Crafter Level ; Crafting Proficiency Rank ; Crafting Feat
Formula Price
Tools You have an appropriate set of tools and, in many cases, a workshop; Crafting Materials You must supply raw materials worth
Extra Requirements
Crafter Level ; Crafting Proficiency Rank ; Crafting Feat
Formula Price
Tools You have an appropriate set of tools and, in many cases, a workshop; Crafting Materials You must supply raw materials worth
Extra Requirements
This setup time is the base number of days it takes to create the item. If you decide to take the slow and methodical approach (Core Rulebook 244), you spend that number of days of Regular Setup in Table 1, and then attempt the Crafting check to determine your success. You can instead rush the process (Treasure Vault 158), taking days off the time needed to setup the item while introducing a greater risk of failure.
Below, you may change your Crafting Proficiency Rank and your Crafter Level.
Take the DC from Table 1. When you take Rush Crafting, you have to decide on your approach to the job, from Trained to Legendary, which is limited by your proficiency. That choice sets the Setup Time and the Crafting DC.
Critical Success Your attempt is successful. Each additional day spent Crafting reduces the materials needed to complete the item by an amount based on your level + 1 and your proficiency rank in Crafting.
Success Your attempt is successful. Each additional day spent Crafting reduces the materials needed to complete the item by an amount based on your level and your proficiency rank.
Failure You fail to complete the item. You can salvage the raw materials you supplied for their full value. If you want to try again, you must start over.
Critical Failure You fail to complete the item. You ruin 10% of the raw materials you supplied, but you can salvage the rest (30 gp). If you want to try again, you must start over.
If your Crafting check is a success, you expend the raw materials and can complete the item immediately by paying the remaining portion of the item’s Price in materials. Alternatively, you can spend additional downtime days working on the item. Above, you may change your Proficiency Rank and your Crafter Level. Below you can choose your Crafting Check Result from Step 3 and you may select the Additional Days of Work. This webtool calculates the Remaining Balance.
If you are at least an Expert in Crafting, you can rush the finishing process (toggle the Rush the Finish), reducing the value of the materials you must expend to complete the item. Doing so comes at a risk; at the end of the creation process, once the item is finished, you must attempt a DC flat check.
Success the item is complete and works perfectly.
Failure the item is still completed, but it gains a quirk.
Critical Failure the item is ruined or might become a cursed item attached to you.
To use one of the NPCs in this section to represent an NPC of a different ancestry, apply the adjustments below for the desired ancestry. These provide the basic features from that ancestry, like darkvision, altered Speed, and unique abilities like a halfling’s keen eyes. For other ancestries, you can create similar templates following the same format. In addition to these base changes, you can add the effects of a specific heritage: you might apply the snow goblin heritage if your NPC is a Frostfur goblin and you want them to have cold resistance. You can also give them an ancestry feat, or even adjust their ability scores and skills to reflect the new ancestry’s strengths and weaknesses. For a half-elf, half-orc, or any other heritage essential to the character, you should always apply the heritage effect.
| Ancestry | New Trait | Senses | New Languages | Speed Change | Special |
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ANADI MEDIUM | — | Anadi, Mwangi | — | Fangs |
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ANADI MEDIUM | — | Anadi, Mwangi | — | Fangs |
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ANDROID MEDIUM | — | Androffan | — | — |
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ATHAMARU MEDIUM | — | Thalassic | -5 feet | — |
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AUTOMATON | — | Utopian, the language of the plane of, Axis | — | — |
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AWAKENED ANIMAL | — | — | -25 feet | — |
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CATFOLK MEDIUM | — | Amurrun | — | — |
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CENTAUR | — | Fey | +5 feet | — |
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DWARF MEDIUM | — | Dwarven | -5 feet | — |
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ELF MEDIUM | Low-Light Vision | Elven | +5 feet | — |
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FETCHLING MEDIUM | Darkvision | Shadowtongue | — | — |
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GHORAN MEDIUM | Low-Light Vision | Sylvan | — | — |
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GNOME | — | Fey, Gnomish | — | — |
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GOBLIN | — | Goblin | — | — |
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GOLOMA MEDIUM | — | Goloma, Mwangi | +5 feet | Eyes in Back |
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GOLOMA MEDIUM | — | Goloma, Mwangi | +5 feet | Eyes in Back |
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GOLOMA MEDIUM | — | Goloma, Mwangi | +5 feet | Eyes in Back |
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GOLOMA MEDIUM | — | Goloma, Mwangi | +5 feet | Eyes in Back |
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HALFLING | — | Halfling | — | — |
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HOBGOBLIN MEDIUM | — | Goblin | — | — |
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HUMAN MEDIUM | — | — | — | — |
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KASHRISHI | — | Kashrishi | — | — |
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KHOLO MEDIUM | — | Kholo | — | — |
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KITSUNE MEDIUM | — | — | — | — |
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KOBOLD | — | Sakvroth | — | — |
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LESHY | Low-Light Vision | Fey | — | — |
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LIZARDFOLK MEDIUM | — | Iruxi | — | — |
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MERFOLK MEDIUM | — | Thalassic | -20 feet | — |
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MINOTAUR | — | Jotun | — | — |
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NAGAJI MEDIUM | Low-Light Vision | Nagaji | — | — |
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ORC MEDIUM | — | Orcish | — | — |
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RATFOLK | — | Ysoki | — | — |
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SAMSARAN MEDIUM | — | Samsaran | — | — |
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SARANGAY MEDIUM | — | — | — | — |
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SHISK MEDIUM | — | Mwangi, Shisk | — | — |
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SHISK MEDIUM | — | Mwangi, Shisk | — | — |
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SHISK MEDIUM | — | Mwangi, Shisk | — | — |
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SHISK MEDIUM | — | Mwangi, Shisk | — | — |
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SPRITE | — | Sylvan | -5 feet | — |
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STRIX MEDIUM | — | Strix | — | — |
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SURKI MEDIUM | — | Surki | — | — |
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TANUKI | — | Tanuki | — | — |
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TENGU MEDIUM | — | Tengu | — | — |
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TRIPKEE | — | Tripkee | — | — |
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VANARA MEDIUM | — | Vanaran | — | — |
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VISHKANYA MEDIUM | — | Vishkanya | — | — |
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WAYANG | — | Shadowtongue, Wayang | — | — |
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YAKSHA MEDIUM | — | Fey, Yaksha | — | — |
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YAOGUAI MEDIUM | — | — | — | — |
To use one of the creature adjustments in this section, just click the adjustment and the changes will be present in the card.
| - | 0 | No adjustment will be applied. | |
| Dark Archive | Target Creature | Level | Description |
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An existing creature | +1 | An experimental cryptid has been purposefully altered through alchemy, engineering, magic, or ritual to contain some degree of construct components. Although powerful, the process is volatile and imperfect. |
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An existing, living creature | +1 | Some strange creatures defy what’s expected from others of their kind due to a peculiar mutation. A mutation can come from a wide variety of sources: a quirk in their lineage, effects from their environment, radiation from bizarre crystals, or exposure to uncontrolled magic. |
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An existing, living creature | +1 | Scholars dream of discovering primeval creatures: remnants of an older age, long thought extinct. Primeval cryptids are resilient survivors of their kind or particularly clever individuals. |
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An existing creature | +1 | As stories spread about a rumored cryptid, the weight of collective belief transforms the creature to match the tales. The limits of its physical body no longer confine it. |
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An existing creature | +1 | A secret society member is an NPC or creature that belongs to a covert organization with influence and connections throughout its local setting and perhaps beyond. |
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The DiceRoller allows you to roll dices from Creatures description and typing an easy formula.
Each creature has some skills or saves with a bonus or penalty to roll. If you click on those modifiers the Diceroller will give you the roll as a popup! Furthermore, you can also click on all the attacks and damages dice descriptors and you'll have the roll has a popup.
These rolls are logged in the diceroller window and you can check them after and repeat them clicking on the pencil at the end of each roll row.
If you want to type the roll, I give you some examples:
1d20+52d20kh Keeps Higher result (fortune)2d20kl Keeps Lower result (misfortune)2d8 bludgeoning + 1d6 fire
When the group overcomes an encounter with a hazard or creature, each character gains XP equal to the XP of the hazard or creature in the encounter. Match the Party level in the following table to know the XP awarded:
See Experience Points.
Here there is a list of the various monster parts you can gather from this creature. After defeating the monster, players can determine how to best use the parts to refine and imbue items.
You can find rules for refining and imbuing items from a monster at Battlezoo Bestiary.
I update a lot of data from all the Rulebooks and adventure books. I'm developing new features each week. You can collaborate and make suggestions in our Discord Server where we plan and iron out all the webtools. You can access to the Discord Server once you become a Patron. My work updating all data and adding new features to this webtool is only possible to the generous actions of this people:
Visit my patreon webpage and be aware of all the stuff I'm working on.
Help keep running this webtool and become a patron!
Choose a bloodline that gives you your spellcasting talent. This choice determines the type of spells you cast and the spell list you choose them from, the additional spells you learn, and your additional trained skills. You also gain Focus Points and special focus spells based on your bloodline. The bloodlines presented in this book are as follows.
Your bloodline grants you bloodline spells, special spells unique to your lineage. Bloodline spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity. Unlike other characters, you don’t need to do anything specific to Refocus, as the power flowing through your veins naturally replenishes your focus pool. These spells can be found starting on page 262.
Focus spells are automatically heightened to half your level rounded up, much like cantrips. Focus spells don’t require spell slots; you can’t cast them using spell slots. The maximum Focus Points your focus pool can hold is equal to the number of focus spells you have, but can never be more than 3 points. The full rules are on page 298 of Player Core.
You learn the initial bloodline spell, which is unique to your bloodline.
| Bloodline name | Tradition | Bloodline Skills | Sorcerous Gifts | Bloodline Spells | Blood Magic |
| WyrmblessedLOTME | You lay claim to the might of dragons, but your powers are sacred instead of arcane—born from a worship of draconic might so powerful it infused your blood or, perhaps, from a celestial or draconic power blessing one of your ancestors received. Spell List |
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| AberrantPC2 | occult | Intimidation, Occultism | cantrip: daze 1st: phantom pain 2nd: stupefy 3rd: vampiric feast 4th: confusion 5th: slither 6th: never mind 7th: warp mind 8th: uncontrollable dance 9th: unfathomable song |
initial: tentacular limbs advanced: aberrant whispers greater: unusual anatomy |
Eerie Veil |
| AngelicPC2 | divine | Diplomacy, Religion | cantrip: light 1st: heal 2nd: spiritual armament 3rd: holy light 4th: divine wrath 5th: divine immolation 6th: blessed boundary 7th: divine decree 8th: moment of renewal 9th: foresight |
initial: angelic halo advanced: angelic wings greater: celestial brand |
Divine Aura |
| DemonicPC2 | divine | Intimidation, Religion | cantrip: caustic blast 1st: fear 2nd: enlarge 3rd: slow 4th: divine wrath 5th: blister 6th: disintegrate 7th: divine decree 8th: canticle of everlasting grief 9th: implosion |
initial: glutton’s jaws advanced: swamp of sloth greater: chthonian wrath |
Corruption of Sin |
| DiabolicPC2 | divine | Deception, Religion | cantrip: ignition 1st: charm 2nd: floating flame 3rd: enthrall 4th: suggestion 5th: wave of despair 6th: truesight 7th: divine decree 8th: divine inspiration 9th: falling stars |
initial: diabolic edict advanced: embrace the pit greater: hellfire plume |
Tongue of Flame |
| DraconicPC2 | variable (see Draconic Exemplars below) | Intimidation and one other skill (see Draconic Exemplars below) | cantrip: shield 1st: fear 2nd: see Draconic Exemplars below 3rd: haste 4th: fly 5th: see Draconic Exemplars below 6th: dragon form (dragon must match your draconic exemplar) 7th: mask of terror 8th: see Draconic Exemplars below 9th: overwhelming presence |
initial: flurry of claws advanced: dragon breath greater: dragon wings |
Scaly Hide |
| ElementalPC2 | primal | Intimidation, Nature | cantrip: see Elemental Influences below 1st: see Elemental Influences below 2nd: resist energy 3rd: see Elemental Influences below 4th: unfettered movement 5th: elemental form (elemental influence only) 6th: see Elemental Influences below 7th: energy aegis 8th: earthquake 9th: wrathful storm |
initial: elemental toss advanced: elemental motion greater: elemental blast |
Elemental Fury |
| FeyPC2 | primal | Deception, Nature | cantrip: figment 1st: charm 2nd: laughing fit 3rd: enthrall 4th: suggestion 5th: hallucination 6th: mislead 7th: visions of danger 8th: uncontrollable dance 9th: metamorphosis |
initial: faerie dust advanced: fey disappearance greater: fey glamour |
Cloak of Ribbons |
| HagPC2 | occult | Deception, Occultism | cantrip: daze 1st: illusory disguise 2nd: stupefy 3rd: blindness 4th: outcast’s curse 5th: mariner’s curse 6th: cursed metamorphosis 7th: warp mind 8th: quandary 9th: phantasmagoria |
initial: jealous hex advanced: horrific visage greater: you’re mine |
Retributive Spite |
| ImperialPC2 | arcane | Arcana, Society | cantrip: detect magic 1st: force barrage 2nd: dispel magic 3rd: haste 4th: translocate 5th: scouting eye 6th: disintegrate 7th: retrocognition 8th: quandary 9th: implosion |
initial: ancestral memories advanced: extend blood magic greater: arcane countermeasure |
Imperious Defense |
| UndeadPC2 | divine | Intimidation, Religion | cantrip: void warp 1st: harm 2nd: see the unseen 3rd: bind undead 4th: talking corpse 5th: invoke spirits 6th: vampiric exsanguination 7th: execute 8th: canticle of everlasting grief 9th: wails of the damned |
initial: undeath’s blessing advanced: drain life greater: grasping grave |
Stolen Life |
A bloodline entry contains the following information.
Tradition You use this magical tradition and spell list; Bloodline Skills You become trained in the listed skills.
Sorcerous Gifts You automatically add the spells listed here to your spell repertoire, as described in the Spell Repertoire feature listed on page 147. At 1st level, you gain a cantrip and a 1st-rank spell. You learn the other spells on the list as soon as you gain the ability to cast sorcerer spells of that rank.
Bloodline Spells You automatically gain the initial bloodline spell at 1st level and can gain more by selecting the Advanced Bloodline (page 154) and Greater Bloodline (page 154) feats.
Blood Magic Whenever you cast a bloodline spell using a Focus Point or a sorcerous gift spell using a spell slot, you choose one blood magic effect you know to benefit from. You begin play with the benefit listed in your bloodline and can gain others through sorcerer feats.
If the blood magic effect offers a choice, make it before resolving the spell. The blood magic effect occurs after resolving any checks for the spell’s initial effects and, against a foe, applies only if the spell is a successful attack or the foe fails its saving throw. If the spell has an area, you must designate yourself or one target in the area when you cast the spell to be the target of the blood magic effect. All references to spell rank refer to the rank of the spell you cast.
You lay claim to the might of dragons, but your powers are sacred instead of arcane—born from a worship of draconic might so powerful it infused your blood or, perhaps, from a celestial or draconic power blessing one of your ancestors received.
Spell List divine
Bloodline Skills Intimidation, Religion
Granted Spells cantrip: read aura; 1st: mystic armor; 2nd: resist energy; 3rd: haste; 4th: reflective scales (Lost Omens Gods and Magic 109); 5th: cloak of colors; 6th: repulsion; 7th: mask of terror; 8th: divine inspiration, 9th: overwhelming presence
Bloodline Spells initial: flurry of claws; advanced: dragon breath; greater: dragon wings
Blood Magic Draconic might carries in your voice. Either you gain a +1 status bonus to Intimidation checks for 1 round, or a target takes a –1 status penalty to Will saves for 1 round.
At 1st level, choose the type of dragon that influenced your bloodline. You can’t change your dragon type later. This choice affects how some of your bloodline spells function. The good metallic dragons and their damage types are brass (fire), bronze (electricity), copper (acid), gold (fire), and silver (cold). The evil chromatic dragons and their damage types are black (acid), blue (electricity), green (poison), red (fire), and white (cold). The primal dragons of planar origin and their damage types are brine (acid), cloud (electricity), crystal (piercing), magma (fire), and umbral (void). The imperial dragons and their damage types are forest (piercing), sea (bludgeoning), sky (electricity), sovereign (mental), and underworld (fire). For the dragon breath focus spell, the area is a 60-foot line for a brine dragon; a 30-foot cone for a cloud, crystal, forest, magma, sovereign, or umbral dragon; and a 10-foot burst within 30 feet for a sea, sky, or underworld dragon.
Because the wyrmblessed and draconic bloodlines have similar origins, they count the same as each other for the purposes of prerequisites and access requirements.
Something ancient and unknowable speaks to you from beyond the stars or below the earth.
Tradition occult; Bloodline Skills Intimidation, Occultism
Sorcerous Gifts cantrip: daze; 1st: phantom pain; 2nd: stupefy; 3rd: vampiric feast; 4th: confusion; 5th: slither; 6th: never mind; 7th: warp mind; 8th: uncontrollable dance; 9th: unfathomable song
Bloodline Spells initial: tentacular limbs; advanced: aberrant whispers; greater: unusual anatomy
Blood Magic—Eerie Veil An ominous pall spills from your mind. Either one target takes a -1 status penalty to Will saving throws for 1 round or you gain a +2 status bonus to Will saving throws for 1 round.
One of your forebears hailed from a celestial realm, or your ancestors’ devotion led to their lineage being blessed.
Tradition divine; Bloodline Skills Diplomacy, Religion
Sorcerous Gifts cantrip: light; 1st: heal; 2nd: spiritual armament; 3rd: holy light; 4th: divine wrath; 5th: divine immolation; 6th: blessed boundary; 7th: divine decree; 8th: moment of renewal; 9th: foresight
Bloodline Spells initial: angelic halo; advanced: angelic wings; greater: celestial brand
Blood Magic—Divine Aura You project a warming aura that protects you or one target, granting a +1 status bonus to saving throws for 1 round.
Demons debase all they touch. One of your ancestors fell victim to their corruption, and you’re burdened by that sin.
Tradition divine; Bloodline Skills Intimidation, Religion
Sorcerous Gifts cantrip: caustic blast; 1st: fear; 2nd: enlarge; 3rd: slow; 4th: divine wrath; 5th: blister; 6th: disintegrate; 7th: divine decree; 8th: canticle of everlasting grief; 9th: implosion
Bloodline Spells initial: glutton’s jaws; advanced: swamp of sloth; greater: chthonian wrath
Blood Magic—Corruption of Sin You mentally broadcast brief glimpses into the darkest desires of the mind. Either a target takes a -1 status penalty to AC for 1 round, or you gain a +2 status bonus to Intimidation checks for 1 round.
Devils are evil with a silver tongue, and one of your ancestors dallied in darkness or made an infernal pact.
Tradition divine; Bloodline Skills Deception, Religion
Sorcerous Gifts cantrip: ignition; 1st: charm; 2nd: floating flame; 3rd: enthrall; 4th: suggestion; 5th: wave of despair; 6th: truesight; 7th: divine decree; 8th: divine inspiration; 9th: falling stars
Bloodline Spells initial: diabolic edict; advanced: embrace the pit; greater: hellfire plume
Blood Magic—Tongue of Flame Your tongue becomes laced with the fires of Hell, and you can either lash out at a foe with it or swallow it to make your lies more palatable. Either a target takes 1 fire damage per spell rank (if the spell already deals initial fire damage, combine this with the spell’s initial damage before determining weaknesses and resistances), or you gain a +2 status bonus to Deception checks for 1 round.
The blood of dragons flows through your veins. These beasts are both fearsome in combat and skilled at magic.
Tradition variable (see Draconic Exemplars below); Bloodline Skills Intimidation and one other skill (see Draconic Exemplars below)
Sorcerous Gifts cantrip: shield; 1st: fear; 2nd: see Draconic Exemplars below; 3rd: haste; 4th: fly; 5th: see Draconic Exemplars below; 6th: dragon form (dragon must match your draconic exemplar); 7th: mask of terror; 8th: see Draconic Exemplars below; 9th: overwhelming presence
Bloodline Spells initial: flurry of claws; advanced: dragon breath; greater: dragon wings
Blood Magic—Scaly Hide Draconic scales grow briefly on you or one target, granting a +1 status bonus to AC for 1 round.
At 1st level, choose the tradition related to the dragon exemplar who influenced your bloodline. You can’t change your dragon exemplar later. As noted, this affects both your bloodline’s features and your sorcerous gift spells.
An elemental influence has imbued your blood with primal fury. You are granted different sorcerous gift spells and damage type from blood magic depending on which element affected your bloodline (see Elemental Influences below).
Tradition primal; Bloodline Skills Intimidation, Nature
Sorcerous Gifts cantrip: see Elemental Influences below; 1st: see Elemental Influences below; 2nd: resist energy; 3rd: see Elemental Influences below; 4th: unfettered movement; 5th: elemental form (elemental influence only); 6th: see Elemental Influences below; 7th: energy aegis; 8th: earthquake; 9th: wrathful storm
Bloodline Spells initial: elemental toss; advanced: elemental motion; greater: elemental blast
Blood Magic—Elemental Fury Elemental energy wreathes your form and infuses your magic. Either you gain a +2 status bonus to Intimidation checks for 1 round, or a target takes 1 damage per spell rank; this damage type is listed under your elemental influence. If the spell already deals that type of damage, combine it with the spell’s initial damage before determining weaknesses and resistances.
At 1st level, choose the type of elemental that influenced your bloodline: air, earth, fire, metal, water, or wood. You can’t change this later. You are granted different spells at certain ranks according to this influence.
Fey whimsy or a tryst in a moonlit grove put the bewitching magic of the First World into your family’s bloodline.
Tradition primal; Bloodline Skills Deception, Nature
Sorcerous Gifts cantrip: figment; 1st: charm; 2nd: laughing fit; 3rd: enthrall; 4th: suggestion; 5th: hallucination; 6th: mislead; 7th: visions of danger; 8th: uncontrollable dance; 9th: metamorphosis
Bloodline Spells initial: faerie dust; advanced: fey disappearance; greater: fey glamour
Blood Magic—Cloak of Ribbons Colorful fey ribbons dance around you. Either you gain a +2 status bonus to Performance checks for 1 round, or you can become concealed for 1 round. Such obvious concealment can’t be used to Hide.
A hag cursed your family long ago, or you are a descendant of a hag or changeling, and their magic infests your blood and soul.
Tradition occult; Bloodline Skills Deception, Occultism
Sorcerous Gifts cantrip: daze; 1st: illusory disguise; 2nd: stupefy; 3rd: blindness; 4th: outcast’s curse; 5th: mariner’s curse; 6th: cursed metamorphosis; 7th: warp mind; 8th: quandary; 9th: phantasmagoria
Bloodline Spells initial: jealous hex; advanced: horrific visage; greater: you’re mine
Blood Magic—Retributive Spite Malice and acrimony take physical form around you. You deal 4 mental damage per spell rank (basic Will save) to the first creature that deals damage to you before the end of your next turn; if no creature damages you in that time, you consume that spite to gain temporary Hit Points at the beginning of your next turn equal to the spell’s rank. These temporary Hit Points last until the beginning of your following turn.
One of your ancestors was a mortal who mastered magic.
Tradition arcane; Bloodline Skills Arcana, Society
Sorcerous Gifts cantrip: detect magic; 1st: force barrage; 2nd: dispel magic; 3rd: haste; 4th: translocate; 5th: scouting eye; 6th: disintegrate; 7th: retrocognition; 8th: quandary; 9th: implosion
Bloodline Spells initial: ancestral memories; advanced: extend blood magic; greater: arcane countermeasure
Blood Magic—Imperious Defense Raw magic emanates from every cell in your body, protecting you. Until the start of your next turn, you gain your choice of either a +1 status bonus to AC or a +1 status bonus to saving throws.
The touch of undeath runs through your blood. Your family tree might contain powerful undead, like a vampire.
Tradition divine; Bloodline Skills Intimidation, Religion
Sorcerous Gifts cantrip: void warp; 1st: harm; 2nd: see the unseen; 3rd: bind undead; 4th: talking corpse; 5th: invoke spirits; 6th: vampiric exsanguination; 7th: execute; 8th: canticle of everlasting grief; 9th: wails of the damned
Bloodline Spells initial: undeath’s blessing; advanced: drain life; greater: grasping grave
Blood Magic—Stolen Life You can channel the necromantic energy in your blood. Either you gain temporary Hit Points equal to the spell’s rank that last until the start of your next turn, or a target takes 1 void damage per spell rank (if the spell already deals initial void damage, combine this with the spell’s initial damage before determining weaknesses and resistances).