Retain Blood

Retain Blood
  • Sangromancy/Transmutation
  • Level: Red/Green or Green/Black 3
  • Components: V, S, M (see text)
  • Casting Time: 1 hour
  • Range: Personal
  • Target: You
  • Duration: See text
  • Saving Throw: None
  • Spell Resistance: No
  • Knowledge (blood magic): 5 ranks, DC 18
  • Prerequisites: 1 sentient sacrifice or 10 nonsentient sacrifices
  • HP Cost: 2d6 hit points and 1 Constitution damage

This spell allows you to retain any unusual blood in your system that you’ve acquired through blood transfusion or a similar effect. The normal duration of the effect is increased by 100%, after which the blood is broken down and expelled from the body as-normal. A single blood transfusion or similar effect can only benefit from retain blood once. If retain blood is ended early for any reason, the blood is immediately broken down and expelled if the transfusion is beyond its normal duration.

Casting this spell requires that the caster consume the heart of a creature that shares types and subtypes with that of the blood they’re attempting to retain. The heart must be prepared with a mixture of the caster’s blood and a concoction of rare herbs worth 250 gp.

Retain Blood

Skies of Glass Planeswalker Planeswalker