The Bloodborn of Aetolia
Revived from the lingering vestiges of an ancient, bygone tradition, Bloodborn are dark sorcerers - experts in marrying physiological expertise with arcane prowess for deadly, and invariably repulsive results. No longer a mere footnote in niche scholarly history books, these highly capable blood mages re-entered contemporary Aetolia with explosive potential in the year 508, following the Dominion's rediscovery of lost and all but forgotten arts.
Bloodborn Skills
Founded upon the principles of crucial humanoid physiology, Humourism is a branch of sorcery focused around manipulating sanguine, melancholic, choleric, and phlegmatic humours.
These four substances are linked to the necessary elements to sustain a humanoid being and contain latent magical energy suitable for grand works of arcane power. A skilled wielder of such dread power can capitalise not only upon their own internal chemistry, but that of their enemy, allowing them to wreak havoc upon any that stand in their path.
Humourism
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Align
DescriptionSyntax: ALIGN <YELLOW|PHLEGM|BLACK|BLOOD>
DIVEST <YELLOW|PHLEGM|BLACK|BLOOD>Additional syntax: ALIGNMENTS
In order to manipulate your humours or the humours of your foes, you must first align yourself to detecting them and their latent power. Once you are aligned, you will be able to manipulate those humours via your awareness of them in the bodies of your victims. You can divest yourself of your awareness of these crucial substances if you so wish. There is no cost to keeping them active.
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Implement
DescriptionSyntax: HUMOUR EXTRACT FOCUS
EMBED FOCUS IN <weapon>Excise a focus from the Dominion's bloodstone while you are standing before it, and then embed it into either a staff, a dagger, or a sceptre.
Should you be wielding such an object containing a focus crystal, you will be able to command the elements with greater ease. Your spells will no longer require both hands, only a single hand. Additionally, parrying an attack will charge your focus crystal with magical energy, restoring a portion of your mana instantly.
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Prowess
DescriptionSyntax: PROWESS
Using this ability, you can simultaneously align yourself with all four humours.
- You may manipulate yellow bile in the following ways
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Singe
DescriptionSyntax: HUMOUR SINGE <target>
This simple sorcery will cause their yellow bile to betray them, forming blisters on their body and impairing them.
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Parch
DescriptionSyntax: HUMOUR PARCH
By evoking your own yellow bile's potential, you can evaporate the water within your location should it be unnaturally flooded.
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Retch
DescriptionSyntax: HUMOUR RETCH and RETCH <target>
Using your yellow bile, summon forth a torrent of black fire into your throat for a limited time. Once prepared, you can then raise a cupped hand to funnel the black fire in a stream towards your target, either in your location or within line of sight, causing fire damage and setting them ablaze. You can only do this up to four times before the spell will lose its potency.
Each time you retch black fire at someone, it will use the balance from one of your arms instead your equilibrium. As such, you will be able to retch black fire twice at the same time if you so choose.
You can also retch your black fire at denizens, however it will only cause fire-based damage to them.
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Twist
DescriptionSyntax: HUMOUR TWIST <target>
This swift sorcery will awaken someone's yellow bile and curse it with a foul twist. Should they be the target of non-natural healing, the curse will activate and cause the veins in their legs to burst into infernal fire, crippling them so that they fall to the ground.
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Brimstone
DescriptionSyntax: HUMOUR BRIMSTONE <target>
This sorcery brings forth a bodily emanation.
You may only cast this sorcery at a target in your location.Summon a column of bilious fire in your location that will periodically burn your chosen target with its heat. Should they be ablaze, it will draw the flames from them and burn even hotter, permanently dealing additional damage at an exponential rate based on the stacks it has. Once cast, the brimstone column will follow your target should they move from its current location and spread embers in its wake, however it can only travel three locations from its point of creation, otherwise it will lose strength and extinguish itself.
Striking the brimstone column with a fire-based attack will cause it explode with black fire, dealing fire damage to everyone in the location.
If you have already created a bodily emanation, then summoning this one will will cause the other to die out.
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Disgorge
DescriptionSyntax: HUMOUR DISGORGE <target>
Cause an explosion of black fire, dealing fire damage to your target and shattering their courage.
If your bloody well is aspected with yellow bile, then it will set them ablaze.
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Sulphur
DescriptionSyntax: HUMOUR SULPHUR
Conjure a malodorous cloud of sulphur from your humours, obscuring attempts that make use of their scent to obtain information about the surroundings.
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Roil
DescriptionSyntax: HUMOUR ROIL
Incite the yellow bile in your body so that the next yellow bile sorcery you cast, the equilibrium recovery time is cut in half. There is a short delay after casting before this sorcery becomes effective.
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Feverflare
DescriptionSyntax: HUMOUR FEVERFLARE <target 1> [target 2]
Form a lance of foul magic that will, after a delay, bathe an opponent whom recklessly attacks with abandon, dealing a burst of fire-based damage to them. If a given target has both balance and equilibrium when the lance falls, then they will step or roll out of the way and come away unharmed.
Protective shields and barriers will offer no respite from the malignant power of this sorcery.
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Acidveins
DescriptionSyntax: HUMOUR ACIDVEINS <target>
Requires and consumes aspected yellow bile.A deadly sorcery wielded by the most vile of humourists in the land. By getting up close and personal to your opponent, you can release a torrent of yellow bile point-blank into their face. This will cause trauma to the head and will deal fire-based damage to them if they are not parrying their head.
Additionally, based on certain conditions, this sorcery will become more potent:
* They are on fire - This attack can no longer be parried.
* No arcane defence - Doubles the amount of damage dealt.
* They have blisters - Triples the amount of trauma dealt.
* Brimstone in room - This spell will also stun the opponent. -
Obliteration
DescriptionSyntax: HUMOUR OBLITERATION <target>
Requires and consumes aspected yellow bile.Weaponise your yellow bile into a catalysed destructive force that you can, after a short channel, release into a wave of all-consuming inky flames. This mix of liquid, flame, and sorcery will chew through your opponent, dealing a large amount of unblockable damage to them and will destroy all defences that help them resist damage.
After being bathed in flame, their consumed flesh will also smoulder for a little while afterwards, dealing periodic unblockable damage and reducing their maximum fire resistance to 20%.
Failing the channel will still result in your aspected yellow bile being consumed.
- You may manipulate phlegm in the following ways
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Frostwrack
DescriptionSyntax: HUMOUR FROSTWRACK [target]
By manipulating the phlegm and ambient water all around you, you will plunge the surroundings into chaos, freezing all your enemies in the location by two levels. If you pick a target, they will be hit regardless if you have declared them an enemy or not.
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Mist
DescriptionSyntax: HUMOUR MIST
With the aid of your body's reservoir of elemental water, you may coax moisture into the air and cause an obscuring mist to envelop the room. Those outside the mist will be unable to see into the location.
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Flense
DescriptionSyntax: HUMOUR FLENSE <target>
Employ your phlegmatic prowess by conjuring a chilling, sorcerous spike at your target that causes cold-based damage.
Any enemies in the location will be additionally knocked off balance temporarily if they are shivering.
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Uprising
DescriptionSyntax: HUMOUR UPRISING <target>
Launch a dangerous seed of phlegm at the feet of your target, that will explode into a torrent of chilling water, drenching the target and leaving them wet. The foul sorcery will also drain their mana, draining more depending on if they're shivering, frigid, and/or frozen.
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Direfog
DescriptionSyntax: HUMOUR DIREFOG <target>
This sorcery conjures a bodily emanation.
You may only cast this sorcery at a target that is within line of sight of you.Wheeze forth a gelid cone of icy phlegm, birthing a living emanation that will drift across the ground and freeze the earth underneath it, seeking out its given target. Once it reaches its target, it will pulse with a baleful chill, dealing cold damage and freezing the feet of everyone in the location a single time, then cease to drift.
If you have recently fled combat, then the amount of time their feet remain frozen is heavily reduced.
Should anyone in the location with the emanation be fallen excluding yourself, they will take passive cold damage until they stand up once more. Additionally, if they have used neither balance nor equilibrium, then the damage dealt is doubled.
Striking the direfog with cold-based damage will cause it to expand, dealing cold damage to everyone in the location.
If you have already created a bodily emanation, then summoning this one will will cause the other to die out.
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Frostbite
DescriptionSyntax: HUMOUR FROSTBITE <target>
This maladious sorcery will begin to cause their phlegm to crystallise, afflicting them with budding frostbite. Should they be knocked to the ground, the frostbite will worsen, dealing cold damage.
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Overflow
DescriptionSyntax: HUMOUR OVERFLOW
Draw upon your own precious phlegmatic essence and vomit forth a tide of watery bile to flood your surroundings.
This sorcery has no aspected effects.
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Rimespear
DescriptionSyntax: HUMOUR RIMESPEAR <target>
Spit forth saturnine phlegm that will crystalise into three spears of rime, hoving in the air above you and follow you as you move. Periodically, a spear will be launched at your target aimed at their torso. Should the icy spear strike its target, it will deal trauma to the torso and cold damage.
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Fragment
DescriptionSyntax: HUMOUR FRAGMENT
Once you have brought forth the Rimespear magic, you may cause the spears it launches to fragment into three smaller chunks of frigid phlegm for each spear left over. After a delay, the shards will spread in apart and fly at the original target all at once, shredding their arms and torso at random. While the attack is spread over multiple body parts, this will cause less cold damage than if the spears had remained whole.
Once a limb is broken, the chunks of phlegm cannot cause any further trauma to that limb, even when struck by one.
After fragmentation, the ice shards will become detatched from you and will linger behind if you move.
Please see AB HUMOURISM RIMESPEAR for more information about this ability.
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Gelidbreath
DescriptionSyntax: HUMOUR GELIDBREATH <target>
Requires and consumes aspected phlegm.Heave forth a chilling breath of cold from your lungs, draining your opponent of their mana and potentially freezing them in a variety of ways.
Additionally, based on certain conditions, this spell will become more potent:
* No speed defence - This spell will encase them in ice.
* They are fallen - Recover equilibrium more quickly from this spell.
* They are shivering - They will become hobbled.
* Direfog in room - Their feet will become frozen to the ground.The mana drain of this ability will also be increased for each condition you meet.
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Marrowchill
DescriptionSyntax: HUMOUR MARROWCHILL
Requires and consumes aspected phlegm.By channeling this sorcery for a brief period, you will cause fell magic to stir within the phlegm of your enemies nearby and seep a terrible, unwavering cold into their bones. While effected, their mana will be quickly depleted by the cold and will drain additional mana if those afflicted by this curse remain together in the same location.
Should a target run out of mana due to this effect, they will become not only frozen, but completely encased in ice, unable to act until they writhe free.
Failing the channel will still result in your aspected phlegm being consumed.
- You may manipulate black bile in the following ways
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Befoul
DescriptionSyntax: HUMOUR BEFOUL <target 1> [target 2] [target 3]
With great expenditure of your own black bile, you can generate a terrible, perforating bolt of dark energy and launch it, striking all your given targets. This will destroy any magical shield in its way in the process.
If they are an adventurer and no shield is present, the befouling bolt will shock them and send them toppling over, giving them whiplash in the process.
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Revolt
DescriptionSyntax: HUMOUR REVOLT <target> <direction>
Send your target flying from your location in the direction of your choice with a manipulation of your own black bile. The density defense will prevent this.
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Murkspark
DescriptionSyntax: HUMOUR MURKSPARK <target 1> [target 2]
Form a scattered shower of actualised black bile and rain it down upon two different targets, shocking them with powerful surge of electrical damage.
If a target is an adventurer, then it will also numb their body and give them paresis. If they already have paresis, then it will be immediately transformed into paralysis.
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Equilibrium
DescriptionSyntax: HUMOUR EQUILIBRIUM <target>
Upend their humoral equilibrium by displacing your victim's black bile, and striking them with vertigo and confusion.
If your bloody well is aspected with black bile, then it will give them laxity as well.
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Bilesphere
DescriptionSyntax: HUMOUR BILESPHERE <target>
This sorcery conjures a bodily emanation.
You may cast this sorcery at a target in your location or adjacent.Conjure a ball of black, smoking bile that will hover toward your chosen target and chase after them if they leave, charging the field with unnerving static as it moves. Should the given target try and leave a location where the emanation is present with less than 75% health or mana, it will delay their ability to leave by a short amount and drain a small portion of mana.
If they are suffering from either shock or burn out, then it will prevent their escape entirely.
Striking the bilesphere with electric-based damage will cause it to release vile lightning, dealing electric damage to everyone in the location.
If you have already created a bodily emanation, then summoning this one will will cause the other to die out.
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Stupor
DescriptionSyntax: HUMOUR STUPOR <target>
Engulf your foe with a cascade of catalysed black bile, battering them with dizziness and stupidity, and dealing some electric damage.
If they lack courage, then it will additionally afflict them with confusion.
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Oppress
DescriptionSyntax: HUMOUR OPPRESS
Manifest a wave of concussive force from your melancholic biles, knocking down everyone in the skies or trees that are above in your location or adjacent.
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Traumatise
DescriptionSyntax: HUMOUR TRAUMATISE <target>
Send a surge of destructive black bile to rise into the mind of your target, causing a complete lapse in consciousness.
As a result of this confounding sorcery, the opponent will fall unconscious for a period of time depending on how much mana they are missing. If they are suffering from the burnout affliction, then the duration is increased by 25%.
Be warned, casting this sorcery will restore your target's mana back to full.
Cooldown: 20 seconds
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Impediment
DescriptionSyntax: HUMOUR IMPEDIMENT
Manipulate your humours to form fell magic around you that will, on the fifth casting of a black bile spell with a target, release a wave of nauseating energy that will disrupt your target. There is a slight delay before the magic will fully form, and then will eventually fade in due time.
Non-adventurer targets will not count towards the required total, nor set off its effect.
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Synaptopathy
DescriptionSyntax: HUMOUR SYNAPTOPATHY <target> <FAST|SLOW>
Requires and consumes aspected black bile.Fry their synapses with this powerful spell, causing their bile within to crackle painfully and strike after a delay of either 4 or 8 seconds, depending on if you pick fast or slow.
After the delay, the pain will overpower them, striking them down and dealing blunt-type damage.
Additionally, based on certain conditions on strike, this spell can become more potent:
* Dizziness and vertigo - The bile will form delayed lightning, stunning them.
* Stupidity and confusion - The harsh shock will daze them.
* Have a broken torso - It will strip the speed defence.
* Bilesphere in room - It will bypass the shield and barrier defence. -
Catastrophe
DescriptionSyntax: HUMOUR CATASTROPHE
Requires and consumes aspected black bile.After channelling this spell for a short amount of time, it will release a catastrophic wave of bilious energy upon the battlefield, perodically striking your enemies that linger in the location. The first target struck, the electrical damage will be somewhat weak, while each strike afterward will cause the damage from the spell to increase in power limitlessly.
Should any target either have the same or more health after being struck by this sorcery, or should die, then the catastrophe will end.
Failing the channel will still result in your aspected black bile being consumed.
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Roleplaying a Bloodborn
Powerful sorcerers with an ability to modify the body's basic composition, control and manipulate turgid pools of blood, and enact feats of arcane devastation through charms and rituals, the path of a Bloodborn is not one for the meek or meager.
What are humours?
Humanoid physiology is composed of a precise, harmonic array of all six elements, with the four core elemental forces forming much of the physical form of all beings. The two fundamental elements known as spirit and shadow are more ephemeral in nature, with blood being intrinsically linked to the allotment of spirit that orders the rest of their form. Imbalances in elemental composition are known to be the cause of such states as Ivolnite undeath, vampirism, symbiotic existence with a duamvi, or becoming an evangelised Akkari warrior.
Humours are the internal chemistry within beings that regulate their physical and mental state. The body's yellow bile is aligned with elemental fire and serves as an acidic substance when produced in excess. A person's phlegmatic system regulates their elemental water, ensuring proper internal temperature in a living person. Someone's black bile regulates mood and sanity, and is associated with the elemental air within an individual. Recent studies from medical scholars hypothesise that a body's ability to fight illness involves their allotment of shadow in some manner, though physiology and elemental composition both remain a topic of many unsolved mysteries.
How are the powers of the class accessed?
Humourism is a branch of sorcery focused around tapping into the latent elements regulated by black and yellow bile, phlegm, and blood, especially those found within the caster's own body. It is a visceral type of magic that is often expelled through the caster's mouth or pores, though the manipulation of black bile specifically is marked by control of someone else's humours to inflict great harm upon them.
Hematurgy is a specialised approach to Humourism that puts sole focus upon the sanguine humour more commonly known as blood. So vast is Hematurgy that it accounts for almost as much study as that of the other three humours combined. Manipulation of the dark edifice known as a blood well is a complex task that requires intimate anatomical knowledge, its most potent sorceries requiring the replication of a beating heart or the workings of a humanoid circulatory system.
Much of the foundational aspects of a Bloodborn's spellcasting originate from the notion of obscure arcana, collectively known as Esoterica. The practice is founded upon the premise of directing arcane energy via occult means to empower runic script, fuel esoteric invocation, and enact powerful rituals. It is a disparate school of dark charms and minor incantations that produce varied effects, including the ensorcelling and attunement of an infamous crystal aegis.
Visual style of the class
The life of a Bloodborn is anything but clean, for the defining aspects of their magic are that of crust, fluid, and filth. Burning bile erupts from their mouth; floods of frigid spittle crash in their wake; at their command, blood splatters everywhere the eye can see. Eldritch invocation and unknowable script are common aspects of their rare schools of magical study. Ornate implements such as staves, daggers, and sceptres are a common sight in the hands of experienced humourists, as much an expression of common arrogance as one of power. As a Bloodborn uses magical means to protect themselves from harm, they do not wear armour and are usually seen garbed in any material that is easy to clean.
Side effects of use
Owing to their mastery of blood, Bloodborn may find themselves more sensitive to the sounds of heartbeats and circulatory systems, as well as the scent of blood - exposed or otherwise. This can prove to be both a boon and burden, particularly to those practitioners of Consanguine origin.
Possessing such knowledge and power over humours will impart many practitioners with the ability to detect sickness in others and themselves owing to humour imbalances. In some cases these imbalances may be subtle, but in others they may be near-impossible to ignore by means of a sense of wrongness overwhelming the Bloodborn with its presence. Novitiate humourists may find this particularly distracting and difficult to work in the presence of.
Lacking the supernatural healing abilities their Consanguine counterparts possess, mortal Bloodborn may find themselves more oft riddled with blisters and burns that accompany the repeated expelling of bile. This can lead to unpleasant skin striations and scarring over time with repeated use. Enduring such ravages is often the main motivator in accepting undeath or vampirism.
Consanguine Bloodborn may find the effects of not feeding more difficult to bear, as such imbalances are much more readily apparent to them. The frenetic rage to feed when one's blood levels are low may oft be accompanied by feelings of despair and profound emptiness, further fueling the primordial urges already present in such a state.
Cholerisks
A cholerisk is a crude being birthed from humours and held together by a Bloodborn's will alone. It is an extension of the spellcaster and it owes its serpentine forms to internal anatomy like intestines and vital organs. When customising your cholerisk, they should remain visceral or serpentine due to an intestinal shape being the best for a sorcerer's purpose of prolonged animacy.
Roleplaying the class
As a student of occult and brutal magic, Bloodborn are likely to be characters obsessed with power or knowledge that could lead to such. Some are arrogant scholars in pursuit of arcane might to rival divinities, whereas others are visceral ritualists seeking to further the goals of their nation, gods, or guilds. All Bloodborn have some inherent understanding of humanoid physiology, as it is necessary for the working of their spells. This knowledge could come from extension education or guidance from an old mentor or accomplished expert, or perhaps from cunning genius and isolated study.