SS | Tsummu
8 str (-1), 16 dex (+3), 22 con (+6), 24 int (+7), 18 wis (+4), 22 cha (+6)
Saves - CON +10, CHA +10
Primordial Xahili - Resistant to Chemicals and Chemical Damage, Immune to Poison/Disease and related effects
Attacks -
Ivory Wand - 120ft +12 to hit, 2d8+6 Force damage
Blood Lance - 30ft +12 to hit, 5d6+6 Piercing damage.
Spells -
Cantrips -
Fire Bolt II - +12 to hit, 5d10+6
Mage Hand EX - Grants the features of Mage Hand, with 500lbs carry weight. The Mage Hand can also be used to attack a unit up to 10ft away, provoking +12 to hit, 5d4+6 Bludgeoning damage.
Intercept EX - Reaction - +12 - 2d12+6 Projectile interception for applicable attacks up to 10ft away. Damage is for large projectiles - instantly destroys small ones.
Slot 1 - 4/4 -
Shield - +5 AC reaction
Mage Armor II - 16+3 = 19 ac and -3 Low Function physical damage while active. Lasts 1 hour.
Blood Orb - 10ft CON save vs 18 for 4d6(+1d6 per slot level)+6 Necrotic life steal. 60ft
Blood Transfusion - Restore 4d6+6 health to Touch target (Organic).
Communal Insight - Grants insight into communal activity of an area or object within 300ft. Advantage if Organic.
Slot 2 - 3/3
Adherance/Dismantle - CON save vs 18 for 1d4(+1 per spell slot) AC Shred vs Organic or Conductive attacks for 1 minute on Medium or smaller units. Target repeats save at end of turn. 30ft.
Suspended Magicked Life - Adheres an organic compound to a unit, object or location containing another spell. Consumes both spell slots. The compound either activates the spell in its location depending on conditions set by the caster or the caster prematurely activates it. Lasts 10 minutes. The compound has 10 ac and 20 hp, immunity to physical damage.
Blur EX - Imposes disadvantage on direct attacks. 1 minute.
Kinetic Spell Mantle - Grants Spell Resistance and +2 AC for 1 minute.
Slot 3 -
Lightning Bolt (Blood) - Blood-based Lightning bolt that conducts across surfaces or organic bodies and can pierce unwarded objects of this nature. 100ft, 4d6+4d6+6 Necrotic/Lightning (Conductive), DC 18 DEX save. Can bounce.
Blood Fields- Concentration, 1 minute. Create a patch of 30ft of organic matter up to 120ft away. The blood fields can do one of the following once per turn for those who stand on it.
1 - Heal designated allies for 2d6+6 (CHA).
2 - Promote CON 18 save for enemies vs 2d6+6 (CHA).
3 - Promote CON 18 save vs Restrain for enemies.
Slot 4 -
Wild Lands (Blood) - Concentration - Commune with organic matter in 60ft, taking control of them as an extension of your body if they are unwarded. As an Action, you can perform Attack, Restrain, and Movement actions through these constructs depending on their structure and type. These actions constitute as Low Function.
Unless in obvious cases, movement for such objects is limited to 10ft a turn. Each object makes one action on your turn.
Large constructs - 50hp, +12 to hit, 5d6+6 damage
Medium constructs - 20hp, +12 to hit, 2d6+6 damage
Small construct - 10hp, +12 to hit, 1d6+6 damage
Slot 5 - 3/3
Teleportation Circle
(Known Locations: Ruins of the Lowlands Apex, Shattered Oshan Midrange Fringe)
Slot 6 - 2/2
Grand Globe of Blood - Creates a 10ft radius sphere that absorbs undesired Low Function magical energy and reduces the + to hit and damage of incoming high and low function physical attacks that pass through the shield by 2d6. Energy that is absorbed is fed to the caster as health. Lasts 1 minute. Contesting this globe is a Domain contest.
Slot 7 - 1/1
Bread of the Father - Touch organic unit. Concentrate 1 minute. Restores all Hit Dice, heals for 5d6+6 (CHA). Remove 2 Exhaustion stacks. Purge low function poison and disease. Restore organically-shredded AC. Unit hunger is reset. Unit has Resistance to Exhaustion, all Poison/Disease, 2d12+6 (CHA) temporary HP for 1 hour.
Slot 8 - 1/1
Mind Lock A+ (Willpower) (Low Function) - Ritual - Evocation-type and thus guarded against junction. Attempts (Or Counters) a CHA contest vs a unit that the caster can communally link with and is familiar with. If the unit is unwarded and undisciplined the lock automatically succeeds. If the unit succeeds the contest, they can immediate attempt a counter-contest and determine the origins of the caster and, if possible, counter-attack in spite of not being familiar (Requires Counter-Lock skill). The caster has Resistance to such attempts, and Mind Locks of a lower grade automatically fail to link, only attacking the energy left behind by the spell. The Caster is aware of such attempts. The Caster is also aware of junction attempts to penetrate the spell's domain, whether successful or not, unless those spells are of a higher grade and succeed a Deception check vs the Caster's Passive Perception.
Upon success, the caster decides the nature of the mental realm the lock takes place in and if the lock is a Deep Lock or a Superficial Lock. The former allows communal interactions to take place, while the latter is akin to a dream. Lasts 1 hour. Concentration. This spell can target up to ten creatures at a time, dragging them all into the mental domain if possible.
Starburst - DC 18 DEX save for unit in 20ft. Creates a minature explosion that hits all units within 10ft of that unit. Deals 12d8 High Function Fire damage and sets units on fire whom fail the save. Those units will take 2d8 Fire Damage at the beginning of each turn for the next minute and constitute as Blinded if applicable. While burning, those units are Vulnerable to both Fire and Ice damage, with the latter dealing Critical damage and ceasing the fire effect when used.
Slot 9 - 1/1
Redjjar Affinity - Supercharges the compatible target's body with an artificial genetic memory grafted from the memory of Keljagor. For the next minute, they gain the following attributes.
- Immunity to Poison/Disease/Exhaustion.
- Immunity to Low Function Necrotic damage and Resistance to High Function Necrotic damage.
- Resistance to Force and Kinetic effects including knockdowns.
- Can evoke Blood Magic spells as Bonus Actions if applicable.
- Scrambles Communal affinity for undesired links, granting Immunity to Low Function locks and scries and Resistance to all forms of Communal attacks.
- The unit gains phantasmal scales that grant -8 Damage Reduction to Low and High Function physical attacks.
- ???
Subspace Gateway (Bonding) - Ritual - If there is a subspace conduit, even a weak one, this spell can forcefully open it. If that gateway is part of a structure, such as an Apex, a provided address can be given to the structure as part of the operation. This is a Bonding and not a Communal action, but the nature of structures may prohibit this activity in some cases. The spell can oppen the conduit and, if it's stable enough to provide a jump, provide shelter for the caster through the conduit until they reach the other side. Because of its nature, this spell has Resistance against Inhibitors and interdiction attempts as well as communal-based Subspace attacks. The spell, when used and successful at opening the gateway, can tell the caster where the conduit leads to, but not what's on the other side. Once opened, the caster has 1 minute to enter the gateway before the spell wanes. Depending on the conduit it may not close again afterwards.
This spell can also be used to force a conduit closed that is currently open, but if something is holding it open this may provoke a CHA (+12) save or a CHA (+6) contest to take effect.
Blood Weave EX (Bonding/Communal) - The pinnacle of Xahili Blood Magic - an ability that reconstructs genetic memories and physical constructs. It can even warp existing genetic memories. However, the caster must have knowledge in the subject matter they are dealing with for this spell to have effect. Some things this spell can do -
- Construct or transfer a memory regarding a specific thing or experience. The target must have the capacity to withstand this memory or it will be ineffective. An INT check may be required.
- Defeat damage to memories and instinct. The caster must be intimately familiar with the target's genetic memories to be able to do this. Else a INT check may be required to determine their analysis.
- Defeat a Curse, Poison, or similar physical ailment that the caster is familiar with that cannot be defeated by conventional means.
- Regenerate limbs, heal damage that Regenerate and Bread of the Father cannot restore.
- Fully restore the health of a unit and grant Temporary health equivalent to their current health until their next long rest.
- Transform the properties of an object. More effective if that object is organic.
- Restore Decimated attributes or similar effects.