster (20%)
Horrific Dreams
"Anonymous"
+30 Unrest
Defiler of Dreams Commander x1
(Independent & Stealthy)
Bind Arch Devil blood 44fire 22
99bloodslave
This summons one of five unique fellas.
All have fire 44!
(Except Magoth, he's a polymath.)
They each have their own perks, too.
With story events on, only Buriol is safe…
Ritual
Local
One of Five Commanders:
Buriol - Arch Devil (Devils)
Ethanim - Arch Devil (Fire Brand)
Furcas - Arch Devil (1firegem/turn)
Magoth - Arch Devil (astral 33)
Igarak - Arch Devil (Fear Aura)
Dome of Corruption blood 44astral 44
20bloodslave
A province enchantment.
A ruinously-complex deal with Horrors.
Some get screwed, but many benefit!
The land is sealed from outside magic,
and caught casters are punished!
The enchantment can persist beyond losing the province;
however, if the caster loses their magic, it ends early.
(Death triggers the end, too.)
Ritual
Local
+Magic2 (Adjusts the Base)
Horror Marks Locals (2%)
Horrors "visit" each turn!
[(Marks*10)% chance, max 50%]
Duration: 1 (+1 per 1bloodslave)
Blocks 75% of Outer Rituals
On Block: Feeblemind
Base Penetration: 11 ()
Feeblemind (Severed from Magic)
Purify Blood blood 44nature 11
3bloodslave
Preps one's friends to resist Poison damage.
No, it does not wipe existing Poison.
300 Fatigue
225% Casting Time
100% Battlefield Spell (Friendly)
Poison Resistance (10)
Plague of Locusts blood 55
88bloodslave
It's a remote invasion spell!
Presumably you only get a commander
if dropping these guys on an enemy province.
They're not just annoying; they're Heretical!
Ritual
Range: 6 provinces
Demonic Locust x11
Blood Moon blood 77astral 55
90bloodslave
A Global Enchantment.
This stains the Moon red.
It empowers Blood Rituals and Blood Hunting,
since fellows can do these things at night.
It's a very unlucky omen, however.
Second Sun negates this!
Global Enchantment
Seas are immune
Caves are immune
+Misfortune2 (Adjusts the Base)
Master Ritualist (1, Blood)
Blood Searcher (1)

Blood 8

Spell Req Effect Stats
Damage Reversal blood 11
1bloodslave
A self-buff.
Flips pain upon its dealer.
Now they'll need Magic Resistance!
(To damage you, anyway.)
This damage is unresistable!
100 Fatigue
150% Casting Time
Damage Reversal (Returns DMG taken)
[Base Penetration: 11 ()]
Improved Cross Breeding blood 22nature 22
20bloodslave
An extra-efficient mess.
The results are still random.
Ritual
Local
Cross Breeding
[40 Attempts (+3 per )]
Rush of Strength blood 33
1bloodslave
Gives +4 Strength to all friends!
It doesn't stack with Blood Lust.
100 Fatigue
175% Casting Time
100% Battlefield Spell (Friendly)
Extra Strength (+4 STR)
Life for a Life blood 33
1bloodslave
Trades… err… lives?
It's the most fatiguing 1-gem spell in the game!
199 Fatigue
150% Casting Time
Infinite Range
Sure Hit
AOE: One Target
Base Penetration: 11 ()
Inanimate negates
40 AN Magic DMG (+5 per )
Infernal Prison blood 33fire 11
2bloodslave
Chucks a fellow to HELL!
(The hot kind of Hell.)
You can worry about them later!
200 Fatigue
175% Casting Time
Range: 35 Squares
Sure Hit
AOE: One Target
Banishes to the Inferno
Claws of Kokytos blood 33water 11
2bloodslave
Chucks a fellow to HELL!
(The cold kind of Hell.)
You can worry about them later!
200 Fatigue
175% Casting Time
Range: 35 Squares
Sure Hit
AOE: One Target
Banishes to Kokytos
Horror Seed blood 33astral 44
25bloodslave
Starts a game of Werewolf.
One fellow in the province goes bad!
The foe must Patrol them out;
they'll Curse, Mark, and convert others
until caught!
Fortunately, only Lesser Horrors
are involved in this mess.
FIXME Can the target's nation stop it?
Ritual
Range: 6 Provinces (Random Unit)
Base Penetration: 15 ()
Horror Seed (Blooms on Death)
Each Turn before Blooming, it:
- Horror Marks the Seeded (20% chance)
- Curses the Seeded (10% chance)
- Marks 5 Others
MR vs. 15 negates
Mindless negates
Horror Mark
- Seeds 2 Others
MR vs. 11 negates
Inanimate negates
Mindless negates
Lesser Horror Seed
(Also Marks/Curses the Seeded,
but doesn't Mark/Seed others)
(Blooms at 2 Horror Marks [10% chance/turn],
or on Death,
or when the "main" Horror Seed Blooms)

When a Seed Blooms:
Instakill
Lesser Horror x1 (Independent, same square)
Curse of Blood blood 33death 44
96bloodslave
Gives a reliable fellow Vampirism.
Gets you a Blood Hunter, with Blood!
Each has death 33blood 33, and Immortality.
They still can't cross rivers!
Ritual
Local
Vampire Lord Commander x1
Bind Heliophagus blood 55
111bloodslave
This summons one of four unique fellas.
All have at least blood 33!
They're also Invisible.
Only Amaimon is safe, though…
(At least, with story events.)
Ritual
Local
One of Four Commanders:
Mastema - Heliophagus (blood 44, Summoner)
Amaimon - Heliophagus (fire 44blood 33, Leader)
Gorilon - Heliophagus (death 44blood 33, Summoner)
Mabakiel - Heliophagus (death 33blood 33, Jerk)
Three Red Seconds blood 55
120bloodslave
In three red seconds,
devils can make a Citadel!
3 Commander Points,
in one place!
Requires an open lot.
Ritual
Range: 4 Provinces
Fort negates
Citadel of Power
Blood Vortex blood 77
166bloodslave
A provincial Global Enchantment.
An End-of-Evangelion-esque "Gem generator".
It draws in population,
for the caster to pick through!
The closer you are to the storm,
the more likely you are to get drawn in.
It ends early if the casting site is lost!
This ritual is highly illegal, by the way.
If you're going to cast it,
have a really tough guy do it…
Global Enchantment (Local)
Seas are immune
Caves are immune
Kills Population in 4 provinces/turn
(Casting place, 1 adjacent, & 2 random)
In the Province it's cast in:
10% + 10*D100 Killed
bloodslaveSlave Yield: Pop Loss / 30
In each of the other 3 Provinces:
5% + 10*D50 Killed, + 1-10 Unrest
Order2+ resists (halved effect)
Turmoil2+ gives in (doubled effect)
bloodslaveSlave Yield: Pop Loss / 90
Ends if no Slaves are generated in a turn

Blood 9

In typical games, you may only research one of these spells at a time.

Spell Req Effect Stats
Infernal Fumes blood 44earth 33
40bloodslave
A remote attack spell.
This one does a little trolling upon a sea.
Sulfuric trolling, to be exact.
New to Dominions 6, this causes a "battle" you get to watch,
where the targets get to try to resist it all.
Ritual
Range: 5 Provinces
Seas only
The Attack:
Targets a random 50% of the battlefield
Sulphur Clouds (10 Levels, +1 per )
(Levels beyond 7 disperse outward)
Send Horror blood 44astral 44
30bloodslave
A better "Send Lesser Horror".
Who goes? that's still random.
They won't stay after finishing.
They may remember the caster…
Ritual
Range: 6 Prrovinces
Greater Horror x1
(Independent)
Horror Marks Caster (40%)
Infernal Forces blood 55fire 22
50bloodslave
Now you can summon Devils economically!
Oh, and also imps.
They need the virgins.
Ritual
Local
Devil x18 (+1 per )
Imp x40
Infernal Tempest blood 55air 22
50bloodslave
Storm Demons are very useful!
Thus, this spell gives you fewer guys
than the one above. Oh well.
Ritual
Local
Storm Demon x12 (+1 per )
Forces of Ice blood 55water 22
50bloodslave
Whips up a frosty firing squad.
Imagine how long it would take
to get them in other ways…
Ritual
Local
Frost Fiend x15 (+1 per )
Infernal Crusade blood 55earth 22
50bloodslave
Demons pushing a God's cause?
How ironic.
These knights have Fear auras,
so big quantities work nicely.
Ritual
Local
Demon Knight x10 (+1 per )
Forces of Darkness blood 66
50bloodslave
Living Fiends for cheap!
They're not flashy, but they're numerous.
blood 66 isn't much tougher than blood 55, anyway.
Ritual
Local
Fiend of Darkness x22 (+1 per )
Astral Corruption blood 66astral 66
166bloodslave
A Global Enchantment.
Literally "poisons the well" for out-of-combat Magic.
The main eight paths? Totally unsafe.
Blood? Totally fine to use.
This imitates the game's "sudden death" conditions;
it does not stack with those conditions, however!
Global Enchantment
Makes Horrors 10x more Common
Makes Stronger Horrors more Common
If Gems (not Blood Slaves) are Spent:
x = 1 - Drain + (Gems Spent)
y = 20 * Horror Marks
z = (x + y) / 35
(z)% chance of Assassination by Horror
The Looming Hell blood 88
150bloodslave
A Global Enchantment.
Each turn, devils will tempt at least 5 fellows
within your Dominion.
Those who don't resist are charmed!
Of course, if they're not in your lands,
they'll immediately fight their former kin.
The devils use intimidation to accomplish all this.
Global Enchantment
Within Dominion:
Targets a random fellow
Morale negates (vs. 10)
-Fear makes Morale negate vs. 6
Charms
(5 x Dominion)% chance to go again,
even if it fails!
(Dominion sampled from target's province)
5 Effects/turn (without go-agains)
Bind Demon Lord blood 88
150bloodslave
Summons a fella.
There are six.
Each are neat,
though not nice to be around.
All have twelve magic levels!
Only Pazuzu and Geryon won't backstab you.
(Backstabbing requires story events.)
Ritual
Local
One of Six Commanders:
Pazuzu - Lord of the Plague Wind
(air 55death 33blood 44, deadly to be around)
Belphegor - Lord of Hell
(fire 44earth 44blood 44, 3bloodslave/turn, duplicitous)
Belial - Lord of Corruption
(nature 44glamour 44blood 44, Corruptor, unlucky)
Buer - Goat Sun
(fire 55death 33blood 44, technically a Sun)
Geryon - Monster of Fraud
(death 33glamour 55blood 44, duplicitous, unlucky)
Ashmedai - Prince of Lust
(astral 44glamour 44blood 44, 3bloodslave/turn, +10 Unrest/turn)
Upon a Successful Summoning:
Ages the caster 10 Years
dom6/blood-magic.txt · Last modified: 2024/07/22 18:39 by fenrir