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Blood Creatures

You use your own blood as a catalyst to create mystical creatures.

Relics & Rituals: Olympus

© 2004 White Wolf Publishing, Inc. Distributed for Sword and Sorcery Studios by White Wolf Publishing, Inc.

By W. Jason Peck, Aaron Rosenberg, Christina Stiles and Relics & Rituals: Olympus team

Conjuration [Creation]

Level: Cleric 7
Components: V, S, M, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One or more summoned animals, no two of which can be more than 30 ft. apart
Duration: 1 minute/level
Saving Throw: None
Spell Resistance: No

These creatures look like normal animals, except that their skin, fur, scales and/or feathers are the color of freshblood. You can create one hit die’s worth of creatures for every two levels; a 16th-level caster could create eight 1 HD animals, one 8 HD monster, or any other combination. You must shed one hit point’s worth of blood during the casting of this spell.

The creatures have the same stats and abilities as a normal animal of their type, except that they have an additional two hit points per caster level, and a +4 insight bonus to their Armor Class and on saving throws. They count as magical beasts for purposes of determining what spells or magical abilities affect them. These creatures are intelligent enough to understand and obey basic commands. They are loyal to you, and will fight to defend you. When the spell duration ends, or if the creatures are destroyed, they revert to drops of blood.

Material Component: The caster’s fresh blood.

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