Difference between revisions of "User:FiddleSticks96/FS96 Sandbox:Classes"

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*Note: Decreas the spells per day.
*Note: Decrees the spells per day.
 
  
 
=Sangromancer=
 
=Sangromancer=
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'''[[#Bonus Feats|Bonus Feats]]:''' The epic Sangromancer gains a bonus [[SRD:Feats|feat]] (selected from the list of epic Sangromancer [[SRD:Feats|feats]]) every three levels after 20th.
 
'''[[#Bonus Feats|Bonus Feats]]:''' The epic Sangromancer gains a bonus [[SRD:Feats|feat]] (selected from the list of epic Sangromancer [[SRD:Feats|feats]]) every three levels after 20th.
  
''Epic Sangromancer Bonus [[SRD:Feats|Feat]] List:'' [[SRD:Augmented Alchemy|Augmented Alchemy]], [[SRD:Automatic Quicken Spell|Automatic Quicken Spell]], [[SRD:Automatic Silent Spell|Automatic Silent Spell]], [[SRD:Automatic Still Spell|Automatic Still Spell]], [[SRD:Combat Casting|Combat Casting]], [[SRD:Craft Epic Magic Arms and Armor|Craft Epic Magic Arms and Armor]], [[SRD:Craft Epic Rod|Craft Epic Rod]], [[SRD:Craft Epic Staff|Craft Epic Staff]], [[SRD:Craft Epic Wondrous Item|Craft Epic Wondrous Item]], [[SRD:Efficient Item Creation|Efficient Item Creation]], [[SRD:Enhance Spell|Enhance Spell]], [[SRD:Epic Spell Focus|Epic Spell Focus]], [[SRD:Epic Spell Penetration|Epic Spell Penetration]], [[SRD:Epic Spellcasting|Epic Spellcasting]], [[SRD:Familiar Spell|Familiar Spell]], [[SRD:Forge Epic Ring|Forge Epic Ring]], [[SRD:Ignore Material Components|Ignore Material Components]], [[SRD:Improved Combat Casting|Improved Combat Casting]], [[SRD:Improved Heighten Spell|Improved Heighten Spell]], [[SRD:Improved Metamagic|Improved Metamagic]], [[SRD:Improved Spell Capacity|Improved Spell Capacity]], [[SRD:Intensify Spell|Intensify Spell]], [[SRD:Multispell|Multispell]], [[SRD:Permanent Emanation|Permanent Emanation]], [[SRD:Scribe Epic Scroll|Scribe Epic Scroll]], [[SRD:Spell Focus|Spell Focus]], [[SRD:Spell Knowledge|Spell Knowledge]], [[SRD:Spell Mastery|Spell Mastery]], [[SRD:Spell Penetration|Spell Penetration]] [[SRD:Spell Stowaway|Spell Stowaway]], [[SRD:Spell Opportunity|Spell Opportunity]], [[SRD:Spontaneous Spell|Spontaneous Spell]], [[SRD:Tenacious Magic|Tenacious Magic]]. In addition to the [[SRD:Feats|feats]] on this list, the Sangromancer may select any item creation [[SRD:Feats|feat]] or metamagic [[SRD:Feats|feat]] not listed here.
+
''Epic Sangromancer Bonus [[SRD:Feats|Feat]] List:'' [[SRD:Augmented Alchemy|Augmented Alchemy]], [[SRD:Automatic Quicken Spell|Automatic Quicken Spell]], [[SRD:Automatic Silent Spell|Automatic Silent Spell]], [[SRD:Automatic Still Spell|Automatic Still Spell]], [[SRD:Combat Casting|Combat Casting]], [[SRD:Craft Epic Magic Arms and Armor|Craft Epic Magic Arms and Armor]], [[SRD:Craft Epic Rod|Craft Epic Rod]], [[SRD:Craft Epic Staff|Craft Epic Staff]], [[SRD:Craft Epic Wondrous Item|Craft Epic Wondrous Item]], [[SRD:Efficient Item Creation|Efficient Item Creation]], [[SRD:Enhance Spell|Enhance Spell]], [[SRD:Epic Spell Focus|Epic Spell Focus]], [[SRD:Epic Spell Penetration|Epic Spell Penetration]], [[SRD:Epic Spellcasting|Epic Spellcasting]], Expanded Path, [[SRD:Forge Epic Ring|Forge Epic Ring]], [[SRD:Ignore Material Components|Ignore Material Components]], [[SRD:Improved Combat Casting|Improved Combat Casting]], [[SRD:Improved Heighten Spell|Improved Heighten Spell]], [[SRD:Improved Metamagic|Improved Metamagic]], [[SRD:Improved Spell Capacity|Improved Spell Capacity]], [[SRD:Intensify Spell|Intensify Spell]], [[SRD:Multispell|Multispell]], [[SRD:Permanent Emanation|Permanent Emanation]], [[SRD:Scribe Epic Scroll|Scribe Epic Scroll]], [[SRD:Spell Focus|Spell Focus]], [[SRD:Spell Knowledge|Spell Knowledge]], [[SRD:Spell Mastery|Spell Mastery]], [[SRD:Spell Penetration|Spell Penetration]] [[SRD:Spell Stowaway|Spell Stowaway]], [[SRD:Spell Opportunity|Spell Opportunity]], [[SRD:Spontaneous Spell|Spontaneous Spell]], [[SRD:Tenacious Magic|Tenacious Magic]]. In addition to the [[SRD:Feats|feats]] on this list, the Sangromancer may select any item creation [[SRD:Feats|feat]] or metamagic [[SRD:Feats|feat]] not listed here.
 +
 
 +
=Sangromancy Rituals=
 +
 
 +
Sangromancers have access to powerful blood magic that takes the form of rituals. Rituals tend to be more powerful than normal magic, but they take longer to cast and always have a price to be paid. All rituals require the caster to make a diagram specific to the ritual, typically out of chalk or blood. Unless otherwise stated, this diagram requires a flat 5ft space to create. The surface need not be horizontal or attached to something (the casting could make the diagram on a clay slab that they simply carried around; although the slab would have to be cleaned every time a new ritual was to be performed).
 +
 
 +
==Notes on Rituals==
 +
 
 +
The casting time entry is not present in sangromancy rituals. The casting time is always equal to 1hr x the level of the ritual.
 +
 
 +
Unless otherwise noted, the save DC for a ritual is equal to 10 + the level of the ritual + the caster’s Intelligence Modifier.
 +
 
 +
Rituals cannot be scribed on a scroll, or anything else for that matter, for later use, even by the scriber.
 +
 
 +
Abilities granted by rituals are supernatural abilities.
 +
 
 +
Metamagic Feats may be applied to rituals, but they increase the level of the ritual by the same amount they increase the spell level of a spell. This increases the time required to cast the ritual by an appropriate amount, but not the price. If the ritual has a trigger to unleash its full effects, as is the case with many Destruction rituals, such as Flames of Hate, the metamagic feat(s) apply to the triggered effect as well.
 +
 
 +
''Cost:'' This entry lists the material cost of a ritual. If this entry is not present in a ritual, there is no material cost for that ritual.
 +
 
 +
''Price:'' This entry lists a special cost required to perform a ritual. This is different from Cost. It is a sacrifice of life force required to fuel the power of the ritual. This price can be paid by any living creature or vampire. The creature to pay the price must be present for the entire ritual. If the creature is unwilling, it gets a Will save (DC equal to the DC of the ritual). If no other creature pays the price, the caster must pay the price, although they can choose not to pay it. If this price is not paid, the ritual fails regardless of all other factors. This price is paid at the end of the ritual. This entry is present in all rituals.
 +
 
 +
==Path of Blood==
 +
 
 +
===1st Level===
 +
 
 +
===2nd Level===
 +
 
 +
===3rd Level===
 +
 
 +
===4th Level===
 +
 
 +
===5th Level===
 +
 
 +
===6th Level===
 +
 
 +
===7th Level===
 +
 
 +
===8th Level===
 +
 
 +
===9th Level===
 +
 
 +
==Path of Calling==
 +
 
 +
===1st Level===
 +
 
 +
'''Bind Minions 1'''
 +
 
 +
Same effect as Summon Monster 1, except it lasts a full 24hrs.
 +
 
 +
''Price:'' 1 Constitution Damage.
 +
 
 +
===2nd Level===
 +
 
 +
'''Bind Minions 2'''
 +
 
 +
Same effect as Summon Monster 2, except it lasts a full 24hrs.
 +
 
 +
''Price:'' 1 Constitution Damage.
 +
 
 +
===3rd Level===
 +
 
 +
'''Bind Minions 3'''
 +
 
 +
Same effect as Summon Monster 3, except it lasts a full 48hrs.
 +
 
 +
''Price:'' 2 Constitution Damage.
 +
 
 +
===4th Level===
 +
 
 +
'''Bind Minions 4'''
 +
 
 +
Same effect as Summon Monster 4, except it lasts a full 48hrs.
 +
 
 +
''Price:'' 2 Constitution Damage.
 +
 
 +
===5th Level===
 +
 
 +
'''Bind Minions 5'''
 +
 
 +
Same effect as Summon Monster 5, except it lasts a full 72hrs.
 +
 
 +
''Price:'' 3 Constitution Damage.
 +
 
 +
===6th Level===
 +
 
 +
'''Bind Minions 6'''
 +
 
 +
Same effect as Summon Monster 6, except it lasts a full 72hrs.
 +
 
 +
''Price:'' 3 Constitution Damage.
 +
 
 +
===7th Level===
 +
 
 +
'''Bind Minions 7'''
 +
 
 +
Same effect as Summon Monster 7, except it lasts a full 4 days.
 +
 
 +
''Price:'' 4 Constitution Damage.
 +
 
 +
===8th Level===
 +
 
 +
'''Bind Minions 8'''
 +
 
 +
Same effect as Summon Monster 8, except it lasts a full 4 days.
 +
 
 +
''Price:'' 4 Constitution Damage.
 +
 
 +
===9th Level===
 +
 
 +
'''Bind Minions 9'''
 +
 
 +
Same effect as Summon Monster 9, except it lasts a full 5 days.
 +
 
 +
''Price:'' 5 Constitution Damage.
 +
 
 +
==Path of Destruction==
 +
 
 +
===1st Level===
 +
 
 +
===2nd Level===
 +
 
 +
===3rd Level===
 +
 
 +
'''Flames of Hate'''
 +
 
 +
This ritual converts your own anger and rage into destructive fire. Once this rage is released, it attacks indiscriminately. Upon completion of the ritual, you gain a virtually prepared spell (it does not take up a spell slot) which you may release as a standard action. You may unleash this spell a number of times equal to 3 + your Intelligence Modifier, after which it vanishes from your mind. This spell unleashes a Line of roiling flames out to a range of 150ft, or a Cone of roiling flames out to a range of 90ft (your choice). The spell deals 1d6 fire damage per caster level (max 10d6). After 24hrs have past, any charges you have not released are wasted.
 +
 
 +
''Price:'' 2 Constitution Damage.
 +
 
 +
===4th Level===
 +
 
 +
===5th Level===
 +
 
 +
===6th Level===
 +
 
 +
===7th Level===
 +
 
 +
===8th Level===
 +
 
 +
===9th Level===
 +
 
 +
==Path of Mind==
 +
 
 +
===1st Level===
 +
 
 +
===2nd Level===
 +
 
 +
===3rd Level===
 +
 
 +
===4th Level===
 +
 
 +
===5th Level===
 +
 
 +
'''Flames of Hate'''
 +
 
 +
Upon completion of the ritual, you gain a virtually prepared spell, which does not take up a spell slot, that you may release as a standard action. You may unleash this spell a number of times equal to 3 + your Intelligence Modifier, after which it vanishes from your mind. This spell unleashes a Line of roiling flames out to a range of 150ft, or a Cone of roiling flames out to a range of 90ft (your choice). The spell deals 1d6 fire damage per caster level (max 10d6).
 +
 
 +
''Price:'' 2 Constitution Damage.
 +
 
 +
===6th Level===
 +
 
 +
===7th Level===
 +
 
 +
===8th Level===
 +
 
 +
===9th Level===
 +
 
 +
==Path of Spirit==
 +
 
 +
===1st Level===
 +
 
 +
===2nd Level===
 +
 
 +
===3rd Level===
 +
 
 +
===4th Level===
 +
 
 +
===5th Level===
 +
 
 +
===6th Level===
 +
 
 +
===7th Level===
 +
 
 +
===8th Level===
 +
 
 +
===9th Level===
 +
 
 +
=New Feats=
 +
 
 +
'''Expanded Path'''
 +
''Your thirst for power cannot be quenched.''
 +
 
 +
:Prerequisistes: Know at least one 9th level Sangromancy Ritual and have the ability to cast it
 +
 
 +
:Benefit: You may select a path of Sangromancy: Blood, Calling, Destruction, Mind, or Spirit, other than the one you selected at 1st level. You may now learn and perform rituals of that path.
 +
 
 +
:Special: This feat may be taken multiple times. Each time it is taken, you may select a new path that you have not already selected.

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  • Note: Decreas the spells per day.

Sangromancer

Sangromancy is the art of blood magic and dark rituals. Sangromancers are a lot like Sangromancers, in that they take a studious approach to their magic, but they have more in common with Warlocks, in that their power is dark and terrible and clearly did not originate from mortals, at least, not any sane mortal. Though the path of blood magic is quick, easy, and powerful, it always has a price. Most good aligned creatures consider the price too high. Sangromancer can still be good, but it can be difficult not to fall into temptation.

Vampires have a special advantage in this class. Indeed, it is likely that a sangromancy was first invented by a vampire, and in fact, a number of sangromancy rituals are more powerful when cast by a vampire. Many of the rituals of sangromancy require the caster, or some other creature, to pay a price in the form of ability damage or drain (typically Constitution, but not always). If a vampire is the one to pay this price (whether they be the caster, willing sacrifice, or victim), they instead lose an equivalent amount of Vitae. This advantage tempts many a sangromancy towards the path of vampirism.

Making a Sangromancer

Alignment: Any.

Starting Age: Complex.

Table: The Sangromancer

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Scribe Scroll, Sangromancy, 1st Level Rituals 3 1
2nd +1 +0 +0 +3 4 2
3rd +1 +1 +1 +3 Sacrifice +1, 2nd Level Rituals 4 2 1
4th +2 +1 +1 +4 4 3 2
5th +2 +1 +1 +4 Bonus Feat, Sacrifice +2, 3rd Level Rituals 4 3 2 1
6th +3 +2 +2 +5 4 3 3 2
7th +3 +2 +2 +5 Sacrifice +3, 4th Level Rituals 4 4 3 2 1
8th +4 +2 +2 +6 4 4 3 3 2
9th +4 +3 +3 +6 Sacrifice +4, 5th Level Rituals 4 4 4 3 2 1
10th +5 +3 +3 +7 Bonus Feat 4 4 4 3 3 2
11th +5 +3 +3 +7 Sacrifice +5, 6th Level Rituals 4 4 4 4 3 2 1
12th +6/+1 +4 +4 +8 Sacrifice (Metamagic) 4 4 4 4 3 3 2
13th +6/+1 +4 +4 +8 Sacrifice +6, 7th Level Rituals 4 4 4 4 4 3 2 1
14th +7/+2 +4 +4 +9 4 4 4 4 4 3 3 2
15th +7/+2 +5 +5 +9 Bonus Feat, Sacrifice +7, 8th Level Rituals 4 4 4 4 4 4 3 2 1
16th +8/+3 +5 +5 +10 4 4 4 4 4 4 3 3 2
17th +8/+3 +5 +5 +10 Sacrifice +8, 9th Level Rituals 4 4 4 4 4 4 4 3 2 1
18th +9/+4 +6 +6 +11 4 4 4 4 4 4 4 3 3 2
19th +9/+4 +6 +6 +11 Sacrifice +9 4 4 4 4 4 4 4 4 3 3
20th +10/+5 +6 +6 +12 Bonus Feat 4 4 4 4 4 4 4 4 4 4

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Spellcraft (Int).

Class Features

All of the following are class features of the Sangromancer.

Weapon and Armor Proficiency: Sangromancers are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a Sangromancer’s movements, which can cause her spells with somatic components to fail.

Spells: A Sangromancer casts arcane spells which are drawn from the Sangromancer spell list; however, a Sangromancer only has access to 4 spell schools, and cannot cast spells from other schools. A Sangromancer always has access to the Universal school, and this does not count towards her 4 school limit. A Sangromancer also has access to all the spells in the Sangromancer spell list. A Sangromancer must choose and prepare her spells ahead of time (see below).

To learn, prepare, or cast a spell, the Sangromancer must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Sangromancer’s spell is 10 + the spell level + the Sangromancer’s Intelligence modifier. Like other spellcasters, a Sangromancer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Sangromancer. In addition, she receives bonus spells per day if she has a high Intelligence score.

Unlike a bard or sorcerer, a Sangromancer may know any number of spells. She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour studying her spellbook. While studying, the Sangromancer decides which spells to prepare.

Rituals: While Sangromancers can cast a few spells, their true power lies in their ritual magic. With few exceptions, these rituals simply require too much time and concentration to be performed during combat, but when carefully planned and prepared, offer a Sangromancer tremendous power. There are 5 paths of Sangromancy: Blood, Calling, Destruction, Mind, and Spirit. All the paths are blood magic despite their names. A Sangromancer must decide at 1st level which path they will take. Once selected, the Sangromancer’s power adapts to accommodate his chosen path, and it cannot be changed. A Sangromancer may only learn rituals connected to their chosen path; rituals of all other paths are denied to him.

Blood: The power to manipulate life force and negative energy. Shares similarities with Necromancy.

Calling: The power to bend the will of others and call forth objects and creatures. Shares similarities with Abjuration and Conjuration.

Destruction: The power to manipulate destructive energy. Shares similarities with Evocation.

Mind: The power to manipulate thoughts and emotions. Shares similarities with Enchantment.

Spirit: The power to manipulate souls, the very essence of life.

A Sangromancer

Sacrifice (Su): At 3rd level, a Sangromancer learns to channel his own life force into his spells, thereby increasing the power. When he casts a spell (the spell can come from any class) or completes a Sangromancer ritual, he may choose to suffer 1 point of Constitution Damage to gain a bonus to the caster level of the effect. This bonus starts at +1 at 3rd level, and increases by 1 every other level thereafter. At 12th level, a Sangromancer can suffer 1 point of Constitution Damage to apply one metamagic feat they know to a spell or ritual without increasing its spell/ritual level. This is done at the time the spell is cast or the ritual is complete. Use of this ability is considered part of the action required to cast the spell or ritual, and does not take any extra effort.

Bonus Languages: A Sangromancer may substitute Draconic for one of the bonus languages available to the character because of her race.

Scribe Scroll: At 1st level, a Sangromancer gains Scribe Scroll as a bonus feat.

Bonus Feats: At 5th, 10th, 15th, and 20th level, a Sangromancer gains a bonus feat. At each such opportunity, she can choose a metamagic feat, an item creation feat, or Spell Mastery. The Sangromancer must still meet all prerequisites for a bonus feat, including caster level minimums.

These bonus feats are in addition to the feat that a character of any class gets from advancing levels. The Sangromancer is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing these feats.

Spellbooks: A Sangromancer must study her spellbook each day to prepare her spells. She cannot prepare any spell not recorded in her spellbook, except for read magic, which all Sangromancers can prepare from memory.

A Sangromancer begins play with a spellbook containing all 0-level spells she can cast plus three 1st-level spells of her choice. For each point of Intelligence bonus the Sangromancer has, the spellbook holds one additional 1st-level spell of your choice. At each new Sangromancer level, she gains two new spells of any spell level or levels that she can cast (based on her new Sangromancer level) for her spellbook. At any time, a Sangromancer can also add spells found in other Sangromancers spellbooks to her own.

Epic Sangromancer

Table: The Epic Sangromancer

Hit Die: d4

Level Special
21st Sacrifice +10
22nd
23rd Bonus Feat
24th
25th Sacrifice +11
26th Bonus Feat
27th
28th
29th Bonus Feat, Sacrifice +12
30th

2 + Int modifier skill points per level.

Spells: The Sangromancer’s caster level is equal to her class level. The Sangromancer’s number of spells per day does not increase after 20th level. Each time the Sangromancer achieves a new level, he or she learns two new spells of any spell levels that he or she can cast (according to his or her new level).

Sacrifice (Su): The bonus granted by a Sangromancer’s Sacrifice ability increase to +10 at 21st level. The bonus increases by 1 every 4 levels thereafter.

Bonus Feats: The epic Sangromancer gains a bonus feat (selected from the list of epic Sangromancer feats) every three levels after 20th.

Epic Sangromancer Bonus Feat List: Augmented Alchemy, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Combat Casting, Craft Epic Magic Arms and Armor, Craft Epic Rod, Craft Epic Staff, Craft Epic Wondrous Item, Efficient Item Creation, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Expanded Path, Forge Epic Ring, Ignore Material Components, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Multispell, Permanent Emanation, Scribe Epic Scroll, Spell Focus, Spell Knowledge, Spell Mastery, Spell Penetration Spell Stowaway, Spell Opportunity, Spontaneous Spell, Tenacious Magic. In addition to the feats on this list, the Sangromancer may select any item creation feat or metamagic feat not listed here.

Sangromancy Rituals

Sangromancers have access to powerful blood magic that takes the form of rituals. Rituals tend to be more powerful than normal magic, but they take longer to cast and always have a price to be paid. All rituals require the caster to make a diagram specific to the ritual, typically out of chalk or blood. Unless otherwise stated, this diagram requires a flat 5ft space to create. The surface need not be horizontal or attached to something (the casting could make the diagram on a clay slab that they simply carried around; although the slab would have to be cleaned every time a new ritual was to be performed).

Notes on Rituals

The casting time entry is not present in sangromancy rituals. The casting time is always equal to 1hr x the level of the ritual.

Unless otherwise noted, the save DC for a ritual is equal to 10 + the level of the ritual + the caster’s Intelligence Modifier.

Rituals cannot be scribed on a scroll, or anything else for that matter, for later use, even by the scriber.

Abilities granted by rituals are supernatural abilities.

Metamagic Feats may be applied to rituals, but they increase the level of the ritual by the same amount they increase the spell level of a spell. This increases the time required to cast the ritual by an appropriate amount, but not the price. If the ritual has a trigger to unleash its full effects, as is the case with many Destruction rituals, such as Flames of Hate, the metamagic feat(s) apply to the triggered effect as well.

Cost: This entry lists the material cost of a ritual. If this entry is not present in a ritual, there is no material cost for that ritual.

Price: This entry lists a special cost required to perform a ritual. This is different from Cost. It is a sacrifice of life force required to fuel the power of the ritual. This price can be paid by any living creature or vampire. The creature to pay the price must be present for the entire ritual. If the creature is unwilling, it gets a Will save (DC equal to the DC of the ritual). If no other creature pays the price, the caster must pay the price, although they can choose not to pay it. If this price is not paid, the ritual fails regardless of all other factors. This price is paid at the end of the ritual. This entry is present in all rituals.

Path of Blood

1st Level

2nd Level

3rd Level

4th Level

5th Level

6th Level

7th Level

8th Level

9th Level

Path of Calling

1st Level

Bind Minions 1

Same effect as Summon Monster 1, except it lasts a full 24hrs.

Price: 1 Constitution Damage.

2nd Level

Bind Minions 2

Same effect as Summon Monster 2, except it lasts a full 24hrs.

Price: 1 Constitution Damage.

3rd Level

Bind Minions 3

Same effect as Summon Monster 3, except it lasts a full 48hrs.

Price: 2 Constitution Damage.

4th Level

Bind Minions 4

Same effect as Summon Monster 4, except it lasts a full 48hrs.

Price: 2 Constitution Damage.

5th Level

Bind Minions 5

Same effect as Summon Monster 5, except it lasts a full 72hrs.

Price: 3 Constitution Damage.

6th Level

Bind Minions 6

Same effect as Summon Monster 6, except it lasts a full 72hrs.

Price: 3 Constitution Damage.

7th Level

Bind Minions 7

Same effect as Summon Monster 7, except it lasts a full 4 days.

Price: 4 Constitution Damage.

8th Level

Bind Minions 8

Same effect as Summon Monster 8, except it lasts a full 4 days.

Price: 4 Constitution Damage.

9th Level

Bind Minions 9

Same effect as Summon Monster 9, except it lasts a full 5 days.

Price: 5 Constitution Damage.

Path of Destruction

1st Level

2nd Level

3rd Level

Flames of Hate

This ritual converts your own anger and rage into destructive fire. Once this rage is released, it attacks indiscriminately. Upon completion of the ritual, you gain a virtually prepared spell (it does not take up a spell slot) which you may release as a standard action. You may unleash this spell a number of times equal to 3 + your Intelligence Modifier, after which it vanishes from your mind. This spell unleashes a Line of roiling flames out to a range of 150ft, or a Cone of roiling flames out to a range of 90ft (your choice). The spell deals 1d6 fire damage per caster level (max 10d6). After 24hrs have past, any charges you have not released are wasted.

Price: 2 Constitution Damage.

4th Level

5th Level

6th Level

7th Level

8th Level

9th Level

Path of Mind

1st Level

2nd Level

3rd Level

4th Level

5th Level

Flames of Hate

Upon completion of the ritual, you gain a virtually prepared spell, which does not take up a spell slot, that you may release as a standard action. You may unleash this spell a number of times equal to 3 + your Intelligence Modifier, after which it vanishes from your mind. This spell unleashes a Line of roiling flames out to a range of 150ft, or a Cone of roiling flames out to a range of 90ft (your choice). The spell deals 1d6 fire damage per caster level (max 10d6).

Price: 2 Constitution Damage.

6th Level

7th Level

8th Level

9th Level

Path of Spirit

1st Level

2nd Level

3rd Level

4th Level

5th Level

6th Level

7th Level

8th Level

9th Level

New Feats

Expanded Path Your thirst for power cannot be quenched.

Prerequisistes: Know at least one 9th level Sangromancy Ritual and have the ability to cast it
Benefit: You may select a path of Sangromancy: Blood, Calling, Destruction, Mind, or Spirit, other than the one you selected at 1st level. You may now learn and perform rituals of that path.
Special: This feat may be taken multiple times. Each time it is taken, you may select a new path that you have not already selected.