Blood Magic

Blood Magic is a simple yet powerful magic. In the times before humanity’s creation blood mages where called “Slaan” in elvish which translates to Shaman in the common tongue. During this period shamans where the soothers, seers and leaders of their tribe. These tribes consisted of either Karrnathian or Aundairian Elves and were the nomadic barbarians of their time using the omens a shaman would speak of to guide them.
These days however, the practice of blood magic or shamanism is forbidden in all provinces of Khorvaire except Zilargo and the Demon Wastes and those suspected of practicing are often vilified by their peers and subjected to the people’s justice without formal charges ever being given.
The nature of shamanism is to be a fast but powerful ritual, over a few seconds the cast will whirl their hands with the flow of blood. They will stomp their feet to ground their magic and speak select few words and phrases in a tongue not yet understood as their entire body and the bodies of their victims or benefactors get enthralled by the torrent of power coursing through them.
The only well known blood mage is Lord Buravar of Trolanport although there are theories that more than a few aristocrats in Wroat practice, but this is pure speculation as the practice of shamanism in Breland is illegal and taboo.
Costs and Realms requirements (PG. 242-3 for tables)
Limitations and enhancements apply normally to the final cost of a spell ( so something that modifies a base cost like hardening DR applies first) Limitations are capped at 80% like sorcery.

The Basics

Basic Stats – For ST,DX,IQ,HT, – 4 FP / For HP, PER, WILL – 3 FP / For Move – 5 FP / For Basic Speed 10 FP. You can only have your Body Domain worth of stats up at any one time. Advantages that are extensions of stats count for this aswell.
Damage, healing and damage reduction: Using the chart in GURPS: Thaumatology, add one FP for healing and then double that. Every d6 of damage requires a level of body (ie. 3d6 damage is Body 3) the only exception is at Body 8, 9 and 10 where you get 2d6 per level of the Body Domain. Healing is a d6 per every two levels of the body domain.
Leeching (or vamp. Like effects) double the base cost of the spell (1d6 leech costs as much as 2d6)
DR is applied at 1 per 2 fp. Hardening doubles this cost which grows exponentially with each hardening. Maximum of 2DR per Body, this maximum is doubled at Body 10.
Range and Area: For ranged attacks use the range/speed table is gurps basic/the dm screen and take the range penalty to the casting roll. For area use the chart in GURPS: Thaumatology, it is normally easier to just use the multiple target modifier tables instead.
Duration: Use the chart in GURPS: Thaumatology, however after twelve hours double the cost of what it says on the table.

Advantages

Advantages can be self cast at a rate of 1 FP per point.
Modify the base cost of the advantage using what kind of advantage it is. There is the base of the advantage (Mental, Physical and Social) and its category (Exotic, Supernatural and Mundane). Apply any modifiers associated with the base first then any modifiers associated with the category. If an advantage has more than one base/category use the highest cost and then add 0.1 modifier for each. Physical advantages are cast through body, Mental and Social advantages are cast through Mind and all categories are cast through Spirit.

Physical advantages are 0.9 base cost modifier, Mental is 1.2, Social is 2.0
Mundane advantages are -.1, Exotic is +1.5, Supernatural is +3.0
Example. Altered Time Rate 1 is 100 points, it is a mental and a exotic advantage, meaning that its base cost modifier is 2.7 (1.2 from mental + 1.5 from exotic) which means casting ATR 1 would cost 270FP without any enhancements or limitations.
Example 2. Combat Reflexes is 15 points, it is a mental advantage, meaning that its base cost modifier is 1.2 which means casting combat reflexes on yourself for the base duration (10> minutes) would cost 18 FP without any enhancements or limitations.

Disadvantages

Disadvantages can be self cast at a rate of 1 FP per point.
Modify the base cost of the disadvantage using what kind of disadvantage it is. There is the base of the disadvantage (Mental, Physical and Social) and its category (Exotic, Supernatural and Mundane). Apply any modifiers associated with the base first then any modifiers associated with the category. If an disadvantage has more than one base/category use the highest cost and then add 0.1 modifier for each. Physical disadvantages are cast through body, Mental and Social disadvantages are cast through Mind and all categories are cast through Spirit.

Physical advantages are 0.7 base cost modifier, Mental is 1.5, Social is 2.0
Mundane advantages are -.1, Exotic is +1.5, Supernatural is +3.0

Casting

Casting a spell takes one second normally, you spend the FP and then you make a casting roll using Body, Mind and/or spirit. If you are using a spell that requires spirit greater that two apply a penalty to the casting roll of all domains based on the level of spirit required.

Spirit Penalty
1-2 0
3-4 2
5-6 4
7-8 6
9-10 8

Casting a spell on yourself doesn’t cost any extra FP however if you are casting a spell on anyone or thing other than yourself the spell costs 1 more FP and has requires rolling all your domains at -1.
Casting with ritual
The caster takes time to work the energies of blood in him and others, allowing him to cast more difficult spells. What this means is that spells cast with ritual have reduced FP costs (2 FP per second, FP reduced this way is capped at double your body domain). Using this method also gives a +1 to your casting roll. The minimum time required for a ritual is one second.

Blood Magic

The War of Mourn Orenria