New Spells

Rock Armor

School abjuration; Level mage 1

Casting Time: 1 full round
Components: V, S
Range: personal
Target: You
Duration: 1 hour/level

Rock Armor covers the mage’s skin in a thick shell of stone. This armor is visible, but is a part of the mage, and causes no armor check penalty or arcane spell failure, nor does it add to his encumbrance. Rock Armor provides a +4 armor bonus to AC. For every additional 2 mana the mage spends on Rock Armor’s casting, the armor bonus provided increases by 1. The maximum amount of mana that can be spent on Rock Armor is the mage’s character level.

Blood Puppet

School enchantment (compulsion) [mind-affecting] [Blood]; Level mage 5

Casting Time: 1 round
Components: V, S

Range: close (25 ft. + 5 ft./2 levels)
Target: one creature with blood
Duration: 1 day/level
Saving Throw: Will negates; Spell Resistance: yes

You can control the actions of any creature with blood by telepathically controlling them through the subtle magical currents you know to run through their veins. You need not share a language to command your target.

Once you have given a puppet a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so forth). Because of this limited range of activity, a Sense Motive check against DC 15 (rather than DC 25) can determine that the subject’s behavior is being influenced by an enchantment effect (see the Sense Motive skill description). However, if the blood mage interacts with the puppet at least once per day, and can coach the target toward playing their role effectively, the blood mage may substitute her own Bluff skill to oppose a Sense Motive check, instead.

Changing your orders or giving a dominated creature a new command is a move action.

You have no ability to share senses with subjects of your domination, or see through their eyes.

Subjects do try resist this control, though the control established by a blood mage is very powerful. Most orders are automatically carried out without question, but any orders that are violently against the target’s nature grant the subject another save. In general, subjects will fight to defend the blood mage, even against their own allies, but a loyal character could not be ordered to use lethal force against his companions without receiving another saving throw. Self-destructive orders are possible, such as ordering the subject to slit his own throat, or accept a Blood Sacrifice that will certainly kill him, but the target immediately gains another save, this time with a +3 bonus.

Once control is established, the range at which it remains active is unlimited. However, if its tasks are completed and a blood puppet has no active orders from the controlling blood mage, they will simply wait, listlessly carrying out the basic functions of life as best they can until the spell’s duration runs out. In this case, the Sense Motive DC to discover something is wrong is reduced to 5.

Blood Wound

School evocation [Blood]; Level mage 4

Casting Time: 1 standard action
Components: V, S

Range: medium (100 ft. + 10 ft./level)
Targets: one creature/level, no two of which can be more than 30 ft. apart
Duration: instantaneous
Saving Throw: Fort partial; Spell Resistance: yes

You boil the blood of your enemies within their veins, inflicting severe damage and crippling them with pain. Each target takes 1d8 damage per two caster levels you possess (maximum 7d8), and is nauseated for 1d2 rounds by wracking pains. A successful Fortitude save halves the damage and negates the nausea.

New Spells

Marius' Dragon Age Campaign archlich_azalin