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Rising Legends: Hemalurge Abilities
Hemalurge Abilities
NatureBodySenses Animal
Aspect
Treat the Smell Magnitude of blood as 1 + TT higher.
Boost: You can identify the Species of a creature when you smell their blood.
NatureTimeDecay Potion
Spell - Mutation
Target creature in 3 + TT range counts as 1 + TT sizes larger to determine how much they must eat.
Duration 1 + TT days   Defense Nature
Boost: They treat all meals as 1 + TT/2 Quality Tiers lower.
NecroticCurative
Aspect
After you drink blood, gain +1 on rolls for 1 + TT rounds. When you Manifest a spell that has Body, Curative, or Decay Affinity, you may replace the requirement of words with suffering an equal number of Tiers of Trauma. When you do, the spell gains +1 damage.
Boost: Reduce the Skill Tier requirement of abilities that have Curative or Necrotic Affinity by 1.
NatureBodyDespair
Stance
After you cause Grit Injury, deal 1 + TT/2 Trauma damage.
Boost: When a creature in Reach gains Trauma, if you have an open and empty vial Gripped, you can fill the vial with their blood.
NatureNecroticDecay Potion
Spell - Mutation
Deal 3 + TT Trauma damage to target creature in 6 + TT x 2 range.
Defense Nature
Boost: For 1 round, any Wounded Tier they suffer is increased by 1.
NecroticSpiritual
Aspect
Gain 1 + TT Vita Pool. You can use Vita to pay Energy costs of Spells. You can spend 1 minute to pay 1 Grit and 1 Resolve to drink your blood and heal 2 Vita.
Boost: When you use Vita to Manifest a Spell, it gains +1 + TT on defense against Hinder Spellcasting.
Advanced Abilities
Those that practice and excel in the Hemalurge style gain access to these more unique abilities.
NatureBodyChaos
Spell - Mutation
Requirements: 9 Combined Tiers of Athletics and Magic
Choose 1 Species ability that you know. Target other creature in Reach gains the chosen ability and counts as your species for it. If you choose a Root ability, this effect fails if they are not the correct Primary Species. Their children will receive only your Species to determine their bloodline from the creature.
Duration 1 + TT days   Defense Nature
Boost: You can grant Root abilities to other Species.
NatureBodyDespair Potion
Spell - Mutation
Requirements: 7 Combined Tiers of Athletics and Magic
After target creature in 3 + TT range suffers Grit Injury, deal 1 + TT/2 Trauma damage to them.
Duration 3 + TT rounds   Defense Endure
Boost: After they fail defense against Trauma, deal 2 Sickened damage to them.
NecroticDespair
Trick - Mutation
Requirements: 7 Combined Tiers of Athletics and Magic
1 Grit: Make a Ranged Strike with 1 + TT/2 range to deal 1 + TT Sickened damage.
Boost: On Injury, cause Tier 1 Unaware.
NecroticNature
Spell - Transference
Requirements: 11 Combined Tiers of Athletics and Magic
Deal Mystical Body damage equal to your Nature Tier to Grit of target creature in Reach. If this causes Injury, drink the blood or store it in a Gripped vial. When you drink the blood, choose a non-Root ability the creature knows. Gain that ability as they know it with no more than TT training. Ignore any requirements of the ability.
Duration 3 + TT hours   Defense Nature
Boost: You can choose a Root ability. Do not change size from Root abilities gained in this way.
NatureBodyDespair
Talent
Requirements: 7 Combined Tiers of Athletics and Magic
1 Grit: Attack target creature in Reach suffering from Trauma to expose them to Bad Blood Infusion.
Defense Elude
Boost: The Disease gains +1 + TT/2 d12 on its attack roll.
BodyCurative
Spell - Mutation
Requirements: 9 Combined Tiers of Athletics and Magic
Deal Mystical Body damage equal to your Athletics Tier to Grit of target creature in Reach. If this causes Injury, drink the blood or store it in a Gripped vial. When you drink the blood, heal 2 + TT Grit.
Defense Endure
Boost: For 1 round, gain +1 + TT on rolls to reduce Ailments afflicting you.





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