Blood Magic

Bloodletting and blood sacrifices have been integral to nearly all civilizations and religions at one point or another. These practices can still be found in many mystical traditions. The Path of Blood, however, delves beyond the symbolic potency of blood. (sm, 138)

Life is intimately connected with magic. In some cases, they can be treated as the same energy. Blood represents life force, and thus can be used to power or augment powerful magics. The price for this power is life, one drop at a time, and the raging torrent of power created by sacrifice is mighty and addictive indeed. Blood magic is thus intimately connected with life, and with death. Ultimately, blood magic is power. It is no more good nor evil than any other form of magic (though some scholars disagree).

History and Development

Blood magic began on the isle of Thera, in the Age of Legend some eight centuries before the Scourge. There, in the research enclave known as Nehr'esham ("Center of the Mind" in Theran, which began as a Sperethiel dialect), which later became known as the Eternal Library of Thera, was the Great Project. This was an undertaking to research means of protecting the Namegivers of the world from the Horrors, whose existence was told of by the Books of Harrow. Scholars from across the Seleastrean basin flocked to Nehr'esham, and the leaders imposed rites of initiation on those who wished to join the Great Project. One of these rites involved a blood oath between the initiate and the leaders of Nehr'esham; dedicating the initiate to dedicate their life to the Great Project and to the completion of the Eternal Library.

Eventually, the use of blood oaths became more common, even being used to seal marriages. Over time, magical energies became patterned after this custom and imbuied it with power: those who broke blood oaths were physically marked with runic scars where the blood for the oath had been drawn; scars which could not be healed even by magic. Adventurers from Thera brought the use of blood oaths to many in their travels as it was used to seal agreements; the increased use of blood oaths strengthened their magic, and as the oaths grew stronger the more used them.

Wizards and nethermancers studied the magic of blood oaths. Their experiments incorporated blood sacrifice to power magical items; finally enhancing some existing items by blood magic (thread items) and the creation of a new item powered solely from blood magic known as blood charms. At the same time, adepts discovered that blood sacrifice could be used to "push" their natural magical abilities, and magicians began using blood magic to extend the duration of spells. Again, the increased power of blood magic spread its use, which in turn strengthened its power.

By this time however, the Theran Rites of Protection and Passage were not yet complete, and some sought other methods of protection from the Scourge to come; after the Therans had finished their work, some communities relied on additional blood magic rituals as additional protection. Such communities sacrificed the lives of some of those within to power the rituals they hoped would safeguard the others in the kaer or citadel. The most extreme act of blood magic ever performed was of this type, a ritual designed to protect Namegivers from the Horrors

The Ritual of Thorns

The Ritual of Thorns was a magic in two parts. The Personal Ritual was the spell that bound a elemental spirit to the patterns of elves and windlings within the Wood, turning them into Blood Elves. This both protected the individual elves from the Horrors and caused the elves' blood to be shed to feed and maintain the larger Ritual of Thorns. The greater ritual was a high-Circle spell which reNamed the entire Wyrm Wood, using blood magic to power the tremendous act, and blood magic to retain it (the main purpose of the Personal Ritual). ReNaming the wood the Blood Wood protected it if from most of the Horrors. However, the wood had already been reNamed with blood magic once before, to expel a minor but prolific Horror that infected it. The effects of using blood magic on blood magic is unpredictable at best, disastrous at worst.

ReNaming the Wood completely and irrevocably changed its True Pattern; aspecting it in favor of it's new name. This is why there are blood oaks, blood monkeys, blood ivy and the like. The blood elves also used blood magic to regrow the forest rapidly; effectively enforcing the new pattern. They used blood form their own bodies to force the regrowth, and when some died their blood was carefulyl drained, used to further fuel the regeneration, and their dry husks planted as fertilizer. This new Pattern has replaced Wyrm Wood's pattern completely-the extent of which is evident from the reverse wood longing experienced by unProtected elves.

The Corruption at the Forest's Heart, which is literally soaked with blood, appears to be a result of the unpredictable use of blood magic on blood magic (alternatively, it may be a flaw in the True Pattern or a prolonged form of Depatternization). It is claimed that the ritual has also subtly tainted the artistic workings of the Thorn Elves. Along with the Elves and single tribe of Windlings altered by the personal ritual, and the trees and other plants such as blood ivy and blood oaks altered by the reNaming of the Wood itself; certain animals were altered by the blood magic; notably: blood monkeys, blood bats, blood ravens, blood wasps and ethandrilles.

History and Development, pt. II

In general after the Scourge, blood magic declined in Barsaive. The use of blood charms is still prevalent, but the more rare and powerful uses of blood magic are mainly confined to Therans and the elves of Blood Wood, who continue to experiment with blood magic in many forms. It is in no small part because of the revilement of the Therans and Blood Elves that blood magic has seen a decrease in use. The Therans, more than anyone else, use blood magic for non-practical purposes, creating strictly cosmetic blood charms of many types with little practical value whatsoever. This frivolous use of powerful and often dangerous magic has been the undoing of more than one Theran, yet it continues. Such ostentatious display does nothing ot endear the Therans to their neighbors.

Obsidimen, as a rule, do not use blood magic; even oaths or charms. The sole exception to this is blood pebble and living crystal armor, which they will accept. Under certain rare instances, obsidimen will swear blood magic oaths to each other, and even more rarely with non-obsidimen. Theran obsidimen are an exception to this, as they too use blood charms as readily as other Therans. Lightbearers, perhaps because of their association with obsidimen or association of blood magic with the Horrors, have included a stricture against blood magic. Lightbearers may use Talents and Spells that require strain, and they may use Sacrifice magic, but no other form of blood magic, including blood charms, living armor, or death magic. This stricture is incorporated into their initation oath:

[...] My blood contains the light of my soul. I, (name of initiate), swear to use blood magic only for Lightbearer magic or to seal the oaths I take, never to enhance my own power or to empower a magical item. So shall I never dim the light of my soul. [...]

Blood Magic in the Sixth World

The first major use of blood magic in the Sixth World is the Great Ghost Dance. How and when Daniel Howling Coyote learned this rite is unclear, but its effects were anything but. Hundreds of dancers willingly gave their lives and their blood-sacrifice magic- in order to fuel the storms and eruptions caused by the Great Ghost Dance. The power of this sacrifice was such that at the main site of the dance, a mana spike was created, catapulting the mana level in that place to a level not to be reached for thousands of years. The Hawai'ian isles used similiar means, depending heavily on certain ancient magical sites which led them to blood magic rituals. The next event of major importance was the acendancy of the Azatlan Party in 2015, which paved the way for the Aztechnology corporation, the blood-drenched shamanic priesthood, and the Blood Mage Gestalt which followed in subsequent decades.

In 2034, Amazonia was established by three great dragons, who use blood magic to power the regrowth of the Amazon Rain Forest. During this year, Anton d'Venescu of Aztechnology attempted and failed to kill his wife and daughter in order to learn the mysteries of an ancient Aztec spirit, resulting in Cacodemon Debt Default Syndrome. In 2050, the Yucatan Rebellion began, sparking nearly 14 years of guerrilla warfare, with both sides using blood magic. The toxic shaman and wendigo known as Hyde-White also performed druidic blood sacrifices during this year, until he was slain by the shadowrunner shaman known as Twist. Twist himself later performed another Great Ghost Dance, albeit on a much smaller scale, which required sacrifice. In 2055, the elf mage Harlequin underwent an astral quest to protect the Spike Point generated by the Great Ghost Dance. His quest coincided with an attempt by Mr. Darke (also known as Senor Oscuro), a powerful Aztechnology blood mage defiled the site using blood magic and build a bridge for his masters, the Enemy.

Harlequin's astral quest proved only a temporary solution, as it was revealed that Darke and the mysterious Blood Mage Gestalt were still active in 2056. Harlequin was forced to close a gateway in the Kingdom of Hawai'i opened by kahunas using blood rites at certain power sites; and Aina had to use blood magic to banish the Horror Ysrthgrathe outside of Crater Lake. In 2057, the Great Dragon Dunkelzahn sacrificed himself to power an artifact known as the Dragon Heart, which was later used to defeat, and presumably destroy, Darke and his second nearly-successful attempt to bring the Horrors to this world. These tumultuous events ended with the destruction of the Spike Point caused by the Great Ghost Dance. Dunkelzahn's Last Will and Testament subsequently placed a bounty on blood mages that limited their numbers.

In the Sixth World, the greatest known example of ritual blood magic is the Blood Mage Gestalt. Within the priesthood of Aztlan lies the Path of Blood, a group which practices death magic. From this group comes the 20 individuals who make up the Blood Mage Gestalt (all of the same blood type). Atop one of the teocalli (temples, many located on sites of magical power), up to ten members of the Gestalt can join together, valves letting their blood flow from one to another in a circuit. The astral forms of the magicians become one single astral form with the sum of the constituent's magical abilities. It is said this astral form resembles a Tzitzimine. The cost on the magicians involved is high, many burn out their magical abilities from excessive blood magic damage and become sacrifices at the next Gestalt. This gestalt entity is more powerful than many dragons; able to locate and destroy any creature to which it has a material link with almost no effort and bind mighty free spirits. One especial use of the Blood Mage Gestalt is the Linking: a unique, high-Force spell cast by the Gestalt at two magical locations (one is almost always the Great Temple of Quetzacoatl), linking the two together. In this way, Aztlan's astral space has become a web of such nearly-invisible astral linkings to the Great Temple of Quetzacoatl. The avowed purpose of this web is that when the Tzitzimine (demons, possibly a reference to the Horrors) come, blood sacrifices will be performed on every temple in Aztlan, and that power will flow to the Great Temple, where Quetzacoatl will use that power to shield Aztlan (or, as some say, to summon the Tzitzimine). The Linking warps the nature of astral space, and may be responsible for the fovae (areas of nearly no mana) which exist in Aztlan. The Gestalt owed utter loyalty to those who control Aztechnology; it is unknown how many survived the death of Darke and the rise of Domingo Chavez.

Renraku's Locus Elementum research group has an "element" devoted to the study of blood magic.

Blood magic use continues to rise in the Sixth World, with new practitioners at every turn. The shadowy Aleph Society formed in 2060, and teaches its members the Sacrificing metamagic (although not how to summon blood spirits), and bloody sacrifices by Celtic druids have been performed at the stone circle of Callanish in 2061, and at Stonehenge in 2064, part of an escalating series of such events. In 2065, the terrorist group Winternight used blood sacrificies to fuel the ritual magic responsible for the Fimbul winter of 2064-2065. The leader of Winternight, a toxic shaman known as Wednesday, is unusual in being self-taught in Sacrificing metamagic.


... Alchemists believe in a greater "inner potential" locked in all things. Tapping this "well-spring of mana" would increase the astral potency of sorcery and conjuring.

>Same logic as blood magic if you ask me. Tap into something else's life force to power your magic.
>Divis Male (sa63, 120)

All uses of blood magic require an expenditure of life force, either from the pracitioner, a willing donor, or a victim as circumstances and uses warrant. All uses of blood magic permanently mark the user physically and mentally, but after the Scourge of the Age of Legends blood magic is roughly split into two distinct practices, Life magic and Death magic.

Life Magic encompasses the original use of blood magic: to seal oaths, boost adept powers, cast spells, empower blood charms, and in other ways sacrificing a bit of your own life energy to gain a greater effect. In the Age of Legend, many workings of magic required an extra boost of magical energy. A practitioner in those days drained small doses of their own life energy to fuel certain talents, items and abilities, taking a bit of damage that can later be healed normally (this is referred to as strain). This practice is functionally identical in some respects to the Sixth World concept of Drain in Shadowrun, indicating that the adept forcefully channels more mana than can be used without effort to cause a magical effect.

Death Magic is originally attributed to the Therans, this is the practice of drawing on the life force of others to power magics; such as when the life forces of slaves are drained to power the locomotion of Thera's great stone airships. Aside from ethical concerns regarding this aspect of blood magic; proponents of those who believe all Blood Magic comes from the Horrors and even attracts them point to the effects of Death Magic. This is, in part, true: Death Magic attracts the attentions of the Horrors. Death magic invariably involves the deliberate sacrifice of a living Namegiver. For an example, the killing ritual of the Hand of Corruption's Assassin branch allows the assassin to temporairily absorb the life force of the victim for increased stealth, before the ritual sends it elsewhere. The various uses of death magic are described below.

By making physical contact with a victim, a magician may "attune" their True Pattern and draw energy through it to cast a spell, as if using a spell matrix to filter and purify the corrupt astral energies. The magician then casts the raw magic spell as normal, save that the penalties and warping effects occur to the victim rather than the caster. Horrors find this technique particularly noticable. The karma boost technique, said alternately to have been taught by a Horror or developed to mimic the powers of a Horror, forcibly drains a victim of their life energy by causing physical damage to them. The magician may then use this energy as they see fit. The damage shift technique allows the magician offsets the damage they would normally receive from using blood magic so that the victim suffers the damage instead. This technique can also be used to bind an enchantment or magical object to another.

The Sixth World metamagic technique known as Sacrificing encompasses a variety of practices which may or may not be analogous to certain blood magic practices during the Age of Legend. The Aztlaner priesthood knows this technique as the Path of the Blood. The main use of this technique is concerned with negating the exhuastion caused by using magic by inflicting physical damage on a victim (or the magician herself, in the case that a little bit of physical damage could negate debilitating mental exhuastion). In this, the technique most closely resembles a combination of the Raw Magic Filter and Damage Shift techniques of death magic. The secondary use of this technique was the summoning of a blood spirit from the corpse of a being recently sacrificed for this purpose. This use of blood magic is without precedent in the Age of Legend, though it is almost universally regarded as corrupt by those who know of it. The Aleph Society is not taught this portion of the Sacrificing technique. Sacrificing may be a prerequisite in order to use certain cybermantic formulae, and is necessary to perform in the Blood Mage Gestalt. It has been suggested that magical adepts with knowledge of blood magic may temporarily gain the powers of their victim by sacrificing another adept.

Should a magician become an astral being, such as through a gateway that leads from the physical plane to the astral, then the efficiancy of the magician's blood magic increases. The death of any living being leaves a stain on the astral, a cloudiness that inhibits most magic. Blood magic does this as well, and this side effect has been used by blood magicians to corrupt areas for their use. Astral Quests (such as that performed by the puissant mage Harlequin) involving blood magic or blood mages have been shown to include Places that touch on corrupted manaflows where all magic is (at least superficially) blood magic, and where self sacrifice (often accompanied by blood magic) proves the ultimate ending or solution.

Ritual blood magic, rather than enhancing another magical effect, strives to create a specific effect. It requires the blood of donors and a lengthy ritual to achieve these effects; such as the Create Life spell or the Ritual of Thorns that ReNamed Wyrm Wood. Blood magic may be used in ritual magic to create a magical link to the primary individual who is casting the spell, summonign the spirit, or enchanting the object. This link provides a boost to the primary individuals' abilities, but can be costly to sustain for any length of time. This type of ritual magic requires a number of additional participants, whereas spells such as Create Life need only the primary caster and the blood to fulfill the ritual.

As the Blood Wood shows, blood magic may be used in a ReNaming ritual. Using blood magic on blood magic has unpredicatable effects. Therefore, ReNaming some person, place or thing with a blood magic ritual, and then ReNaming it again with another blood magic ritual, could well be disastrous.

An adept may choose at any time to use all of their life force at once, in one powerful gout of blood magic, to accomplish a mighty feat. Sacrifice magic is entirely voluntary, and always ends in the death of the user. No form of resurrection magic has yet been able to revive someone who has died using Sacrifice Magic.

Dragons and Blood Magic

For the most part, dragons possess the ability to use blood magic, but do not. Blood charms, for example, offer relatively little to augment the might of a dragon. Death magic is forbidden among dragons,a nd generally anethema to them. Life magic, to power spells and seal oaths, is used, but rarely: a dragon's oath can bind it for centuries or millenia. Dragons do not use ritual blood magic, as they have more efficient (and powerful) rites.

Of all dragons, Feathered Dragons are most knowledgeable and make the most use of blood magic, including death magic. After the Scourge, feathered dragons used this knowledge to regrow their jungle homes. Some feathered dragons have propogated the use of blood magic, especially death magic, among the Name-givers that live enar their tropical homes. A rift has grown among feathered dragons regarding blood magic; one opposed to blood magic (they see life magic as relatively harmless but leading eventually to death magic) and the other a proponent of blood magic, especially death magic.

The most common use of a blood magic among all types of dragons is the Dance of Blue Spirits. This powerful life-magic ritual creates a true drake servitor for the dragon, and requires some of the dragon's own life energy and blood to create it. The process is long and difficult, few save Great Dragons create drakes, and the number of drakes they possess is a reflection of the dragon's age and social status. A variation on this ritual is responsible for the creation of false drakes, and possibly the creation of the Book of Blue Spirits.

The most powerful use of draconic blood magic yet known was the Dying Legacy of the Great Dragon Dunkelzahn to empower the Dragonheart, a mystical focus that normally could not have been created or fully activated until nearly the highest point of the mana cycle.

Horrors and Blood Magic

Horrors and blood magic are not intimately connected, though it is suspected by many that they are. In part because of their shared history. The use of blood magic rose with the coming of the Scourge, when namegivers were desperate for power to defend themselves from the Horrors, and the two are often encountered together. Some scholars still argue that blood magic was taught to Namegivers by the Horrors, that its use creates a spiritual corruption within the user, and that blood magic itself draws the user closer to the Horrors. Death magic certainly attracts the attention of the Horrors, but then again it may simply be the negative emotions generated by the act of blood magic that draw these empathic parasites to the act. Using blood magic courts destruction, because you are very literally tapping the vein of life, and the myriad dark feelings aroused by performing the act are like candy to the Horrors. A few of the connections between Horror magic and blood magic are listed below.

Blood Oaths

A Note on Terminology, and Systems: Initiatory groups, and indeed the process of Initiation familiar to those familiar with Shadowrun are not known to exist as such in Earthdawn. That is not to say that they do not exist, but if they do it is either not recognizable in form or not widespread. Certainly the basis (or possibility) of such magical groups is present in Earthdawn; and these rites imposed by the Therans may be the basis of the grades of initiations in later days. Certainly the blood oath, as described here, sounds very much like the Oath ordeal of a magical order.

The Blood Oath is a binding agreement between two beings, usually Namegivers. The magic of the oath is such that the agreement must be fair (those who deceive others into oaths advantageous only to themselves come to a bad end), and voluntary (either subject may be drunk, or influenced by magical charms or spells and still be considered voluntary). The term of the Oath is one year and one day, after which it must be renewed. Those who break an Oath sealed with blood magic are subject to a wound (which may only be healed using magic) marked by runic scars that cannot be healed. Swearing a blood oath requires an actual amount of blood to be spilt, and the resulting damage cannot be healed until the term of the Oath is completed. Blood Oaths, unlike some magic, may be used by non-magicians and non-adepts. A blood oath works by using blood magic to connect the True Patterns of those swearing the Oath. Betrayers of blood oaths are marked by runic scars, which magicians may read as the name of the betrayed.

A Blood Peace oath seals a truce between two Namegivers. Each participant draws blood from their dominant weapon limb (T'skrang draw blood form their tails), and then presses their weapon into the blood of the other participant. As the blood dries on the weapon, the oath is sworn. Should this oath be broken, a wound appears where the oathbreaker drew blood to swear it. Magicians may recognize the runic scar as the name of the betrayed. If the oath is kept for a year and a day, the place where the blood was drawn from the oath turns gold, silver, ruby or emerald in color. The exact wording varies across distance and race, the following is representational):

As the sun shines upon the earth, so shall light illuminate my deeds. All people shall see that I mean no harm to (insert name). I shall take no action to bring harm to him or those of his blood, or by inaction allow harm to befall (insert name) or those of his blood. As the moon shines upon the earth, so shall light illuminate my intent. All people shall see that I honor my promise.

A Blood Promise is sworn between two living Namegivers who agree to perform dangerous services for each other. Each participant must make a cut on their forehead and over their heart, and wipe it off with their hands (left hand for forehead, right hand for chest). Facing each other and pressing their hands together so that the blood mixes, the participants state their names and their promises (the form should be as precise to one another's wording as possible, and describe the deeds to be done as best as possible.) The length of time in which each participant has to fulfill the promise, up to a year and a day, must also be included in the oath. A single talent or skill mentioned in the promise will be enhanced by the power of the oath. If the Blood Promise is broken, the Oathbreaker does not heal the damage taken to swear the oath, and runic scars (which magicians can read as the name of the betrayed) appear on the oathbreaker's chest and forehead. Not fulfilling the oath in time counts as breaking the oath. Should the promise be kept by both parties, a small patch of hair, sclaes or rock (as appropriate to race) becomes topaz, ruby, sapphire or emerald in color. Only one Blood Promise may be sworn at a time.

The most potent of blood oaths, only those who have proven themselves loyal to one another over a number of at least three years may use the Blood Sworn ritual. Any two namegivers who have proven their loyalty to one another in this way may swear this oath. Each participant cuts their forehead and their chests over the heart. One character wipes the blood from his forehead with his left hand, and presses the gory hand to the forehead of the other while reciting the first part of the oath (exact wording varies, this is representative):

As the sun rises each day, I shall think of you. As the stars shine each night, so shall you be constantly in my thoughts. As night follows day, so closely shall we share our separate thoughts. I shall know you as completely as you shall know me. This I swear to you.

The other participant repeats this gesture. The first participant then wipes the blood from his chest with his right hand and presses it gently on the cut in the other's chest, reciting the second part of the oath (again, wording varies, this is representative):

As the blood of my heart touches yours, so shall I touch your feelings. As your heart beats against my hand, so shall your feelings touch mine. My loyalty shall be yours. My courage shall be yours. The strength of my heart shall flow through your veins, When there is need, I shall be strong for both of us. This I swaer to you. We are blood sworn.

The other participant repeats this gesture. The magic of this oath, unlike others, lasts a lifetime, so long as the blood-sworn are loyal to each other. Should either violate the oath, then the oathbreaker suffers terrible wounds which may not be healed for three years and three days; and even then a single wound over the heart remains unhealed. There is no known magic able to heal this final wound. A variant of this oath, used among the Songbirds (Blood Queen Alachia's spy network) results in instant death to those who reveal the existence of the group or its connection with Alachia.

One way to possess a familiar is to swear a blood oath with a particular creature or spirit. The adept must first be on good terms with the animal or spirit, and then cuts herself, formally Names the would-be-familiar (or states the Name if the would-be-familiar already ahs one) and swears a blood oath. An adept may bond only one familiar at a time. Mistreating the familiar, allowing it to come to harm, or willingly breaking the blood oath causes the adept to suffer wounds that cannot be healed for a year and a day. A consequence of this oath is that the master and familiar are now minor pattern items of one another, even if the blood oath is broken (however, the familiar, and presumably the adept, is no longer a pattern item if dead).

The exact wording varies, this is representative:

I (Name of adept), take you (Name of familiar), to be my companion. As I now offer my blood, so do I swear to give my aid and protection. My loyalty and patronage shall be yours. Our strength and our thoughts will be as one. This do I swear, now and forever.

When an adept wishes to advance, but cannot afford to pay their instructor, they may request a blood oath known as a Training Pledge, which commits the student to pass on the teachings of their discipline if ever requested. Together, the two adepts seal their oath in blood over a coin; the power of the blood magic transmutes the coin's base metal into veins of orichalcum. This Pledge Coin is a symbol of the pact between the student, the teacher, and their shared Discipline. Should the student lose the coin, or spend it, then the student's training is lost. The student may give the coin to another who requests training and the Training Pledge. The Pledge Coin is also used for the Ritual of the Ghost Master, which calls the spirit of a fallen adept to complete the student's training.

A Note on Obsidimen Rituals: All Obsidimen are pattern objects for the True Pattern of their Life Rock. This means that when they swear a Blood Oath, the person they're swearing the oath with becomes connected to the True Pattern of their Life Rock. This is anethema to most Obsidimen, hence the rarity of their swearing Blood Oaths. However, when two Obsidimen wish to swear a Blood Oath, they have a unique ritual to accomplish this feat. Only Obsidimen may utilize this ritual, which is the same for all blood oaths. The two Obsidimen join together in the Dreaming for five days, during which they swear their oaths. At the end of this time they part, and are bound by their blood oath.

Blood Charms

Created by a mixture of alchemy, nethermancy, and often a weaponsmith or elementalist as well, blood charms are devices that attach to the namegiver that uses the magic within the blood to empower them. Typically, the blood magic damage of these devices cannot be healed until they are spent and/or removed. One-shot blood charms attach directly to the skin, piercing it to gain the blood needed to power them, and take 24 hours to charge. One shot blood charms must be used within a year and a day from being attached. Nethermancers may create blood charms with half-magic. All other magicians must use Alchemy to create blood charms. Only elementalists may craft living armor. The Therans have pioneered the use of blood charms implanted into their mounts (such creatures often suffer from DePatterning faster than their Namegiver equivalents).

Blood charms draw on the True Pattern of those they are attached to, drawing life energy to power themselves incurs stress on that Pattern. Overuse of blood charms can cause the Pattern to weaken and collapse in on itself (this is visible on the astral). Unless the individual removes all blood charms and ceases to use blood magic for a year and a day; then their next use of blood magic will lead to a sudden, irrevocable, and often messy death (massive heart attacks, spontaneous combustion, melting, implosion and the like are not unknown). Should certain powerful (and hence draining) blood charms be struck and damaged in combat, a "stress DePatterning" may result, in which the individual suddenly dies as described above. DePatterning was first chronicled among Therans, whose great demand and use of powerful blood charms made them more susceptible to it.

Absorb Blow

This one-use device absorbs a certain amount of damage after being activated, and then falls off.

Air Wings

This blood charm, for use with a flying mount, weaves True AIr into the ings to improve aerial speed and maneuverability.

Ashes from Kralipur

This blood charm may be produced by any who walk the length of the Pilgrimage Route along the Serepnt River, write a prayer to the Dragon of the Sun, and hold it in the flame until it turns to ash. Smearing the ashes on their forehead activates the charm, which provides protection from Horrors.

Astral Sensitive Eye

This gel-filled amber eye contains a worm that burrows into the user's socket, destroying their natural eye. The user thereafter can see through the eye and see into the astral with a bit of Strain, but the eye can never be removed. A similiar charm exists for mounts, but requires a month for the animal to get used to the dual vision.

Black Blood Charm

A long black worm with a lamprey-like mouth, it is attached near a major artery, where it burrows under the skin and causes a slight bulge. Over the months the charm is attached, the bearer's blood becomes more and more poisonous, until after a year and a day the bearer's blood is permanently poisonous, even if the charm is removed (it is said that at this point, the healing powers of Garlen no longer work on the bearer). THe charm is thought to be Horror-created, and is most often found near Iopos.

Blood Karma Charm

This one-use charm is crafted of gold, silver and copper wire set with diamonds, this charm, once attached and attuned to the wearer's karma, allows more karma to be spent. Once used, the diamond in the charm cracks and turns a dusty black. The damage from attaching the charm lasts for a year and a day.

Blood Knuckles

Small pieces of jade, agate or lapis lazuli set into the wearer's knuckles, feet, knees or tails to improve damage in unarmed combat. When set (in a manner similar to blood pebbles) veins of blood appear in the stones, darkening them.

Blood Matricies

A spell-specific matrix that holds certain essential parts of the spell's pattern. The spell can then be cast at will with a small expenditure of life magic. Enhanced blood matricies and Armored bloodmatricies may also be created and attached in this way.

Blood Pebble Armor

One of the few armors that living obsidimen can wear, this requires hundreds of small, specially prepared elemental stones to be grafted onto the subject's skin. Only weaponsmiths can implant or remove this living armor, which takes 8 hours. Some weaponsmiths place the colored stones in artistic patterns. Mounts may also receive this living armor, though it takes a weaponsmith twice as long.

Blood Pouch Charm

This small charm possesses small bendable metal prongs that can hold one coin in place. When pressed agaisnt the skin of the bearer, the charm dissolves into it, leaving a tattoo of the coin on the skin. At a later time, the bearer may cause the coin to reform form the tattoo, destroying the charm. This is often used to keep a valuable orichalcum coin, such as a pledge coin, safe.

Blood Tattoo

A tattoo, often an arcane symbol. FIrst perfected by primitive human tribes in Barsaive before and durign the Scourge, a Blood Tattoo can act as a permanent Horror Fend, Desperate Blow or Desperate Spell charm. These charms can never be removed, but can be recharged once expended.

Blood Weapon

A portion of the bearer's anatomy is replaced or augmented with living crystal to improve unarmed attacks-razor-sharp teeth, claws, a stinger in a t'skrang's tail, horns and the like are all common.

Bone Charm

Crafted from the bones of their enemies by the orks of Cara Fahd, these come in two types:
Unshaped bones, about the size of a knuckle, set into the skin with a metal pin; and rarer, larger (up to four inches long) shaped bones (usually wielded by shamans and chieftans) set into the forearm that act as Absorb Blow Charms.

Breath of Water

A blood charm for a mount that allows it to breath for some minutes udner water. It is made from True Air and True Earth, and implanted in the animal's lungs.

Chameleon Cloak

This grayish, hooded rain cloak enahnces the bearer's stealth abilities.

Crows Sight

An amulet of a crow with wings spread, the bearer becomes aware of any scavenging avian or raptor within a mile of their current location, and can attempt to control a single bird and see through its eyes. This bound bird (the bearer may never have more than one bound at a time) remains bound so long as it is within 5 miles of the bearer, though it can be released at any time. Any injuries suffered by the bird also effect the bearer, and should it die the bearer will be permenantly blinded in one eye as the charm shatters.

Crystal Arm

A limb crafted from living crystal, this arm may either be used as a prosthetic (replacing a lost arm), or implanted either in the chest or between the shoulder blades.

Crystal Limbs

Developed by the Theran Empire to extend the useful life of its soldiers, these crystal prosthetics may be applied by affix the cusp at the end to a deep, narrow incision on the stump of the lost limb. The blood from the cut will flow through the crystal limb, and the limb will shape itself into a crystalline replica of the lost limb (if the sizes are comprable). Crystal limbs msut be attached by a weaponsmith, and must be recharged by a skilled weaponsmith every year and a day, or they will become stifff, slow and eventually cease to move altogether.

Crystal Talons

This blood charm replaces a mount's natural talons with sharper, harder talons of living crystal.

Darksight Eye

An eyepatch attached to a piece of hollowed-out living crystal, in which resides a gel-worm. The wyrm burrows in, painlessly destroying the eye, and the bearer can see out through the dark gem of the blood charm as if he could see in low-light much better. This cahrm cannot be removed.

Death Cheat

This one-use device (often turquiose or tourmaline marred by a single red spot when attached) provides a sudden revivitation should the wearer die, and then becomes inert.

Death Feign

A small silver-gilt fire-blackened rat skull that allows the bearer to feign death.

Desperate Blow

This charm may be used to provide an increase to a single attack, or to increase the damage of a single attack. Unlike other one-use charms, it can be re-attached after use.

Desperate Spell

This charm may be used to provide an increase to a single spellcasting, or to increase the effect of a cast spell. Unlike other one-use charms, it can be re-attached after use.

Disturbing Appearance

Actually a wide variety of cosmetic blood charms, including glowing eyes, a sheet of ice for hair, pearlescent and glowing skin, glass skin, compund or serpetine eyes, scaled hife, gems in place of fingernails, horns the writhe like living things, hair made of wire or solk, bright-colored teeth, eyes that reflect idealized images of those who look into them, radically altered musculature, unnaturally fine and symmetrical features.
The actual charm itself is a small piece of black crystal, no larger than a coin, embedded somewhere on the body.

Elemental Fend

These charms are made bys oaking a small piece of orichalcum in an alchemical solution. After a week, the orichalcum is removed and a kernel of one of the True Elements is woven to it. The fend helps protect the adept against spirits of that element. It may be recharged when expended.

Enduring Art

This is actually an alternative Talent for Beastmasters. Using this skill, Beastmasters can create tattoos or ritual scarring in the shape of an animal that can act as a blood charm to increse or decrease a specific attribute associated with that animal.

Familiar Charm

These deep-green or blue crystal charms come in two parts: one for the adept and one for their familiar. When attached, they turn dark and nearly opaque. A familiar charm enhances one specific ability of the bond between the adept and the familiar. Multiple charms may be attached to augment mutliple abilities.

Fish Breath Charm

This charm appears as a dried octopus when dormant. It must be soaked in water to activate, then a cut is made on the bearer's nose and he sticks his face in the water, where the charm will attach and mimic the user's skin tone. It allows the bearer to breath water indefinately. The charm may be removed by letting it dry out over a week,a nd then prying it from the bearer's face.

Fleet Foot Charm

A piece of diamond-shaped black enamel that can enahcne the bearer's speed.

Fools Charm

The apparent novelty charm (of any appearence) allows the bearer to cause a slight glow to emenate from her profile (glowing eyes and leaving a slight glow on touched objects are also not unheard of)

Garlen Stone

Small pebbles covered in golden caterpillar-like hair; which lengthens into spines and attaches itself to the bearer's stomach or intestinal wall when swallowed. It improves the adept's healing ability.

Gilt Tongue

This appears as the gold-dipped tongue of a Name-giver. To attach, a cut must be made in the base of the bearer's tongue, at which point the charm dissolves into a liquid and pleanetly enters the cut, leaving a permanent scar. The charm enhances the bearer's charisma, though it prevents any further magical augmentations of the bearer's charisma in the future.

Horn Needle

Thin yellowish-grey needles carved from unicorn horn implanted under the bearer's skin, where the blood turns it red with black streaks (visible through the skin). Allows the adept to improve her resistance to poisons and diseases.

Horror Fend

When activated, this charm provides a temporary increase in resistance versus the physical and magical assaults of a Horror or Horror construct. It may be recharged with blood when used if the recipient wills it, otherwise it falls off when the duration of the fend ends.

Horror Sink

This small charm burns whenever a Horror is within 100 yards. Or certain nethermantic magics are used. Or constantly in areas of high astral corruption.

Indrisan Blood Cobra

This appears as a small, fully articualted platinum cobra with semi-precious stones for eyes. it must be swallowed, a few hours after which it will awaken and the snake will burrow to the base of the spine and eat it's way up the spinal column, expanding and replacing the eaten spine (the bearer should be bound, gagged, and/or hevaily sedated, as the pain is intense). The device increases the bearer's speed and flexbility, but prevents further magical increase of such abilities in the future.

Initiative Booster

A ruby-colored crystal that turns obsidian-dark when infused with blood, can improve the bearer's reaction time.

Karma Absorber

This charm is created by ritual scarification; and takes two months for the raised welts to grow into a ring of tumor-like flesh around the crown of the skull before it is ready to use. This charm allows the individual to steal karma from others in combat, but is particularly sensitive to being damage.

Karma Charm

Each karma charm allows an adept to spend karma on a specific Talent.

Kildare's Skin Map

The creation of Wxs Kildare of Uropa, an Air Sailor and Wizard adept. These tattoos generate a high-detail map of an area 100 miles in radius around the bearer over the course of a few days (depending on the speed with which the bearer moves). Theran artificers believe it is tied directly to the True Pattern of Barsaive.

Kines Charm

This charm allows the bearer to "store" nights of sleep, so that when activated the charm allows her a long period of wakefullness.

Koriganian Armband

A twisted silver and bronze armband with living crystal knobs at the ends. When attached, the crystal ends grow together to form a solid ring, and allows the bearer to enhance the strength of a single limb. It is crafted solely in Vassgothia.

Lasting Memory Charm

A headband with an enameled eye, when attached the eye opens and appears to be a real eye identical to the bearer's. It provides near eidetic memory.

Living Crystal Armor

One of the few armors that living obsidimen can wear, this requires columns of living crystal to be implanted beneath the skin and encouraged to grow. It does not cover the head, as attempts to do this caused massive damage to the brain. Only elementalists or weaponsmiths may implant or remove this armor, which requires 3 days.

Living Hair Barding

A type of living armor crafted from matted thundra fur and bits of elemental earth woven to create an armor like rhinoscerous horn. This armor, which can be used by mounts and Namegivers equally, requires four days to apply or remove (the roots must grow into the bearer's bloodstream) under the care of a skilled beastmaster or cavalryman. It does not cover head, hands or feet.

Mark Breaker Charm

This translucent charm, soemtimes known as the Dreamer's charm or Drunakrd's charm, can produce a state of near euphoria in the bearer in an attempt to resist the effects of a Horror mark, or for recreational purposes.

Orichalcum Branch "Living Metal" Armor

Crafted solely by the Danairastas clan of Iopos for their personal guards, the Orichalcum Branch, each of these unique suits-the strongest living armor known-is crafted for and grafted on a member of the Orichalcum Branch by a Denairastas, who are the only ones that know the proper rituals.

Poison Sac

This charm is attached to a previously installed blood weapon, and gives the bearer the option of poisoning those whom he hits with that blood weapon.

Ska's Tear

A small amber tear with a drop of blood suspended within it, this charm must be eaten, whereupon it dissolves and reforms inthe bearer's body. It allows the bearrer to give another Namegiver some of her healing ability by creating a single tear and dropped into the other's injury or mouth.

Spore Gland

A fungal parasite implanted in the glands around the throat, permanently swelling them (visible on close inspection), and causing them to smell slightly musty on humid days. When the character takes sufficient damage to be knocked unconscious, the spores automatically release and damage those nearby (unless they are protected by a potion, brewed by the same magicians that create these blood charms).

Stepping Dead Charm

A necklace of bones or teeth and twisted sinew or cord; removes all sensation of pain. It is said that whoever dies wearing this charm rises and heads towards the east.

Strength Booster

Made from clear crystal that turns deep red when infused with the bearer's blood; temporairily boosts strength.

Swimming Charm

A blue crystal charm which extends the time a swimmer can stay underwater. It may be implanted under the skin for permanent use as a blood charm.

Targeting Eye

This false eye improves the recipient's vision, allowing them an increase to missle and thrown weapons with a little Strain. However, it cannot be removed, as the gel worm within the device destroys the original eye.

Theran Blood Crossbow Charm

These charms are small gems that is attached to the bearer's wrist. A spiderweb of veins then develop on the bearer's hand, and the charm is ready to use. Each charm is tied to a specific, specially crafted medium crossbow, which develops dark streaks on its stock to match the veins on the bearer's hand. The blood magic of the charm may then be expended to increase the poer of one shot from the crossbow. This charm may be recharged.

Thought Worm Charm

The golden eggs must be placed on the earth, and those who wish to be linked drip their blood on them, then lay on the ground. The thought worms hatch, writhe together for a time, and then enter the patterns of the bearers, allowing them a limitied ability to share their thoughts. THe golden eggs remain behind; crushing the egg destroys the link.

Wazzneer's Gem

This green gem increases the difficulty of tracking the bearer with magic.

Wings of Fire

Magically treated fire opals set in an invasive adn damaging criss-cross pattern in the back of the bearer. After a month-long healing period, the bearer may cause magical flames (which are not hot and cannot burn objects) to jet from the opals, propelling the bearer in flight for short periods of time. Some windlings who have lost their wings resort to this dangerous blood magic.

Wound Balance Charm

Amber-colored crystals that turn a deep orange when infused by the bearer's blood; helps prevent the loss of balance caused by damage.

Wound Store

This pin of an enamled green leaf and three clear quartz berries (these turn blood red when attached), allows the bearer to store healing magic for a later date.

Threaded Items That Use Blood Magic

The power of Astral Space is infinite. The life force of Namegivers is not. A magical item that draws its strength solely from the blood of the wearer all the time will quickly kill the Namegiver as her life force is expended. Blood charms draw power when they are used or charged only, thus superseding this restriction. Thread items often only require blood magic be used for symbolic reasons, or again for a single, limited, specific ability, superseding the need to constantly draw on the Namegiver's life force.

Along with such minor and temporary items as blood charms, blood magic can be incorporated into the pattern of threaded items, enhancing or empowering the artifacts to wondrous feats. Many artifacts require a bit of Strain to use their powers, but others require Blood Oaths as deeds, and actually enhance the magical abilities of the thread item). One unique location, The Weavetrees of the Stormhammer Jungle in Vivane Province, can actually create thread items based on the True Pattern of the namegiver who performs a blood magic ritual. The item is literally woven out of the Namegiver's own blood.

The Amulet of Dianuus

The threadweaver must seal a pact with a spirit from each of the five elements using blood magic to access the greatest power of the amulet.

Amulet of Dirac Tol Amarra

The amulet's greatest power allows it to act as a Desperate Spell or Desperate Blow charm.

Blades of Cara Fahd

The blade's ultimate power allows the threadweaver to perform a blood magic ritual to rip a soul from its body.

Blood Quill of Moralar

This artifact, crafted by a Blood Warder and Nethermancer named Moralar, allows you sto summon the spirit of his fallen familiar-after you have sworn a blood oath to never take a familiar, that is.

Chain of Capturing

This item's ultimate power uses blood magic to capture the soul of a Horror.

Counterspell Staff

May be enhanced using blood magic as a Deed

Crystal Spear

Threadweaver must make a pilgrimage to the trollmoot where the spear's creator came from and swear a blood oath with its leader.

Dragon Mail

Threadweaver must swear a blood oath to serve a great dragon to access the higher levels of this armor's powers.

Endar's Arrows

Endar will only reveal the final secret of these arrows if the threadweaver seals a blood oath with him.

Farliss' Dagger

The final thread requires the threadweaver to seal a pledge at Farliss' tomb with a blood magic ritual.

Lightning Mace

May be enhanced using blood magic as a Deed

Grimeye's Lance

The ultimate power of this weapon, the ability to summon the ghosts of the Seven Spokes with blood magic, may only be used once the threadweaver has sworn a blood oath to the leader of Cara Fahd.

Puppet Familiar

This item may be reNamed and animated by a simple blood magic ritual


This blade's ultimate power requires blood magic, but may slay a Horror with a single blow.

The Shackled Feet of Friendship

To weave threads to this item, the threadweavers must swear a blood oath, which strengthens at the highest thread rank. Breakign the oath unweaves all of the threads woven to the item.

Shanguh's Mighty Hearts

These mummified hearts are threaded blood charms, which must be affixed (swallowed) before a thread may be woven to them.

Silvered Shield

The enchantment of this item draws power from an earth elemental. By swearing a Blood Oath with the elemental, the greatest power of the shield may be accessed, which requires a further expenditure of blood magic. If the oath is ever broken, the shield becomes useless.

Staff of Akarem the Mage-Builder

The staff's final power allows the threadweaver to summon an earth elemental using blood magic.

The Sword of Fentheri

The greatest power requires the threadweaver swear a blood oath to Floranuus

Thorn Sword

The final power of this weapon requires the threadweaver use blood magic to spur the growth of a rose planted in Queen's garden in Blood Wood.

Tome of Memory

To access the final power of this item, the threadweaver must inscribe a puzzle into the book using a blood magic ritual.


To access the sword's Spell Eater power, the threadweaver msut swear a blood oath and fulfill it.

Venna's Armor

Threadweavers to this armor may use blood magic to both enhance its effectiveness and store karma points within it.

Windling Cup of Friendship

The ultimate power of this item requires the performance of the Windling Friendship Cup Ceremony at the village the cup was fashioned at. This involves blood oaths, most often a blood-sworn oath between the threeadweaver and the village Elders.

Spells That Use Blood Magic

In the Age of Legend, several spells require or can be augmented with blood magic.

Air Fortress

Can be extended in duration for a year and a day by using blood magic, which may be healed at the end of that period.

Alter Life

A variant of the Create Life spell (see below), requires a bloodbroth and is considered ritual blood magic.

Animate Dead

Can be extended in duration for a year and a day by using blood magic, which may be healed at the end of that period.

Blood Servitor

This spell uses the caster's blood and energy from astral space to create a small servitor.

Bone Walker

Can be extended in duration for a year and a day by using blood magic, which may be healed at the end of that period.

Call Forth the Army of Decay

This spell requires the blood of sacrifices for each thread woven.

City in a Bottle

Can be extended in duration for a year and a day by using blood magic, which may be healed at the end of that period.

Create (False)Life

Requires a bloodbroth, and is considered ritual blood magic.

Death Trance

Can be extended in duration for a year and a day by using blood magic, which may be healed at the end of that period.

Eternal Youth

This spell requires blood magic to be cast. Death magic is often used to offset the damage.

False Enchantment

Can be extended in duration for a year and a day by using blood magic, which may be healed at the end of that period.

Flying Carpet

Can be extended in duration for a year and a day by using blood magic, which may be healed at the end of that period.

Horror Call

This dangerous spell summons a Horror, and requires blood magic to be cast.


Can be extended in duration for a year and a day by using blood magic, which may be healed at the end of that period.

Memory Blank

Can be extended in duration for a year and a day by using blood magic, which may be healed at the end of that period.

Memory Scribe

Can be extended in duration for a year and a day by using blood magic, which may be healed at the end of that period.

Nutritious Earth

This spell uses blood magic to fertilize the ground.


Can be extended in duration for a year and a day by using blood magic, which may be healed at the end of that period.


Blood magic can improve the efficiancy of this spell, letting the spell within the object to be cast repeatedly.

Weapon Back

The preperation for this spell requires blood magic, the scar from which is used to forge a link with the intended weapon.

Other Uses of Blood Magic

As adepts increase in power and knowlege, they discover new abilities which may be powered with blood magic (either strain or permanent damage). AN example of this is the ability of high-circle Weaponsmiths to create orichalcum using blood amgic. Technically speaking, any talent, item or ability which causes strain is an example of life magic.

Nethermancers may, due to their studies, make half-magic tests to recognize blood magic rituals, and to create blood charms.

Spell Crystal Lock is an example of a Talent that uses blood magic prominently, rather than a bit of strain. When used, locks a spell in a spell matrix for a year and a day with blood magic.

An adept may choose to enhance a single magical talent or ability for a single task be tapping into her lifeforce for a rush of energy to "push" the ability. This requires the adept to physically draw blood, such as slashing at herself with a knife.

The Sacrifice Geas is a magical limitation, based on the classical weaknesses of Celtic myth. Blood magic is described as psychologically addictive due to the rush of power it brings and the easy temptation to use just a little bit, or just a little bit more. One more blood charm will never hurt, right? Even when thinking in terms of magicians that use death magic, the magician chooses to kill another being for the rush of power that it brings, which I think would by psychologically addictive. However, there are some, few magicians who have taken that they MUST kill, and kill regularly, or give up all access to their magic. Only those who have learned the techniques of blood magic in the Sixth World may take this geas.

A Healer adept seeking to know more about a corpse may use blood magic. The Healer must have a tube with a silver needle attached at one end and an orichalcum needle attached at the other. Putting the silver needle into the artery of the corpse, and the orichalcum needle into one of her own. This blood magic, best used on recent corpses, will return to the Healer information about the corpse's former life and how he died. This blood magic is unpredictable, however, and may cause the Healer to fall unconscious fo rdays, or even reanimate the corpse for a short time (especially if the corpse had been previously reanimated). the Healer then sings this song while focusing on the magic of her blood:

Life of mine flow through him
Life of mine live for him
Blood of mine fo to him
Blood of mine implore him
Spark life at twilight edges grey
Where death claims those he holds in sway

In the Sixth World, the highest druidic initiates may know and practice rituals involving blood sacrifice. At the first light of dawn on any of the major Druidic festivals of Imbolc(1 February), Beltane(31 April), Lugnasad(1 August), and Samhain(1 November); this high-level initiate, at his home circle and with six other druid initiates of any power, may sacrifice a willing metahuman to strengthen an ally or free spirit, or use their blood to purify the land (exact rituals may require scions of royal bloodlines to fulfill this function, harkening back to the ancient myth of the king renewing the land with his death.) If the subject is at all unwilling, or if any toxic druids are among those in the circle, then the ritual has a toxic effect (such as corrupting the empowered spirit). There is said to be a difference between the Celtic (or shamanic) druids and the English (or Hermetic) druids regarding sacrifice; and the practice is not known to be among the body of lore possessed by the elven druids of Tír na nÓg.

Of those groups that utilize cybermancy in the Sixth World, the Aztlaners and Heavenherds stand out. The Heavenherds, descendents of Thera's own premier magicians, may or may not owe their body of techniques to Theran experiments with blood charms and magical augmentation. If so, they have certainly learned their lessons about using such dangerous lore. The Aztlaners are a different story altogether. It is clear that the Aztlaners use death magic to offset the drain caused by the cybermantic rituals, and that the Aztlaners use blood spirits as their intermediaries in these rituals. In any event, it appears that the astral construct is a major focus for these blood magicians, possibly as a result of their connections to the Horrors.

Some who follow the Discipline of the Weaponsmith focus their talents on the construction of a Heartblade. More than a wizard's grimoire or Swordmaster's soul sword, the heartblade is an expression of the Weaponsmith's skill crafted lovingly over a period of years. When finally complete, the blade can be permanently bound to the True Pattern of the Weaponsmith with a blood magic ritual, becoming her Core Pattern Item and enhancing certain talents (it must enhance the Forge Blade talent, or it is not a Heartblade). This ritual must be repeated every year to maintain the connection. The forging ritual consists of eight steps:


The Hilt must first be constructed. This involves visualizing how the entire blade will fit together.
The Weaponsmith must advance to the next circle before taking the next step.


A device must be selected to be attached to the hilt, and the pommel constructed around it. This device is commonly a gem, or small iron ornament the smith crafts herself.
The Weaponsmith must advance to the next circle before taking the next step.


The guard must be constructed.
The Weaponsmith must advance to the next circle before taking the next step.


The ore for the blade must be found. It must come froma lost kaer; and is usually taken from ancient weapons.
The Weaponsmith must advance to the next circle before taking the next step.


The weaponsmith must painstakingly purify the ore for the blade. A mistake in this step will render the blade useless, and the process must be started over.
The Weaponsmith must advance to the next circle before taking the next step.


The blade must be forged.
The Weaponsmith must advance to the next circle before taking the next step.


The blade and hilt must be joined, and any necessary re-balancing done.
The Weaponsmith must advance to the next circle before taking the next step.


The blade must be sharpened, and any extra decorations added.

Some blood magics, for one reason or another, do not fall into the above categories, or are of an unknown variety:

Book-by-Book References

6000 (Earthdawn, 1st Edition)
6002 (Earthdawn GM Screen, 1st Edition)
6100 (Barsaive Boxed Set)
6101 (Denizens of Earthdawn, Volume One)
6102 (Denizens of Earthdawn: Volume Two)
6103 (Legends of Earthdawn: Volume One)
6104 (Parlainth Boxed Set)
6105 (Creatures of Barsaive)
6106 (The Adept's Way)
6107 (Horrors)
6108 (Sky Point & Vivane Boxed Set)
6109 (The Serpent River)
6110 (Legends of Earthdawn: Volume Two The Book of Exploration)
6111 (Throal: The Dwarf Kingdom)
6112 (Earthdawn Survival Guide)
6113 (The Blood Wood)
6114 (The Theran Empire)
6115 (Secret Societies of Barsaive)
6116 (Crystal Raiders of Barsaive)
6117 (The Ork Nation of Cara Fahd)
6200 (Earthdawn Companion)
6201 (Magic: A Manual of Mystic Secrets)
6202 (Arcane Mysteries of Barsaive)

6301 (Mists of Betrayal)
6302 (Terror in the Skies)
6303 (Infected)
6304 (Parlainth Adventures)
6305 (Shattered Pattern)
6306 (Sky Point Adventures)
6307 (Blades)
6308 (Throal Adventures)
6401 (Prelude to War)
Living Room Games/WizKids

100 (Path of Deception)
101 (Barsaive at War)
200 (Earthdawn, Second Edition)
201 (Earthdawn Companion, Second Edition)
202 (Barsaive in Chaos)
203 (Earthdawn GM Screen, 2nd Edition)
204 (Scourge Unending)
205 (The Way of War Makers of Legend Volume One)
206 (The Book of Dragons Revised and Expanded)
207 (The Wanderer's Way Makers of Legend Volume Two)

A note: this is the last book FASA put together for the Earthdawn line, but FASA closed before it ever saw any actual, physical existence. So they were incredibly kind and put the PDF file of it onto the internet to satisfy al us die-hard ED fans. Living Room games, who currently produced ED under license from WizKids, are coming out with a new, expanded version in hardcopy. Can't wait.


7101 (Shadowrun, 1st Edition)
7102 (GM screen)

7103 (Sprawl Sites)
7104 (Street Samurai Catalog)
7105 (Paranormal Animals of North America)
7106 (The Grimoire: the Manual of Practical Thaumaturgy/14th Edition, 2050)
7107 (Virtual Realities)
7108 (Rigger Black Book)
7109 (Shadowbeat)
7110 (Shadowtech)
7111 (DMZ boxed set)
7112 (Paranormal Animals of Europe)
7113 (Corporate Shadowfiles)
7114 (Fields of Fire)
7115 (Lone Star)
7116 (Prime Runners)
7117 (Bug City)
7118 (Corporate Security Handbook)
7119 (Cybertechnology)
7120 (Awakenings: New Magic in 2057)
7121 (Threats)
7122 (Portfolio of a Dragon: Dunkelzahn's Secrets)
7123 (Underworld Sourcebook)
7124 (Cyberpirates!)
7125 (Corporate Download)
7126 (Man & Machine: Cyberware)
7201 (Seattle Sourcebook)
7202 (Native American Nations: Volume One)
7203 (London Sourcebook)
7204 (Germany Sourcebook)
7205 (The Universal Brotherhood)
7206 (Neo-Anarchist's Guide to North America)
7207 (Native American Nations: Volume Two)
7208 (The Neo-Anarchist's Guide to Real Life)
7209 (California Free State)
7210 (Tir Tairngire)
7211 (Tír na nÓg)
7212 (Denver Boxed Set)
7213 (Aztlan)
7214 (Target:UCAS)
7215 (Target:Smuggler Havens)
7216 (New Seattle)
7219 (Target: Matrix)

7901 (Shadowrun Second Edition)
7902 (Gm Screen)
7903 (The Grimoire: The Manual of Practical Thaumaturgy/15th Edition, 2053)
7904 (Virtual Realities 2.0)
7905 (Shadowrun Companion)
7906 (Rigger 2)
7907 (Magic in the Shadows)
7908 (Cannon Companion)
7909 (Matrix)
7910 (Rigger 3)
7001 (Shadowrun 3rd edition)
7002 (GM screen)
7003 (Shadowrun Quick Start Rules)
7301 (DNA/DOA)
7302 (Mercurial)
7303 (Dreamchipper)
7304 (Queen Euphoria)
7305 (Bottled Demon)
7306 (Harlequin)
7307 (Dragon Hunt)
7308 (Total Eclipse)
7309 (Imago)
7310 (Elven Fire)
7311 (Ivy and Chrome)
7312 (One Stage Before)
7313 (Dark Angel)
7314 (A Killing Glare)
7315 (Celtic Double-Cross)
7316 (Eye Witness)
7317 (Paradise Lost)
7318 (Divided Assets)
7319 (Double Exposure)
7320 (Harlequin's Back)
7322 (Super Tuesday)
7323 (Shadows of the Underworld)
7324 (Predator and Prey)
7325 (Missions)
7326 (Mob War)
7327 (Blood in the Boardroom)
7328 (Renraku Arcology Shutdown)
7329 (First Run)
7330 (Corporate Punishment)
7331 (Brainscan)

10650 (Year of the Comet)
10651 (Target: Awakend Lands)
10652 (Threats 2)
10653 (Target: Wastelands)
10654 (Wake of the Comet)
10655 (Shadowrun Companion, 3rd Edition)
10656 (Shadows of North America)
10664 (State of the Art: 2063)
10665 (Survival of the Fittest)
10666 (Dragons of the Sixth World)
10667 (Sprawl Survival Guide)
10673 (Character Dossier)
25002 (Shadows of Europe)
25003 (Mr. Johnson's Little Black Book)
25004 (State of the Art: 2064)
25006 (Loose Alliances)
25007 (Shadows of Asia)
25014 (System failure)
26004 (Street Magic)
The Family Jewel The Earthdawn Novels
A Note: Please also see the Lost Earthdawn page.

The Longing Ring
Mother Speaks
Poisoned Memories
Shroud of Madness
Lost Kaer

The Shadowrun Novels

Never Deal With A Dragon (Secrets of Power Volume I)
Choose Your Enemies Carefully (Secrets of Power Volume II)
Find Your Own Truth (Secrets of Power Volume III)
Never Trust an Elf
Into the Shadows
Note: There were two versions of this, one of which contained the short story A Plague of Demons, and another which instead contained Into the Shadows. Streets of Blood
Night's Pawn
Striper Assassin
Lone Wolf
Fade to Black
Burning Bright
Who Hunts the Hunter?
House of the Sun
Worlds Without End
A Note: This novel, alternately loved and despised by everyone who's ever read it, was to be the third in the Immortals Trilogy written by Caroline Spector. However, Worlds Without End was the only book in the trilogy published in the United States or in English. The others, Scars (Narben) and Little Treasures (Klein-Schwarze) were published only in Germany and France. I am pleased to tell you that the novels are forthcoming from Per Aspera Press. Just Compensation
Black Madonna
Preying for Keeps
Dead Air
The Lucifer Deck
Steel Rain
Stranger Souls (Book One of the Dragonheart Trilogy)
Clockwork Asylum (Book Two of the Dragonheart Trilogy)
Blood Sport
Beyond the Pale (Book Three of the Dragonheart Trilogy)
  • The dragonheart is used to unravel Darke's bridge, and destroy some of the Gestalt, including, it is presumed, Mr. Darke
  • Technobabel
    Wolf and Raven
    The Terminus Experiment
    Run Hard, Die fast
    The Forever Drug
    Tails You Lose
    The Burning Time

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