TEXT: The Sanguinist’s 
  Handbook
  The Sanguinist’s 
  Handbook
  
  Credits
  Author: Andrew Stoeckle
  Creative Director: Adam Meyers
  Interior Art: Rick Hershey, Kristen Collins, Storn Cook,  
  Matt Morrow, Jack Holliday, and Brett Neufeld
  Cover Art: Gennifer Bone
  Layout: Rachel Meyers
  Special Thanks: Derfael Oliveira, Johannes Luber
  The Sanguinist’s Handbook
  This Handbook was created by
  Visit https://www.patreon.com/DropDeadStudios to lend your support.
  
  Contents
  Introduction .......................................................................................3
  Archetypes .........................................................................................5
  Bloodscarred (Symbiat Archetype) .................................................................5
  Hemophage (Bloodrager Archetype) ...............................................................6
  Hemetic Philosopher (Alchemist Archetype) ...................................................7
  Class Options ....................................................................................................8
  Basic Magic ......................................................................................10
  Blood Sphere ...................................................................................................10
  Blood Sphere Talents......................................................................................11
  Duelist Sphere* ..............................................................................................15
  Divination Sphere ...........................................................................................15
  Nature Sphere .................................................................................................15
  Telekinesis Sphere ...........................................................................................15
  Warp Sphere ...................................................................................................15
  Advanced Magic ................................................................................16
  Advanced Talents .............................................................................................16
  Rituals ..............................................................................................................17
  Incantations ......................................................................................................17
  Player Options ..................................................................................18
  Feats ................................................................................................................18
  Traditions .........................................................................................................20
  Unified Traditions ...........................................................................................20
  Sphere-specific Drawbacks ............................................................................21
  Boons ...............................................................................................................21
  Traits ................................................................................................................21
  Alternate Racial Traits ...................................................................................21
  Equipment ..........................................................................................22
  Specific Items ..................................................................................................22
  Weapon Special Abilities ................................................................................22
  Artifacts ............................................................................................................22
  Crafting Magic Items ......................................................................................23
  Optional Rules ..................................................................................24
  Bestiary .............................................................................................25
  Blood Constructs..............................................................................................25
  Wild Magic Table .............................................................................30
  
  Chapter 1
  Introduction
  “Madri Orapha, blood consultant, at your service.”
  Madri flipped over her seal so the guard captain could inspect it. They 
  always did a double-take; yes, her seal was genuine, inscribed with both 
  the royal crest as well as symbols that marked her as a registered blood 
  consultant.
  “What’s a blood consultant?” The Captain said gruffly, half-throwing 
  the disk back to her.
  Madri caught it deftly, her scarves billowing as she did so. “It means 
  I have certain skills you might find useful, Captain,” Madri said, and 
  folded the hem of her robes down so she could squat and observe the 
  body. The victim was male, no more than 20 or 21 years old, and from 
  the looks of things, not particularly wealthy. “I already have an ar-
  rangement worked out with your superiors, so you don’t even have to 
  worry about payment.”
  The Captain shook his head, but did nothing to stop her.
  The killing had been a grotesque one; the victim had been split open 
  from the chest, almost as if something had burst out of him rather than 
  pushed into him, as weapons normally worked.
  “I’ve never seen anything like it,” the Captain huffed. “He’s ripped 
  apart like a wild animal tried to eat him, but there’s no blood.” 
  Indeed the Captain was right; not a drop of blood could be seen on the 
  ground nor in the gaping wound in the man’s chest.
  “I have,” Madri said, tracing a hand over the wound. “I’ve come across 
  a wound like this a few times in the past. This is what it looks like 
  when someone uses magic to wrench the blood out of a target all at once, 
  extracting it for their own uses. A terrible way to die.”
  The Captain breathed a deep, tired sigh.
  “So we’re dealing with a magical killer,” he said, reaching for a flask 
  kept at his hip and taking a long swig. “I hate magic. It messes up all the 
  regular rules we use for finding a killer.”
  “That’s why you need a blood consultant,” Madri said lightly, look-
  ing the body over again. “Blood is a powerful magical reagant, and it 
  follows its own rules, if you know them. Usually when someone kills 
  like this, they’re collecting materials for a ritual. Something like-”
  Madri suddenly stopped, her eyes going wide. She bent down to be cer-
  tain of what she was seeing.
  “There’s blood here.”
  “Well it’s a murder scene,” the Captain said dryly.
  “No Captain, look. Every drop of blood was removed from the body. 
  And yet, there’s blood right here.”
  Madri pointed, showing the Captain a small splatter of blood on the 
  ground. There were a few drops on the man’s clothing as well; most 
  likely from the same spray?”
  “What are you saying,” the Captain, said, true interest showing on his 
  face for the first time. “Our mage got sloppy and missed a few drops?”
  “I’m saying,” Madri said, bending down so her face was only an inch 
  away from the small splatter, “that I don’t think this blood belongs to 
  our victim. Which means the best explanation I can think of is that our 
  victim must have damaged his killer or one of his accomplices before he 
  died.  Which means that this blood most likely belongs to the people we 
  are tracking.”
  “And how does that help us?”
  Madri reached into her robes and extracted a small vial; as carefully 
  as she could, she scooped up the blood and some of the surrounding dirt. 
  Then she bent down and produced a small knife from her robes and 
  used it to cut the cloth out of the man’s clothing that contained the blood 
  splatter.
  “Blood is a powerful magical reagant, Captain. Our killer was trying 
  to collect large amounts of it for his purposes. But even a small amount 
  is powerful. With a drop of someone’s blood, a skilled magician can bent 
  that person to their will, or target them with magic they cannot escape.”
  Madri looked at the Captain and a large grin spread across her face.
  “Our murderer is as good as ours.”
  
  “Of course it hurts! Magic should hurt. Imagine how many tragedies 
  would be averted if every mage had to bleed for their power?” 
  - Peregrin the Crimson
  Forward
  Often mistakenly considered a subset of death magic, blood 
  magic encompasses aspects of both life and death, forming a 
  distinct sphere. Its abilities are used to take control of the vital 
  fluids of another creature, primarily the blood, to speed or slow 
  circulation with varied results, both beneficial and malignant.
  Navigating This Book
  Section 2 – Archetypes and Class Features: This sec-
  tion provides new archetypes, class options based around the 
  Bloodsphere.
  Bloodscarred: A symbiat that channels his dormant vampiric 
  power.
  Hemophage: A bloodrager that temporarily absorbs the pow-
  ers of others by drinking their blood.
  Hemetic Philosopher: An alchemist able to distill potions 
  from his own body.
  Section 3 – Basic Magic: This section introduces the 
  new blood sphere.
  Section 4 – Advanced Magic: Powerful talents and in-
  cantations for customizing your game.
  Section 5 – Player Options: This section covers new 
  feats, traits, racial options, and traditions for access-
  ing and using the Blood sphere.
  Section 6 – Equipment: New magic items and item special 
  abilities.
  Section 7 – Optional Rules: Options for customizing your 
  game.
  Section 8 – Bestiary: New monsters related to the Blood 
  sphere.
  Section 9 - Wild Magic Table: For use with Drop Dead 
  Studio’s Wild Magic.
  
  Chapter 2 
  Archetypes
  Bloodscarred (Symbiat 
  Archetype)
  Touched by vampiric taint, bloodscarred draw on it as a source 
  of power, mimicking the vampire’s power.
  Class Skills: A bloodscarred does not gain Linguistics as a 
  class skill but does gain Bluff as a class skill.
  This modifies class skills.
  Charismatic: A bloodscarred use Charisma for his casting 
  ability modifier and for any class ability normally based on 
  Intelligence.
  Vampire Touched: An bloodscarred gains the Blood sphere 
  as a bonus magic talent and uses his class level as his caster 
  level with the Blood sphere. This stacks normally with caster 
  levels gained from other sources. If it is already possessed, he 
  instead gains a talent belonging to the Blood sphere.
  This replaces mental powers.
  Vampiric Heritage: As the bloodscarred increases in power, 
  his vampiric heritage manifests itself more strongly. The blood-
  scarred gains the following abilities at the indicated levels:
  Divine Undead: At 1st level, a bloodscarred may spend a full-
  round action to divine for the presence of undead as if using 
  the Divination sphere divine ability and the Death sphere al-
  ternate divination option. Treat the bloodscarred’s class level 
  as his caster level for this ability. This stacks normally with 
  caster levels gained from other sources.
  Fangs: At 1st level, the bloodscarred gains a bite attack (primary, 
  1d6 Medium, 1d4 Small).
  At 7th level, this bite attack inflicts 1 Constitution damage. 
  A Fortitude save (DC 10 + 1/2 class level + Charisma modifier) 
  negates this damage.
  At 13th level, the bloodscarred gains temporary hit points 
  equal to the damage inflicted with his bite attack if the dam-
  aged creature would be susceptible to his blood control. The 
  temporary hit points from multiple bite attacks do not stack. 
  Additionally, the Constitution damage inflicted by his bite now 
  increases to 1d2.
  At 19th level, the Constitution damage inflicted by the blood-
  scarred’s bite increases to 1d4.
  Wall Cling: At 3rd level, the bloodscarred gains a climb speed 
  of 20 ft. (including a +8 racial bonus on Climb skill checks); 
  furthermore, he need not make Climb checks to traverse a ver-
  tical or horizontal surface (even upside down). If he already 
  possesses a climb speed it is increased by +10 feet.
  Night Eye: At 6th level, the bloodscarred gains darkvision 60 
  feet. If he already has darkvision, the range of his darkvision 
  increases by 30 feet.
  Mist Form: At 7th level, the bloodscarred may transform into a 
  mist as a standard action for a number of rounds per day equal 
  to his class level. The bloodscarred and all his gear become in-
  substantial, misty, and translucent. His armor (including natu-
  ral armor) become worthless, though his size, Dexterity, deflec-
  tion bonuses, and armor bonuses from force effects still apply. 
  The bloodscarred gains DR 10/magic and becomes immune to 
  poison, sneak attacks, and critical hits. While in mist form, 
  he can’t attack or cast spells or sphere abilities that require 
  components he can’t supply while in mist form, such as verbal, 
  somatic, material, or focus components. The bloodscarred also 
  loses supernatural abilities while in mist form. If he has a touch 
  spell or sphere ability ready to use, that spell or ability is dis-
  charged harmlessly when the mist form is in effect. Ending this 
  effect is a free action.
  While in mist form the bloodscarred can’t run, but it can fly 
  at a speed of 20 ft. + 5 ft. per 5 class levels and automatical-
  ly succeeds on all Fly skill checks. He can pass through small 
  holes or narrow openings, even mere cracks, with all he was 
  wearing or holding in his hands, as long as the effect persists. 
  
  The bloodscarred is subject to the effects of wind, and he can’t 
  enter water or other liquid. He also can’t manipulate objects 
  or activate items, even those carried along with his mist form. 
  Continuously active items remain active, though in some cases 
  their effects may be moot.
  At 17th level, the bloodscarred is no longer limited to the num-
  ber of rounds per day he may spend in mist form. If the blood-
  scarred is reduced to 0 or fewer hit points, he may choose to 
  enter mistform as a free action even when it is not his turn. He 
  automatically stabilizes as part of this transformation.
  Dominate: At 9th level, as a standard action, the bloodscarred 
  may force another to do his bidding. This functions as the 
  Mind Control advanced talent of the Mind sphere, except 
  the creature must have a number of Hit Dice equal to or less 
  than the bloodscarred’s class level. The target is allowed a 
  Will saving throw to resist (DC 10 + 1/2 class level + Charisma 
  modifier), and on a failure receives a new saving throw each 
  round to throw off the effect. The bloodscarred may dominate 
  targets for a number of rounds per day equal to his class level. 
  These rounds do not need to be consecutive. He must spend 
  a round of this ability each round to concentrate as a standard 
  action to maintain control over a dominated creature.
  At 16th level, the bloodscarred may maintain this effect as a 
  free action each round.
  Inured to Death: At 11th level, the bloodscarred ignores the 
  effects of negative levels, though still dies if he accumulates 
  more negative levels than Hit Dice. If he already possesses the 
  ability to ignore negative levels, instead increase the number of 
  negative levels required to kill him by his Charisma modifier.
  This replaces the psionics ability.
  Greater Domination: At 20th level, the bloodscarred may 
  spend 2 rounds of his dominate ability to control a dominated 
  creature for 1 hour per level without concentration. Dominated 
  creatures receive new saving throws to end the effect each hour 
  instead of each round.
  This replaces greater psionics.
  Hemophage 
  (Bloodrager Archetype)
  Savage warriors that can steal the power of their enemies 
  by drinking their blood, hemophages gain versatility 
  other bloodragers lack.
  Proficiencies: Hemophages are proficient 
  with simple weapons, as well as light armor and 
  bucklers. In addition, if this is this character’s first 
  level in any class, they may select a martial tradition of 
  their choice.
  This modifies weapon and armor proficiencies.
  Casting: At 1st level, the hemophage may combine spheres 
  and talents to create magical effects. The sphere bloodrager 
  is considered a Low-Caster and uses Charisma as her casting 
  ability modifier. (Note: All casters gain 2 bonus talents and may 
  select a casting tradition the first time they gain the casting 
  class feature.)
  This replaces the spells class feature, and the Eschew Materials 
  feat.
  Spell Pool: At 1st level, the hemophage gains a small reservoir 
  of energy he can call on to create truly wondrous effects, called 
  a spell pool. This pool contains a number of spell points equal 
  to his class level + his Charisma modifier. This pool replen-
  ishes once per day after roughly 8 hours of rest.
  Blended Training: A hemophage gains a com-
  bat or magic talent every time he gains a class level. 
  Hemophages use their casting ability modifier as their 
  practitioner modifier.
  This replaces fast movement and all bloodline feats.
  
  Absorb Bloodline: At 1st level, the hemophage does not gain 
  a bloodline. Instead, he can temporarily access one by drinking 
  the blood of creatures with the appropriate bloodline or other 
  associated creatures. By drinking fresh blood (which inflicts 
  1 point of Constitution damage from a helpless, unconscious, 
  or willing creature as a standard action or by inflicting ability 
  damage with the blood drain ability) from a bloodrager or sor-
  cerer with the given bloodline or from a creature associated 
  with that bloodline (other than himself), the hemophage may 
  choose to gain the ability to use the bloodline powers (but not 
  bonus spells, proficiencies, and so on) as appropriate to his lev-
  el indefinitely. This ability is usable any number of times per 
  day, though gaining a new bloodline removes the benefits of 
  any previous use. Gaining a bloodline again does not restore 
  uses of abilities with limited activations, any uses of that ability 
  are expended until recovered as normal.
  Blood must be harvested within 1 hour after death. Drinking 
  the blood normally requires a full minute, but hemophages can 
  distill the blood into a potion-sized draught that can be stored 
  indefinitely and consumed as a standard action. This takes 10 
  minutes per draught and requires the use of an alchemy lab. 
  The hemophage may only store a number of such draughts 
  equal to his class level plus his Charisma modifier (minimum 1) 
  at a time; creating draughts in excess of this number requires 
  allowing previously made draughts to expire. A Tiny creatures 
  can supply 1 draught, Small creatures 2, Medium creatures 4, 
  etc. Creatures smaller than Tiny lack sufficient blood for the 
  process.
  In addition to bloodragers and sorcerers of the given bloodline, 
  the following list presents a few examples of creatures whose 
  blood is considered associated to a bloodline. There may be 
  others who work equally well, at the GM’s discretion. Only 
  bloodlines from the Advanced Classes Guide are included in 
  this list; other bloodlines can be accessed similarly if in use in 
  your game.
  Aberrant: any aberration.
  Abyssal: any outsider with the chaotic and evil subtypes.
  Arcane: any arcane caster, sphere caster with and arcane-as-
  sociated or natural tradition or any creature with an arcane 
  spell or spell-like ability of at least 3rd-level.
  Celestial: any outsider with the good subtype.
  Destined: any creature able to cast divination spells.
  Draconic: any dragon or creature with the dragon type.
  Elemental: any creature with an elemental or energy subtype 
  (air, cold, earth, fire, water), provided it has flesh and blood 
  (such as a salamander, but not a fire elemental).
  Fey: any elf, fey, or gnome.
  Infernal: any outsider with the evil and lawful subtypes
  Shapechanger: any creature with the shapechanger subtype.
  Undead: any undead creature with flesh and blood (such as 
  vampires or ghouls, but not skeletons).
  This replaces bloodline, including all bloodline spells (but not 
  bloodline feats, which are replaced by blended training).
  Sphere Greater Bloodrage: In place of casting a spell of 2nd 
  level or lower as part of entering bloodrage, the hemophage 
  may cast a sphere ability on himself as a free action. The 
  sphere ability affects only the hemophage or his equipment. 
  If the sphere ability can be maintained with concentration, 
  the hemophage does not need to begin concentration until 
  his bloodrage ends. The hemophage must pay the normal spell 
  point costs of the ability.
  This modifies greater bloodrage.
  Sphere Mighty Bloodrage: The hemophage’s mighty 
  bloodrage ability allows the hemophage to cast two sphere 
  abilities on himself.
  This modifies mighty bloodrage.
  Hemetic Philosopher 
  (Alchemist Archetype)
  Specializing in crafting potions from their own blood, hemetic philoso-
  phers can supply potions when others could not, at a risk to themselves.
  Class Skills: The hemetic philosopher gains all Knowledge 
  skills as class skills. This modifies class skills.
  Casting: The hemetic philosopher may combine spheres and 
  talents to create magical effects. The hemetic philosopher is 
  considered a Mid-Caster and uses Intelligence as his casting 
  ability modifier. (Note: All casters gain 2 bonus talents and may 
  select a casting tradition the first time they gain the casting 
  class feature.)
  This replaces the alchemy class feature.
  Spell Pool: The hemetic philosopher gains a small reservoir 
  of energy he can call on to create truly wondrous effects, called 
  a spell pool. This pool contains a number of spell points equal 
  to his level + his Intelligence modifier (minimum 1). His pool 
  replenishes once per day after roughly 8 hours of rest.
  Magic Talents: An hemetic philosopher gains 1 magic talent 
  every time he gains a caster level. This does not stack with 
  caster levels gained from other sources.
  Phlebotomy: At 1st level, the hemetic philosopher gains the 
  Blood sphere as a bonus magic talent, or a talent from that 
  sphere if he already possesses it, and treats his class level as his 
  caster level for this sphere. These stack normally with caster 
  levels gained from other classes.
  This replaces the throw anything class feature and bombs.
  Crimson Vials: Starting at 3rd level, the hemetic philos-
  opher may spend one minute to create a temporary potion. 
  If he spends a spell point he may reduce this to a full-round 
  action that provokes attacks of opportunity. The potion may 
  have a complexity of no higher than 1 per three class levels 
  and lasts one hour per class level. A potion created in this way 
  
  normally has a caster level equal to the hemetic philosopher’s 
  blood sphere caster level, but he may choose to create a potion 
  at a lower caster level. He may have a number of temporary po-
  tions in existence at a time equal to his Intelligence modifier; 
  creating one beyond this limit causes the oldest one to become 
  inert and useless.
  Because he distills this potion from his own magical blood, 
  there is no gold cost to creating a potion in this manner. 
  However, he must succeed on a Fortitude saving throw equal 
  to 10 + twice the potion’s complexity or take 1d6 damage per 2 
  caster levels of the potion (rounded up). This damage cannot 
  be healed by any means other than resting. The save DC in-
  creases by 2 for each previous potion made in that day.
  At 10th level the hemetic philosopher gains the ability to ig-
  nore sphere prerequisites when creating a potion in this man-
  ner. Doing so requires spending an additional spell point and 
  increases the DC of the Craft (alchemy) check by +5 per sphere 
  or talent not possessed.
  This ability replaces swift alchemy, poison use, poison resis-
  tance, and poison immunity.
  Class Options
  Alchemist Discoveries
  Blood Potion: The alchemist gains Blood Potion as a bonus 
  feat even if he does not possess the Blood sphere. The alche-
  mist may use his Intelligence score as his CAM for this feat.
  Barbarian Rage Powers
  Blood Taker (Su): While raging, any round that the barbar-
  ian ends her turn with a creature (other than herself) suffering 
  from bleed damage within her natural reach, she heals a num-
  ber of hit points equal to the bleed damage that creature takes. 
  If multiple creatures within this area take bleed damage, only 
  the highest value is used.
  Incanter Sphere Specialization
  Blood
  Hemorrhagic Magic (Su): Whenever you deal bleed dam-
  age to hit points with a sphere effect, add 1/2 your incanter 
  level to the damage dealt (minimum +1). This bonus bleed dam-
  age is not increased by Empower Spell or similar effects. At 
  20th level, whenever you use blood control, you can roll twice 
  to penetrate a creature’s spell resistance and take the better 
  result.
  Red Minion (Su): At 3rd level, you gain a blood construct as 
  a permanent servant. The size of the construct is based on the 
  following table:
  Incanter Level
  Construct
  3rd
  Small
  6th
  Medium
  9th
  Large
  12th
  Huge
  15th
  Gargantuan
  18th
  Colossal
  A slain blood construct may be replaced with an 8 hour ritual 
  and sufficient blood to create an construct of that size (see the 
  Extract Blood Construct talent in Section 3).
  Hemorrhagic Aura (Su): At 8th level, you can emit a 30-ft. 
  aura that intensifies any bleed effects for a number of rounds 
  per day equal to your incanter level. Hostile creatures 
  within this area that are suffering from ongoing bleed ef-
  fects must make a Fortitude save each round or suffer 1d2 
  points of Constitution damage that round. These rounds 
  do not need to be consecutive.
  
  Prodigy Imbue Sequence
  Bleeding Cuts (imbue): The prodigy’s attack actions deal 
  additional bleed damage equal to half her class level. This bleed 
  damage does not stack with itself or other sources of bleed 
  damage unless noted.
  Extract Minions (finish): As a standard action, the prodigy 
  may extract blood constructs (as the Extract Blood Construct 
  talent in Section 3) from a number of creatures equal to the 
  length of her sequence. Multiple small constructs may be com-
  bined to form a larger one. These constructs disappear after a 
  number of rounds equal to the length of her sequence.
  Troubadour Trope
  Monster
  Less human than the villain, the monster is a bloodthirsty crea-
  ture of darkness, stalking the shadows in search of his prey.
  Trope Benefit: The monster gains a bite attack as a primary 
  natural attack, dealing 1d6 bludgeoning, piercing, and slashing 
  damage (1d4 Small) with a x2 critical multiplier and darkvision 
  out to 60 feet. If he already possesses darkvision, he improves 
  his existing darkvision by 30 feet. If he already possesses a bite 
  attack, he increases the damage of the existing bite attack by 
  one die size (1d4 to 1d6, 1d6 to 1d8, 1d8 to 1d10, 1d10 to 1d12; 
  etc.). At 5th level, he gains the scent ability or increases the 
  range of his existing scent ability by 30 feet. At 10th level, his 
  bite attack increases its critical threat range to 19-20x2. At 15th 
  level, his bite attack has a threat range and multiplier of 19-
  20x3. At 20th level, his darkvision and scent abilities increase 
  range by an additional 30 feet.
  Persona Quirks
  Bloodletter (Ex): The natural attack(s) granted or modified 
  by this persona inflict bleed damage equal to half your class 
  level (minimum 1). As usual, this bleed damage does not stack 
  with itself or other sources of bleed damage unless noted.
  Climb (Ex): You gain a climb speed of 20 ft., which increases 
  by 5 ft. every 5 character levels.
  Half Dead (Su): You are healed by negative energy and 
  harmed by positive energy. You gain a +4 insight bonus to saves 
  against channeled positive energy.
  Savage (Ex): You gain a pair of claw attacks as primary natu-
  ral attacks that deal 1d4 (Medium, 1d3 Small) slashing damage. 
  If you already possess claw attacks, you may instead increase 
  the damage die of a pair of them by one size.
  See in Darkness (Ex): You gain the see in darkness universal 
  monster ability out to your darkvision range but are dazzled in 
  areas of normal or brighter light.
  Smell Fear (Ex): The range of your scent ability is doubled 
  when detecting creatures that are shaken, frightened, or pan-
  icked, are below half hit points, or are suffering from a bleed 
  effect.
  Stalker in the Night (Ex): You gain the skill unlocks for the 
  Stealth skill, in accordance with your ranks in that skill.
  Thirsty (Ex): You gain the Blood Thirst feat as a bonus feat, 
  even if you do not meet its prerequisites.
  Wild Empathy (Ex): You gain the wild empathy ability of a 
  druid of your level.
  Wraith Haunt Path
  Path of the Moroi - Wraith that are drawn to, and sometimes 
  feed on, blood.
  Path Sphere: Blood
  Path Possession: The moroi’s possession ability is treated as 
  blood control for the purpose of determining save penalties 
  from being less than half hit points or suffering from a bleed 
  effect.
  Path Skill: Heal
  Improved Path Possession: The moroi gains Self Control 
  as a bonus talent (or another Blood sphere talent is it is already 
  possessed) and treats a possessed host as himself for the pur-
  pose of casting blood control. The host is still allowed saves to 
  resist these effects.
  Greater Path Possession: The blood wraith’s possession 
  ability is not a mind-affecting ability when targeting creatures 
  that are under the effects of his blood control and such crea-
  tures gain no benefit from the Hallow word of the Fate sphere, 
  the protection from evil spell, or similar effects against the mo-
  roi’s possession.
  
  Chapter 3 
  Some creatures that are normally immune to bleed damage but 
  that frequently feed on blood may be susceptible the blood 
  control. Any creature that has used the blood drain universal 
  monster ability in the previous hour or any creature composed 
  largely of blood (such as a blood golem) may be affected by 
  blood control. Other appropriate creatures may also be affect-
  ed, at the GM’s discretion.
  When you gain the blood sphere, you learn the following 
  abilities:
  Basic Magic
  Blood Sphere
  Blood Control
  As a standard action, you may establish a link to the blood 
  of a target within close range. Unwilling targets are permit-
  ted a Fortitude save. Targets with less than 
  half their maximum hit points or taking 
  bleed damage take a -4 penalty on this save. 
  This link lasts for as long as you concentrate, 
  though you may spend a spell point for it to last 
  1 round per caster level without concentration.
  Targets that gain immunity to bleed damage from 
  their creature type, subtype, or a template are im-
  mune to blood control. Creatures that gain immuni-
  ty to bleed damage from other sources are susceptible 
  to blood control, but still benefit from their immunity 
  against bleed damage.
  If a second creature attempts to establish blood control 
  on a creature that is already controlled, it must pass a 
  magic skill check. A creature may always attempt to end 
  the blood control on themself by making a new Fortitude save 
  as a mental-only standard action that may be taken even when 
  normally unable to take standard actions, such as when dazed 
  or nauseated. You may apply one (quicken) or (still) ability as 
  part of casting blood control. Once blood control has been es-
  tablished, you may spend a standard action (unless otherwise 
  noted) to apply additional (quicken) or (still) abilities. Spending 
  at least a standard action to do so counts as concentrating on 
  the ongoing blood control for that instance of blood control 
  (if able to concentrate on an effect as a move action, applying 
  additional {quicken) or (still) abilities as a move action, such as 
  via the Quicken metamagic feat, would also count as concen-
  trating for that round).
  Some Blood talents are marked (quicken) or (still). These tal-
  ents grant you additional blood control abilities. A creature 
  may not be affected by both a (quicken) and a (still) ability at 
  the same time. If a caster attempts to use a (quicken) talent on 
  a creature currently under the effects of a (still) talent or vise 
  versa, the previous effect ends.
  
  Bleed (quicken): You may cause the target of your blood 
  control to take bleed damage equal to your caster level for the 
  duration of your blood control. This damage can be stopped 
  prior to the end of your blood control by the coagulate ability, 
  a DC 15 heal check, or any amount of magical healing.
  Coagulate (still): You may end any bleed damage affecting 
  the target of your blood control. For the duration of the blood 
  control, the target reduces any bleed damage taken by 1 + 1 
  per 3 caster levels and any creature using an effect that would 
  inflict bleed damage must pass a magic skill check or have the 
  bleed damage negated. Creatures imposing bleed damage via 
  non-magical abilities (such as the blooded strike ability of the 
  Duelist sphere*) may substitute their base attack bonus for 
  their magic skill bonus on this check.
  *Spheres of Might
  Blood Sphere Talents
  Absorb Blood
  When a creature within blood control range takes bleed dam-
  age to their hit points, as a free action that may be taken even 
  when it is not your turn, you may choose a different creature 
  under the effects of your blood control to gain an amount of 
  temporary hit points equal to the bleed damage taken by the 
  first creature. These temporary hit points never stack with 
  those gained from other instances of this ability nor with those 
  gained from the same instance on other rounds. These tempo-
  rary hit points last for 1 minute per caster level. Each creature 
  may only provide temporary hit points to one other creature.
  As a standard action, you may spend a spell point to inflict 1d2 
  points of Constitution damage to a creature under the effects 
  of your blood control, then choose a different creature under 
  the effects of your blood control to heal a number of hit points 
  equal to the Hit Dice of the first creature times the amount of 
  Constitution damage dealt. If you possess Mass Control, you 
  may spend an additional spell point as per that talent to inflict 
  the Constitution damage on multiple creatures and heal mul-
  tiple creatures. The total number of affected creatures cannot 
  exceed your Mass Control limit and no creature can be target-
  ed by the Constitution damage more than once per round. A 
  single creature can be healed multiple times.
  Blood Puppet (quicken)
  You may spend a spell point to use blood control to take con-
  trol of the target’s body. For 1 round per caster level or until 
  the blood control ends (whichever comes first), you can con-
  centrate on the target, spending an action to force the target’s 
  body to take the same type of action, acting on simultaneously. 
  The puppetted creature’s body is under your control, but the 
  creature’s mind is not. Creatures capable of taking purely men-
  tal actions can still do so. If you spend at least a standard action 
  controlling the puppet, this counts as concentrating on the 
  blood control. A creature under the effects of this ability can-
  not take physical action on its own; treat this as being dazed, 
  though immunity to and bonuses on saving throws against the 
  dazed condition does not apply. The target may be forced to 
  take harmful actions. A target forced to hurt or kill itself deals 
  its weapon damage + its Strength modifier to itself per round 
  as a standard action. The target may still perform mental-only 
  actions while under the effects of blood puppet (such as at-
  tempting to end the blood control). This ability does not grant 
  access to the target’s memories, thoughts, casting, supernat-
  ural, or spell-like abilities, nor is your control fine enough to 
  force the target to speak intelligibly.
  Effects such as the protection from evil spell or the Hallow 
  word of the Fate sphere do not end this effect, since it is the 
  result of a physical malady rather than a mind-affecting or pos-
  session effect.
  If you possess Mass Control, you may take control and com-
  mand multiple puppets, but must divide a single round’s worth 
  of actions between all puppets.
  Blood Tracking
  You are always aware of creatures under the effects of your 
  blood control or an effect causing bleed damage, or at or below 
  half hit points within blood control range and may pinpoint 
  such a creature’s square as a free action. Creatures that would 
  be immune to your blood control cannot be detected by this 
  ability.
  This talent may be taken a second time; doing so grants you 
  the benefits of blindsight, though this ability is still limited to 
  the listed creatures.
  Control Oxygenation (quicken/still)
  You gain the following abilities:
  As a (still) effect, the target becomes fatigued for the duration 
  of your blood control. You may spend a spell point to cause 
  the creature to instead become exhausted for this duration. 
  Creatures that do not breathe are immune to this effect.
  As a (quicken) effect, you may boost the circulation of the tar-
  get of your blood control, allowing the target to ignore one 
  instance of the fatigued or staggered conditions and treat one 
  instance of the exhausted condition as fatigued for a number 
  of rounds equal to the target’s Constitution modifier. After a 
  creature benefits from this ability, it cannot do so again for one 
  minute per round the ability was active. Creatures that do not 
  breathe do not benefit from this effect
  If you spend a spell point, the target may make an extra attack 
  as part of a full attack for the duration of this effect. This does 
  not stack with similar effects such as the haste ability of the 
  Time sphere. When used this way, the target is fatigued at the 
  end of this effect. If the target was already fatigued, it is instead 
  exhausted. If it was exhausted, it drops unconscious for 1d6 
  rounds.
  Crimson Vortex
  As a standard action you may create a crimson spread with a 5 
  ft. radius within your blood control range. Creatures that are 
  within this area when it is cast or that start their turn within 
  the area must make a Fortitude save or be under the effects of 
  
  your blood control until the end of a turn in which they did not 
  start within the affected area. Select a (quicken) or (still) ability 
  as part of creating this area; you may apply the selected ability 
  to the affected creatures.
  You may spend an additional spell point to increase this radius 
  by +10 ft. increasing by +5 ft. at 7th caster level and every 7 
  caster levels thereafter. This spread does not obscure vision. 
  You need not be able to see or be aware of affected creatures, 
  though you are aware of any that fail their save. You may use 
  this ability to target swarms. You may concentrate to maintain 
  this area, moving it up to 20 ft. plus 5 ft. per 2 caster levels 
  when you concentrate, flying with perfect maneuverability. If 
  you spend a spell point, the spread instead persists for 1 round 
  per caster level and may be moved as a move action.
  Exsanguinating Strike
  As a standard action, you may make a single weapon attack. 
  If a creature is damaged by this attack, you may initiate blood 
  control on that creature (including a (quicken) or (still) effect) 
  if it is not under the effects of your blood control. If it is under 
  the effects of your blood control, you may apply a (quicken) 
  or (still) effect to it. This talent may be used with the Spell 
  Attack feat*. Applying any (quicken) ability as part of this tal-
  ent counts as dealing bleed damage with the weapon for the 
  purposes of the Bloodmonger feat.
  *Champions of the Spheres
  Extract Blood Construct
  You may drain the blood of a dead creature within blood con-
  trol range and animate it as a blood construct as a standard ac-
  tion within 1 minute per caster level of the creature’s death. If 
  the creature (or creatures) were under the effects of your blood 
  control at the time of their death, you may reduce the required 
  time to a swift action. This blood construct is of a size accord-
  ing to the below table, but may not be larger than one size 
  smaller than the dead creature’s size. See section 8: Bestiary for 
  the statistics of the blood construct. Extracted constructs are 
  under your control. While they can be dispelled, blood con-
  structs are neither called nor summoned creatures, so are not 
  affected by banishment, dismissal, or the Hallow word of the 
  Fate sphere. The construct obeys your commands to the best 
  of its ability, even harmful or suicidal commands and will gen-
  erally act to protect you in the absence of other commands.
  A blood construct created by this ability persists for as long 
  as you concentrate. The construct must be within your blood 
  control range to concentrate on it. You may spend a spell point 
  to have the blood construct remain for 1 minute per caster level 
  without concentration. Doing so allows the construct to leave 
  your blood control range without any ill effects. Lengthened 
  Control increases this duration to 1 hour per caster level.
  You may not have more than 3 Hit Dice of blood constructs per 
  caster level under your control at the same time; creating addi-
  tional constructs forces you to dismiss existing elements until 
  the total Hit Dice no longer exceed this cap. Temporary in-
  creases to caster level (such as from staves, boons, or the thau-
  maturge’s forbidden lore ability) do not increase this cap. Once 
  a blood construct is dismissed or destroyed, the blood used can 
  no longer be animated to create another blood construct.
  As a move or swift action, you may sacrifice a blood construct 
  under your control to heal another one that you control, re-
  storing a number of hit points equal to the hit points of the 
  sacrificed construct. Any excess hit points beyond the healed 
  construct’s maximum hit points are lost. Both creatures must 
  be within blood control range.
  If you possess Mass Control, you may target multiple creatures 
  per that talent, drawing blood to either create multiple con-
  structs or combining the blood into a larger construct, up to 
  the maximum size you can create, counting two Small creatures 
  as a Medium creature, two Medium creatures as a Large crea-
  ture, etc. You may increase the size of an existing construct un-
  der your control by merging smaller constructs with it as part 
  of their creation or as a standard action; any ongoing effects 
  and damage taken on either construct persist in the larger con-
  struct. All targets must be within blood control range.
  Caster Level
  Construct
  1st
  Tiny
  4th
  Small
  8th
  Medium
  12th
  Large
  16th
  Huge
  20th
  Gargantuan
  24th
  Colossal
  Eye Bleed
  When using the Bleed ability, you may increase the target’s 
  blood pressure, rupturing vessel’s in the affected creature’s eyes 
  for the duration of the bleed damage. The creature suffers a 
  20% miss chance against all creatures for the duration of the 
  bleed damage. If you spend an additional spell point, the crea-
  ture is instead blinded for the duration of the bleed damage as 
  blood streams from around its eyes. Creature’s without eyes or 
  equivalent sensory organs are immune to this effect.
  Greater Blood Control
  When applying a (quicken) or (still) talent, you may spend an 
  additional spell point or increase the casting time by one step 
  (usually from a standard to a full-round action) to apply two 
  effects of that type. If the effects require different actions, use 
  the longer action.
  Hemokinesis
  You gain the following abilities:
  Move blood: You may move blood. As a standard action, you 
  may cause a volume of blood within blood control range equal 
  in size to a Small object to move up to 20 ft. + 5 ft. per 5 caster 
  levels. The blood may be moved through the air and does not 
  fall to the ground until the end of a turn in which you choose 
  not to move it. If you possess the Telekinesis sphere, you may 
  
  use your telekinesis speed if it is greater. The volume increases 
  by 1 Small object per caster level and the distance it may be 
  moved increases by 5 ft. per 2 caster levels. If moving a volume 
  of blood of at least Small size, you may attempt a bullrush or 
  overrun maneuver against any one creature in the path of this 
  movement, using your caster level -5 plus your casting ability 
  modifier as your CMB. You gain a +1 bonus on this check for 
  each size larger than Small the volume of blood is, treating 2 
  Small volumes as Medium, 2 Medium volumes as Large, etc. If 
  you possess Mass Control, you may target multiple volumes, 
  but the total volume cannot exceed your maximum volume.
  The mostly intact corpse of a creature that was susceptible to 
  bleed damage that has been dead for less than 1 hour per caster 
  level can supply a volume of 1 size category smaller than itself.
  You may use this ability to reposition the blood trail left by 
  spending a spell point on the Slick talent, treating 1 square as 
  a Small object.
  You may spend a spell point to grant a blood construct under 
  your control a fly speed (perfect) equal to your move blood 
  speed for the duration of its existence.
  Blood Arc: As a standard action, you may spend a spell point 
  to cause an arc of blood to launch from any creature under the 
  effects of your blood control that is taking bleed damage. You 
  may target a creature within that range, who then must suc-
  ceed on a Reflex save or be blinded until it spends a standard 
  action or two move actions wiping the blood off. Immersion in 
  water, heavy rain, or similar effects may also end this effect. If 
  you possess Mass Control, you may target multiple creatures 
  with this ability, though a single bleeding creature cannot sup-
  ply more than two blood arcs.
  If you possess Manipulate Alchemy, you may attempt to trans-
  fer a formulae*, potion, or poison expelled since the start of 
  your previous turn via the blood arc. Creatures that are will-
  ing or that fail their Reflex save are immediately affected by a 
  formulae, potion, or poison and may make a save against it if 
  normally allowed.
  *Per the Alchemy sphere, see Spheres of Might
  If you possess Manipulate Health, you may attempt to transfer 
  a disease expelled since the start of your previous turn via the 
  blood arc. Creatures that fail their Reflex save must immedi-
  ately make a save against the disease.
  Hemorrhage
  Your bleed (quicken) ability now deals 2 points of damage per 
  caster level.
  Improved Range
  Your blood control increases its range to medium. You may se-
  lect this talent a second time, increasing the range to long.
  Improved Bleed
  The heal DC to stop your bleed (quicken) ability now equals 
  15 + your caster level. Magic healing does not stop the bleed 
  (quicken) ability unless the caster succeeds on a magic skill 
  check.
  Inject
  As part of casting blood control, you may increase the casting 
  time by one step (usually a standard to a full-round action) to 
  inflict 1 point of Constitution damage on yourself and make 
  a melee touch attack (if within your natural reach) or ranged 
  touch attack against a creature within your blood control 
  range. You may hold the charge if using the melee option; if you 
  possess Hemokinesis, you may hold the charge when using the 
  ranged option. If successful, the targeted creature is treated as 
  if it were bleeding for the purpose of the save penalty on any 
  instance of blood control targeting that creature. Additionally, 
  your Blood sphere effects targeting the struck creature ignore 
  any spell resistance it possesses. This persists for 1 round per 
  caster level or until the creature spends a standard action or 
  two move actions wiping the blood off. Immersion in water, 
  heavy rain, or similar effects may also end this effect.
  If used on a creature that is immune to bleed damage from 
  their creature type, subtype, or a template, you may ignore 
  their immunity to blood control for the duration of this effect, 
  though they do not take the save penalty for bleeding or being 
  below half their maximum hit points.
  If you possess Mass Control, you may target multiple crea-
  tures, taking 1 point of Constitution damage and making an 
  attack roll for each target.
  Lengthened Control
  Your blood control lasts for 1 hour per caster level when 
  spending a spell point to continue it without concentration. 
  Creatures may still attempt a save to end it early as usual.
  Lingering Control
  Your blood control continues for two rounds after you stop 
  concentrating. Blood constructs created with Extract Blood 
  Construct also remain for this additional time. The effects of 
  the blood control still end if a creature makes a save to end it 
  early.
  Mana Bleed
  As a swift action, you may force a creature under the effects 
  of your blood control and taking bleed damage to lose 1 spell 
  point. This loss increases by one die size (1d2, 1d3, 1d4, 1d6, 
  etc.) for every five caster levels. Creatures that possess spell 
  slots instead lose spell slots, based on the level of the slot. Each 
  slot is equivalent to a number of spell points: level 1-2: 1 spell 
  point, 3-5: 2 spell points, 6-8: 3 spell points, 9: 4 spell points. 
  The target creature chooses which spell slots are lost. If affect-
  ing a creature with psionic manifesting (Psionics Unleashed 
  by Dreamscarred Press), the creature loses a number of pow-
  er points equal to the number of spell points that would have 
  been lost multiplied by 1 + its Hit Dice/4.
  If you possess Absorb Blood, you may choose to grant an equal 
  number of temporary spell points to a creature receiving heal-
  ing from Absorb Blood, though they cannot receive more spell 
  points than your target loses. These temporary spell points do 
  not stack with spell points from other targets, other instances 
  of this ability, or any other source and expire after one round 
  
  per caster level. This ability does not grant a way to use spell 
  points to those that lack one.
  Manipulate Alchemy (quicken/still)
  This talent requires that the target be under the effects of your 
  blood control and cannot be used as part of initiating blood 
  control.
  As a (still) ability, as an immediate action, when a creature con-
  sumes a potion or would be affected by a formulae or poison, 
  you may delay the effect of the formulae, potion, or poison for 
  the duration of your blood control. You may end this delay as 
  a free action that can be taken even when it is not your turn, 
  causing the formulae, potion, or poison to take effect immedi-
  ately. A given creature may only have one effect delayed in this 
  manner at a time, plus one additional effect per 10 caster levels.
  As a (quicken) ability, you may speed circulation to improve 
  the potency of a poison in the target’s system. If the poison 
  had a frequency measured in minutes, it is now measured in 
  rounds. If it has a frequency measured in rounds, its frequen-
  cy becomes twice per round and the duration is halved. These 
  changes do not stack. The save DC of the poison is also in-
  creased by +2. This change lasts until for the duration of the 
  poison unless dispelled or ended with a (still) talent.
  As a (quicken) ability, as an immediate action, you may attempt 
  to force a formulae, potion, or poison out of the target’s body, 
  removing its effects from the target. This requires a magical 
  skill check against the formulae or poison’s save DC or the 
  potion’s MSD. Unwilling targets are allowed a Fortitude save 
  to negate this effect. You gain a +2 bonus on this check if the 
  target is suffering bleed damage or below one half its maximum 
  hit points.
  As a (still) ability, as a swift action, you may slow circulation 
  to improve the body’s ability to resist a poison. If the target 
  is affected by a poison with a frequency measured in rounds, 
  the frequency instead becomes minutes. If the frequency was 
  measured in minutes, it instead becomes hours. These changes 
  do not stack. The save DC of the poison is decreased by -2. 
  This change lasts until for the duration of the poison unless 
  dispelled or ended with a (quicken) talent.
  Manipulate Health (quicken/still)
  As a free action, you may ascertain the general condition of any 
  creature under the effects of your blood control according to 
  the list below:
  Normal: Has at least 90% of full normal hit points, free of 
  disease.
  Fair: 30% to 90% of full normal hit points remaining.
  Poor: Less than 30% of full normal hit points remaining, af-
  flicted with a disease, or suffering from a debilitating injury.
  Weak: 0 or fewer hit points remaining, afflicted with a dis-
  ease that has reduced an ability score to 5 or less, or crippled.
  You also know if the creature is suffering from any bleed effects.
  As a (quicken) ability, you may spend a spell point to attempt to 
  force a disease out of the target’s body. This requires a magical 
  skill check against the disease’s save DC. Unwilling targets are 
  allowed a Fortitude save to negate this effect. You gain a +2 
  bonus on this check if the target is suffering bleed damage or 
  below one half its maximum hit points.
  As a (quicken) ability, you may spend a spell point to force a 
  creature suffering from a disease to roll a save against that dis-
  ease. Success on this save does not count toward curing the 
  disease and failing progresses the disease.
  As a (still) ability, you may immediately grant a save to a crea-
  ture suffering from a disease. Success on this save counts to-
  ward curing the disease but failing has no effect. A creature 
  may not be the target of this use more than once per day.
  As a (still) ability, you may delay the onset of a disease and to 
  delay any saves forced by the disease for the duration of your 
  blood control, though at least 1 save against the disease must 
  be attempted every 2 days. This does not remove any penalties 
  already inflicted by the disease, it only prevents the disease 
  from progressing.
  Mass Control
  When targeting creatures with blood control or a (quicken) or 
  (still) ability, you may spend an extra spell point to affect up 
  to 1 additional creature per 2 caster levels (minimum 1) within 
  range. All targets must be affected by the same ability. For a 
  casting that initiates blood control, this additional cost is only 
  incurred once; it is not paid a second time for the free (quick-
  en) or (still) ability.
  Migraine (quicken)
  You may send a rush of blood to the target’s brain, sickening 
  the target for the duration of the blood control. You may spend 
  a spell point to instead nauseate the target. This is a [pain] 
  effect.
  Numb (still): You may cut off flow to parts of a creature’s body, 
  making fine manipulation difficult. The target take a -2 pen-
  alty on Strength and Dexterity checks (including initiative) 
  and Strength and Dexterity-based skill checks and gains an 
  equal bonus on saves against pain effects for the duration of 
  the blood control. This penalty increases by +1 at 5th caster 
  level and again every 5 caster levels thereafter. This effect may 
  change a creature’s place in the initiative count after combat 
  has begun.
  You may spend a spell point to slow blood flow, staggering the 
  target for the duration of the blood control.
  Red Mist: As a move action, you may cause a creature under 
  the effects of your blood control and suffering from bleed dam-
  age to have their lost blood disperse into a mist, filling their 
  space, granting them concealment (attacks made by the crea-
  ture or targeting the creature has a 20% miss chance). This ef-
  fect persists until you end it as a free action, the creature stops 
  taking bleed damage, or your blood control ends. Your vision is 
  not impaired by a mist you create.
  
  If you spend an additional spell point, the radius of the mist 
  increases to 5 ft. + 5 ft. per 5 caster levels. The mist obscures all 
  sight, including darkvision, beyond 5 feet. A creature 5 ft. away 
  has concealment (attacks have a 20% miss chance). Creatures 
  farther away have total concealment (50% miss chance, and 
  the attacker cannot use sight to locate the target).
  A moderate wind (11+ mph), such as from a gust of wind spell, 
  disperses the mist in 4 rounds. A strong wind (21+ mph) dis-
  perses the mist in 1 round. A fireball, flame strike, or similar 
  spell burns away the mist in the explosive or fiery spell’s area. A 
  wall of fire burns away the mist in the area into which it deals 
  damage. If dispersed or burned away, the mist returns at the 
  start of the creature’s next turn unless the bleed damage or 
  blood control has ended.
  If you choose to take 1 Constitution damage when using this 
  talent, you may treat all creatures within the mist as if they 
  were bleeding for the purpose of the save penalty on any in-
  stance of blood control targeting such a creature.
  Self Control
  You are always considered to be under the effects of your blood 
  control and may use a (quicken) or (still) ability on yourself and 
  only yourself as a swift action. You do not count against the 
  limit on the number of creatures you may affect using Mass 
  Control.
  Slick
  You may choose to have creatures under the effects of your 
  blood control and suffering from bleed damage take a penalty 
  to CMD against bullrush, disarm, drag, reposition, overrun, 
  and trip attempts equal to 2 + 1 per 5 caster levels. Starting and 
  ending this effect is a free action.
  As a (quicken) ability, you may force a creature under the ef-
  fects of your blood control and suffering from bleed damage 
  to make a Reflex save or fall prone any time they move more 
  than half their speed until they are no longer under your blood 
  control or stop taking bleed damage. If you spend a spell point, 
  any creature that enters a space that the bleeding creature has 
  exited in the last 1 round per caster level must also make a 
  Reflex save or fall prone.
  Duelist Sphere*
  The Duelist sphere Ooze Ichor talent allows the user to deal 
  bleed damage to creature types that are normally immune, but 
  does not by itself make them susceptible to blood control.
  *Spheres of Might
  Divination Sphere
  Alternate divination - Divine Bleeding
  If you possess the Blood sphere, you may divine the location of 
  any creature that has taken bleed damage in the last 10 minutes 
  per caster level or that is under half its maximum hit points. 
  Creatures immune to bleed damage cannot be detected with 
  this divination.
  Nature Sphere
  If you possess both the Nature sphere water geomancing pack-
  age and the Blood sphere, you may treat a volume of blood as 
  an equal volume of water for your water geomancing abilities. 
  You may treat a creature susceptible to bleed damage that is 
  taking bleed damage or below half its maximum hit points as 
  being wet for any ability that requires it. You may treat a crea-
  ture susceptible to bleed damage of at least Large size (count 
  two Medium creatures as a Large creature, two Small creatures 
  as a Medium creature, etc.) that is suffering bleed damage or 
  below half its maximum hit points as a sufficient volume to use 
  the fog ability.
  Telekinesis Sphere
  If you possess the Blood and Telekinesis spheres and have the 
  Limited Telekinesis drawback for blood, you may use your tele-
  kinesis abilities on any creature under the effects of your blood 
  control (within the normal limits of the Telekinesis sphere).
  Warp Sphere
  If you possess the Create Demiplane advanced talent and the 
  Blood sphere, you may include blood in any place that you 
  would normally be able to place water. This blood can be su-
  pernaturally resistant to congealing, remaining liquid for indef-
  inite periods of time.
  
  Chapter 4
  Advanced Magic
  Advanced Talents
  Arrest Flow (still)
  Prerequisites: 15th caster level or higher.
  If a creature is already under the effects of your blood control, 
  you may spend two spell points as a standard action to stop 
  all circulation in the body of a creature. On a failed Fortitude 
  save, the target is immediately rendered unconscious. The tar-
  get is staggered for 1 round on a successful save. If rendered 
  unconscious, the following round the creature must make a 
  Fortitude save or die instantly. On a successful save, the target 
  remains unconscious for 1d4 rounds. This is a (death) effect.
  Drain Lifeblood
  Prerequisites: 1st caster level or higher.
  When using the bleed (quicken) ability, you may spend 1 addi-
  tional spell point to force affected creatures to suffer 1 point of 
  Constitution bleed instead of the normal bleed damage. This 
  is not increased by Hemorrhage. If you possess Absorb Blood, 
  you may treat any hit points lost by this ability as bleed damage 
  for the purpose of that talent.
  Overclock
  Prerequisites: Control Oxygenation, 18th caster level or 
  higher.
  When using the (quicken) option of Control Oxygenation, you 
  may spend three additional spell points to grant the target an 
  additional standard action each round for a number of rounds 
  equal to its Constitution modifier (minimum 1 round) or until 
  your blood control ends, whichever comes first. In any round 
  the target uses this extra action it takes 1d4 Constitution burn. 
  This damage increases to 1d6 if the target is fatigued and to 1d8 
  if the target is exhausted. The target is exhausted at the end of 
  this effect. This additional standard action cannot be used to 
  cast a spell or sphere effect.
  Puppet Master
  Prerequisites: Blood Puppet, 10th caster level or higher.
  When spending an action to direct your blood puppet, you 
  may have all creatures under your control perform the same 
  action if it is possible for them.
  Sanguine Minion 
  Prerequisites: Extract 
  Blood 
  Construct, 
  Lengthened 
  Control, 5th caster level or higher.
  When you create a blood construct, you may spend 2 spell 
  points to make the creation an instantaneous effect. The crea-
  ture exists independent of your concentration, has no duration, 
  and cannot be dispelled. These constructs still count against 
  the total number of blood constructs you may have created 
  at any one time. If you create more than your total, you may 
  select which constructs are destroyed.
  
  Rituals
  Existing spells that manipulate blood, such as blood biogra-
  phy*, blood armor**, or blood transcription*** may be used as 
  Blood sphere rituals.
  *Advanced Player’s Guide
  **Advanced Classes Guide
  ***Ultimate Magic
  Lifesblood Sacrifice
  Sphere Life; Ritual Level 4
  Casting Time 30 minutes
  Components V, S, F (obsidian ritual knife worth 100 gp)
  Description 
  You kill a willing or helpless creature to restore life to a dead 
  creature. The sacrificed creature must either have more Hit 
  Dice than the target to be revived or else be a blood relative 
  of the target. The target is revived as per the raise dead spell. 
  The sacrificed creature cannot be revived by any means short 
  of wish or miracle until the raised target is slain.
  Water from Blood
  Sphere Blood; Ritual Level 0
  Casting Time 1 minute
  Components V, S, M (blood to be transmuted)
  Description
  You draw out the blood of one creature slain within the last 
  hour and separate out the water. The creature must have been 
  a valid target for blood control. A Medium creature yields 2 gal-
  lons of clean water; divide this volume by 4 for every size cat-
  egory smaller and multiply by 4 for every size category greater 
  than Medium.
  Incantations
  Steal Lifeblood
  Sacrificing others is a time-honored way for the evil to post-
  pone their judgment.
  Sphere Blood; Level 5th
  Skill Checks in order—Heal DC 25 (1 success per sacrifi-
  cial victim), Knowledge (religion) DC 25 3 successes.
  Casting Time 1 hour
  Components S, M (1 HD of creature sacrificed per target 
  HD)
  Target one willing or helpless living creature
  Duration instantaneous
  Saving Throw none; SR yes
  Description
  The sacrificial victims, intelligent creatures (Intelligence great-
  er than 2) at least 1 age category younger than the target, are 
  exsanguinated (Heal) and the target bathes in their blood while 
  dark powers are invoked (Knowledge (religion)).
  If successful, the target creature has its age category reduced 
  by 1 (to the minimum age in that category), to a minimum of 
  young adult. Penalties to physical ability scores from aging are 
  lost. Bonuses to mental ability scores from aging are retained, 
  though a creature cannot benefit from these bonuses more 
  than once. 
  Backlash
  All primary and secondary performers are fatigued.
  Failure
  All primary and secondary performers are exhausted. The tar-
  get ages 1 age category (to the minimum age in that category). 
  If the target is already venerable, it instead crumbles to dust. A 
  blood construct of the largest size possible based on the sizes 
  of the sacrificed creatures forms and attacks all performers un-
  til destroyed or until all performers are slain.
  
  Chapter 5
  Player Options
  Feats
  Note: Champion feats focus on blending Spheres of Power and 
  Spheres of Might together in various ways. Champion feats were 
  introduced in Champions of the Spheres.
  Acid Blood
  Prerequisites: Blood sphere, ability to cast any sphere effect, 
  spell, or spell-like ability with the [acid] descriptor. You may 
  not take this feat if you possess the Burning Blood feat.
  Benefit: Any creature that confirms a critical hit against you 
  with a piercing or slashing melee weapon is sprayed with your 
  blood, suffering 1 point of acid damage per Hit Die. A success-
  ful Reflex save with a DC equal to your Blood sphere DC ne-
  gates this damage. Melee weapons with reach don’t endanger 
  their users in this way.
  Additionally, you can apply your acidic blood to a weapon or 
  natural attack by dipping it in your own blood as a swift ac-
  tion. This requires dealing 1d4 damage to yourself as part of 
  the swift action unless you suffer from an ongoing bleed effect 
  or are below half your maximum hit points. The weapon gains 
  the corrosive* special ability for a number of rounds equal to 
  your Constitution modifier. At 10 Hit Dice, this improves to 
  corrosive burst*.
  Hemokinesis using your blood adds 1 point of acid damage per 
  Hit Die to any creature struck by a touch attack or subject to a 
  successful combat maneuver made as part of that ability.
  *Pathfinder Roleplaying Game: Ultimate Equipment © 2012, Paizo 
  Publishing
  Bloodmonger* (Champion)
  Prerequisites: Casting class feature, Duelist sphere.
  If you possess the blood of a target, that target suffers a -1 
  penalty to any saving throw made against your spell or magic 
  sphere effects. If you are wielding a weapon that has inflicted 
  bleed damage on a target within the past 1 minute, you are 
  considered to possess their blood. You may also make a melee 
  touch attack against a target suffering from bleed damage 
  as part of using a magic sphere effect to touch and use their 
  blood. You may also store blood from either circumstance in a 
  vial or container to use later, but must be holding the container 
  to use the blood contained within it.
  Special: The save penalty from this feat cannot be applied 
  when benefiting from a save DC bonus from the ‘Blood as a 
  Spell Component or Focus’ option rules in Section 7.
  *Originally printed in Champions of the Spheres
  Blood Thirst
  Prerequisites: Bite attack, Blood sphere.
  Benefit: You gain the blood drain universal monster abil-
  ity with your bite attack, and thus may inflict 1 point of 
  Constitution damage whenever you end a turn grappling a 
  creature. Additionally, each time you inflict Constitution dam-
  age with this ability, you heal a number of hit points equal 
  to the creature’s Hit Dice. You cannot heal more than 10 hit 
  points per character level per day using this ability.
  Blood Potion
  Prerequisites: Blood sphere, Brew Potion.
  Benefit: You are able to create potions (or formulae from the 
  Alchemy sphere) within your own blood. They can only target 
  you, but you may activate one as a swift action, or 2 + 1 per 7 
  character levels as a standard action. This does not provoke 
  attacks of opportunity.
  Blood Wrack (Admixture)
  Prerequisites: Blood sphere, Destruction sphere, Admixture 
  talent.
  Benefit: When using the Admixture talent, you may spend an 
  additional spell point to have a single creature that takes dam-
  age be targeted by blood control (including the free (quicken) 
  or (still) ability granted by initiating blood control) that you 
  possess. Creatures already under the effects of your blood con-
  trol instead may be targeted by a (quicken) or (still) ability. If 
  
  you possess the Mass Control talent, you may apply the blood 
  control to all targets damaged, up to your maximum number of 
  targets from Mass Control, though all affected creatures must 
  be targeted by the same (quicken) or (still) ability.
  Burning Blood
  Prerequisites: Blood sphere, ability to cast any sphere effect, 
  spell, or spell-like ability with the [fire] descriptor. You may not 
  take this feat if you possess the Acid Blood feat.
  Benefit: Any creature that confirms a critical hit against you 
  with a piercing or slashing melee weapon is sprayed with your 
  blood, which ignites on contact with the air, dealing 1 point of 
  fire damage per Hit Die. A successful Reflex save with a DC 
  equal to your Blood sphere DC negates this damage. Melee 
  weapons with reach don’t endanger their users in this way.
  Additionally, you can apply your flaming blood to a weapon 
  or natural attack by dipping it in your own blood as a swift 
  action. This requires dealing 1d4 damage to yourself as part of 
  the swift action unless you suffer from an ongoing bleed effect 
  or are below half your maximum hit points. The weapon gains 
  the flaming* special ability for a number of rounds equal to 
  your Constitution modifier. At 10 Hit Dice, this improves to 
  flaming burst*.
  Hemokinesis using your blood adds 1 point of fire damage per 
  Hit Die to any creature struck by a touch attack or subject to a 
  successful combat maneuver made as part of that ability.
  *Pathfinder Roleplaying Game: Ultimate Equipment (OGL) © 2012, 
  Paizo Publishing
  Create Humor Familiar
  Prerequisites: Blood sphere.
  Benefit: You may create a humor familiar. Choose a tiny blood 
  construct or a humoral ooze (choleric, melancholic, phlegmat-
  ic, or sanguine, chosen at the time of creation) as a familiar per 
  the wizard’s arcane bond class feature. The humor familiar can 
  be reabsorbed into your body as a standard action. The familiar 
  gains all familiar abilities based on your levels in casting classes. 
  When absorbed, the humor familiar has fast healing 5 but ceas-
  es to provide bonus such as the Awareness feat. Humoral ooz-
  es count as being in contact with their master while absorbed 
  for the purpose of their emotional touch ability. If a humor 
  familiar is lost or dies, it can be replaced 1 week later through 
  a ritual costing 200 gp per level in casting classes or through 
  a specialized procedure that inflicts 1 point of Constitution 
  damage per 2 levels (minimum 1). Replacing the familiar allows 
  you to choose any other familiar available from this feat. The 
  ritual takes 8 hours to complete. You may not have both a hu-
  mor familiar and a familiar from another source; if you possess 
  another ability that would grant a familiar, the effective wizard 
  level from that ability stacks with your levels in casting classes 
  to determine the strength of your humor familiar.
  Crimson Theurgy
  Prerequisites: Blood sphere, Death sphere.
  Benefit: When determining the range of your ghost strike 
  and Blood sphere effects, you may use the longer of your blood 
  control and ghost strike ranges. This does not increase the size 
  of the cone from the Greater Ghost Strike talent.
  When you deal damage to a creature with the Bleeding Wounds 
  ghost strike, you may spend a spell point as a move action to 
  target that creature with blood control. If you possess both 
  Mass Control and Greater Ghost Strike talents, you may target 
  a number of creatures affected by the ghost strike up to the 
  maximum allowed by Mass Control.
  Construct Armor
  Prerequisites: Blood sphere, Extract Blood Construct, 5th 
  caster level or higher.
  Benefit: Whenever you use the Extract Blood Construct tal-
  ent to create a blood construct, you may create that construct 
  around a willing target that is no larger than the construct. A 
  single creature may not have more than one instance of con-
  struct armor at a time and constructs being used as armor can-
  not themselves gain construct armor from another construct. 
  The target gains the Strength, Dexterity, size, damage reduc-
  tion, natural attacks, and armor class of the construct. Any 
  damage that the target would take is instead directed to the 
  construct. If the construct is reduced to 0 or fewer hit points, 
  this effect ends immediately and any additional damage it 
  transferred to the target. This effect does not affect equipment 
  size, though the target may choose to count as its normal size 
  for the purpose of determining penalties from inappropriately 
  sized weapons. The construct and its wearer cannot be target-
  ed separately; any mind affecting abilities targeting the con-
  struct automatically target the wearer instead and any effect 
  that would move either moves them both.
  Exsanguinating Strike Mastery
  Prerequisites: Exsanguinating Strike.
  Benefit: You do not provoke attacks of opportunity for cast-
  ing when using Exsanguinating Strike.
  Formed Construct
  Prerequisites: Blood sphere, Extract Blood Construct tal-
  ent, Conjuration sphere.
  Benefit: When you create a blood construct, you grant it one 
  (form) talent from the Conjuration sphere that you possess. 
  
  Master of Blood
  Prerequisites: Forbidden lore class feature, Extract Blood 
  Construct.
  Benefit: Add your forbidden lore bonus to your caster level 
  when determining the number of Hit Dice of blood constructs 
  you may control at any one time through the Extract Blood 
  Construct talent. Blood constructs created this way gain a 
  bonus to natural attack damage equal to your forbidden lore 
  bonus.
  Reservoir
  Prerequisites: Blood sphere.
  Benefit: Whenever a creature with Hit Dice of at least half 
  your character level under the affects of your blood control is 
  slain or destroyed, you may spend a move action before the 
  end of your next turn to absorb the creature’s blood, gaining 1 
  blood point. You may have a maximum number of blood points 
  equal to your Constitution modifier (or Charisma modifier, if 
  you lack a Constitution score, (Con (-))), (minimum 1). You 
  may spend blood points any time you would take Constitution 
  damage or bleed from a Blood sphere ability to reduce the 
  damage or bleed by 1 per point spent. Reducing Constitution 
  bleed in this way only reduces it for the current round. Blood 
  points expire after 1 hour.
  Spell Attack* (Champion)
  Prerequisites: Casting class feature, either Energy Blade 
  from the Destruction sphere, Cryptic Strike from the Death 
  sphere, Clarified Strike from the Life sphere, Exsanguinating 
  Strike from the Blood sphere, or Time Strike from the Time 
  sphere (or similar talents).
  Benefit: When using Energy Blade, Cryptic Strike, Clarified 
  Strike, Exsanguinating Strike, or Time Strike (or a similar tal-
  ent) as a standard action, the attack is treated as a special at-
  tack action. This attack may benefit from Vital Strike, as well 
  as combat spheres that augment attack actions (but not other 
  special attack actions).
  *Originally printed in Champions of the Spheres
  Traditions
  Bloodletting
  Casters of the bloodletting tradition use their ornate ritual 
  knife to make precise incisions, drawing forth trickles of blood 
  that is smeared, thrown, or otherwise manipulated to cast their 
  spells. Casters of this tradition usually use the Blood Price op-
  tional ritual pricing (See Spheres of Power).
  A caster with the bloodletting tradition gains 1 SP + 1 SP per 
  6 levels.
  Drawbacks: Draining Casting, Focus Casting (Ritual Knife), 
  Magical Signs, Painful Casting, Somatic Casting
  Boons: Fortified Casting, Sanguine Empowerment
  Unified Traditions
  Crimson Blade
  The order of the crimson blade fuels both their martial and 
  magical prowess with the very power of life: blood, that of 
  their foes or themselves. Casters of this tradition usually use 
  the Blood Price optional ritual pricing (See Spheres of Power).
  Martial Training: 
  Equipment: Duellist Training
   
   
   
  Duellist sphere
   
   
   
  Spell Attack
   
   
   
  Bloodmonger feat
  Bonus Magic Talents: Blood sphere
   
   
   
  Exsanguinating Strike
  Drawbacks: 
   
  Somatic Casting, Magical Signs   
   
   
   
  (swirling red mists)
  Boons:  
   
  Sanguine Empowerment
  
  Sphere-specific 
  Drawbacks
  Hemokinetic
  You cannot use blood control. You must select the Hemokinesis 
  talent with the bonus talent from this drawback. You may 
  use the blood arc option on creatures within blood control 
  range (and may take the Improved Range talent) even when 
  they are not under your blood control. You may use the 
  Hemokinesis options dependant on the Manipulate Alchemy 
  and Manipulate Health talents, but only when the necessary 
  ability has been used by another creature. You cannot possess 
  this drawback if you possess the Limited Acceleration or Self-
  controlled drawbacks.
  Limited Acceleration
  Choose either (quicken) or (still). You may not use any abil-
  ities with the chosen descriptor. You cannot possess this 
  drawback if you possess the Hemokinetic drawback.
  Self-controlled
  You may only target yourself with blood control. You must 
  select the Self Control talent with the bonus talent from 
  this drawback. You cannot possess this drawback if you 
  possess the Hemokinetic drawback.
  Boons
  Sanguine Empowerment
  At the beginning of your turn, when you take dam-
  age from an ongoing bleed effect, your caster level 
  increases by +1 until the start of your next turn.
  Traits
  Blood Cult Survivor (Faith)
  You have survived attempts to use your blood to fuel dark 
  (or at least questionable) rituals. You gain a +1 trait bonus 
  on saves against blood control and effects that cause bleed 
  damage. Additionally, the first point of bleed damage you 
  take each round is treated as nonlethal damage. This in-
  creases by 1 point per round at 5 Hit Dice and every 5 
  Hit Dice thereafter.
  Doom Cultist (Religion)
  You gain a +1 trait bonus to caster level for the Blood, 
  Death, and Destruction spheres. This bonus cannot 
  cause your caster level to exceed your Hit Dice.
  Alternate Racial Traits
  Alraun**- Bloodweed
  The nature of the creation of the alraun leaves some with an 
  innate affinity for blood magic, unfortunately it isn’t without a 
  cost as they become vulnerable to bright light. They gain Basic 
  Magic Training in the Blood sphere as a bonus feat at 1st level. 
  The alraun also gain light sensitivity, causing them to become 
  dazzled in areas of bright light. This replaces their blood sense 
  racial traits.
  Cherufe**- Burning Blood
  While most amet cherufe have a connection to lava, there are 
  other cherufe of both breeds that possess fire in their blood. 
  The gain the Burning Blood feat and may use their Hit Dice 
  in place of caster level to determine the effects of 
  that feat, if beneficial. This replaces their cherufe 
  breed power.
  Dhampir* - Bloodbender
  Vampiric heritage gives many dhampir an in-
  nate affinity for blood magic. They gain Basic 
  Magic Training in the Blood sphere as a 
  bonus feat at 1st level. This replaces 
  manipulative and the spell-like abili-
  ty racial traits.
  *Pathfinder 
  Roleplaying 
  Game 
  Advanced Race Guide © 2012, Paizo 
  Publishing
  ** Player’s Guide to Skybourne © 2015, Drop 
  Dead Studios
  
  Chapter 6 
  Equipment
  Specific Items
  Crimson Flask
  Aura Faint Blood; CL 5th
  Slot None; Price 2,000 gp (least), 8,000 gp (lesser), 16,000 
  (greater); Weight 1 lb
  Creatures with the Reservoir feat may spend a full-round action 
  filling this flask with stolen blood, transferring blood points 
  into the flask. The quality of the flask determines how many 
  points it may hold: least - 2, lesser - 4, greater - 6. Reservoir 
  points do not expire while in the crimson flask. A creature pos-
  sessing the flask may open it as a move action. While holding 
  an open flask, the holder may spend reservoir points as if those 
  points were in its reserve.
  Construction Requirements
  Craft Rod, Blood sphere
  Weapon Special 
  Abilities
  Thirsty
  Aura faint Blood; CL 5
  Slot weapon; Price +1 bonus; Weight -
  Description
  This weapon special ability can be applied to any melee weap-
  on that deals piercing or slashing damage. When confirming a 
  critical hit with a thirsty weapon against a creature that is not 
  immune to bleed damage, the wielder may cause the weapon 
  to absorb a portion of the creature’s blood as a free action. The 
  wielder may instead expend a blood point from the Reservoir 
  feat to fill the weapon as a full-round action. This stored blood 
  counts as having a blood point as per the Reservoir feat and 
  may be spent per that feat. A thirsty weapon may store a num-
  ber of blood points equal to its enhancement bonus. Blood 
  points stored in the weapon last indefinitely.
  Artifacts
  Blood Bath
  Aura moderate Alteration; CL 10
  Slot none; Cost -; Weight 300 lbs
  Description
  The blood bath is a minor artifact used by evil creatures to 
  steal the youth of their victims. Sized to fit a Medium or small-
  er creature, the blood bath must to primed by filling it with the 
  blood of creatures of no older than the young adult age catego-
  ry. Filling requires the blood of 20 Medium-sized creatures. For 
  this purpose, 2 Small-sized creatures count as one Medium-
  sized creature. Once filled the user must spend at least 1 hour 
  in the bath. At the end of this time, the user’s age category is 
  reduced by 1 (to the minimum age in that category), to a min-
  imum of young adult. Any penalties from aging are removed, 
  though bonuses from aging are retained (though do not stack 
  with future bonuses from aging). This does not prevent future 
  aging.
  Destruction
  The blood bath shatters if filled with the bones of an intelligent 
  humanoid that died of old age and blessed soil for 24 hours.
  
  Crafting Magic Items
  Power and Complexity for the Blood sphere
  Blood Control
  Range: touch
  Duration: 1 round/caster level
  Effect: Apply blood control (with either the bleed or coagu-
  late ability) to the target, as the base Blood sphere.
  Complexity
  Improved Blood Control: You may change the (quicken) or 
  (still) effect granted or apply a Blood talent to the effect by 
  increasing the complexity by 1. If the talent or ability requires 
  the expenditure of a spell point, increase the complexity in-
  stead by 2.
  Control Required: Instead of the base abilities, you may 
  apply a (quicken) or (still) ability that requires the target to 
  already be under the effects of your blood control to a target 
  that is under the effects of your blood control. This does not 
  increase complexity.
  Extract Blood Construct
  Range: touch
  Duration: 1 round/caster level.
  Effect: Create a blood construct 
  per the Extract Blood Construct 
  talent of no more than 1 HD per 
  caster level.
  
  Section 7 
  Optional Rules
  Blood as a Spell Component or 
  Focus
  Using a portion of a creature’s blood as an additional spell 
  component creates a bond between the caster and the target, 
  making the effect harder for the target to resist. Gathering 
  sufficient blood, one vial’s worth, requires inflicting 1 point of 
  Constitution damage to a willing or helpless creature as a full-
  round action. When used as an additional spell component, the 
  save DC of the spell or sphere effect is increased by +1 per vial 
  used (to a maximum of +4) against the creature whose blood 
  was used, though any other creatures making a save against the 
  spell or sphere effect has the DC reduced by an equal amount.
  When used as a focus component, the range of any Divination 
  sphere effect or spell of the Divination 
  school that would locate or contact 
  the creature whose blood is used has 
  its duration doubled per the Extend 
  metamagic feat and its area increased 
  as the Widen Spell metamagic 
  feat, if applicable. These increases 
  stack with the increases from those 
  metamagic feats. Alternatively, the 
  caster may reduce the casting time of 
  such a spell or sphere effect by 1 step, 
  to a minimum of 1 round.
  Blood does not last indefinitely, los-
  ing its potency after 1d6 hours. A 
  successful DC10 Heal check made 
  as a full-round action can deter-
  mine the number of hours remain-
  ing. Particularly hot conditions may 
  reduce this time, while particularly 
  cold ones may extend it, at the GM’s 
  discretion. The most common meth-
  od for preserving a sample of blood 
  is placing it in a vial prepared with a 
  small dose of unguent of timelessness 
  (a vial of unguent of timelessness is 
  sufficient to prepare 75 vials). This is 
  sufficient to preserve the sample for 1 
  year. Pre-prepared vials may be purchased for 3 gp. Once used, 
  the vial is a normal glass vial with no special properties.
  Blood Alchemy
  The blood of certain creatures can be used when crafting al-
  chemical items to reduce the required material cost. By in-
  flicting 1 point of Constitution damage on a willing or helpless 
  creature of either the correct race or subtype, or that possesses 
  the necessary ability, you may reduce the cost of crafting a sin-
  gle corresponding alchemical item by half. See the following ta-
  ble for suggestions on what races and types correspond to each 
  alchemical item. Other races and items may be appropriate at 
  the GM’s discretion.
  Alchemical 
  Item
  Race or 
  Creature
  Creature 
  Subtype
  Universal Monster Ability
  Acid flask
  Oread
  Earth
  -
  Alchemist fire
  Ifrit
  Fire
  Burn
  Brewed reek
  Troglodyte
  -
  Stench
  Elemental breath
  Sylph
  Air
  -
  Fury drops
  Half-orc, orc
  Orc
  Blood rage, ferocity
  Gel, fire ward
  Undine
  Cold, water
  Immunity (fire), resistance (fire)
  Gel, frost ward
  Ifrit
  Fire
  Burn, immunity(cold), resistance 
  (cold)
  Ifrit’s blood
  Ifrit
  Fire
  Burn
  Ink (glowing)
  Aasimar
  Angel, 
  archon
  -
  Powder (rusting)
  Rust monster
  -
  -
  Smoke pellet
  Fetchling
  Dark folk
  -
  Smoke stick
  Fetchling
  Dark folk
  -
  Thunderstone
  Sylph
  Air
  -
  Troll oil
  Troll
  -
  Fast healing, regeneration
  Woundweal
  -
  -
  Poison
  
  Chapter 8
  Bestiary
  Blood Constructs
  All blood constructs gain the following abilities:
  Absorb Blood (Su)
  Whenever a creature taking bleed damage is within the blood 
  construct’s threatened area, the blood construct heals a num-
  ber of hit points each round equal to the bleed damage taken 
  by the creature. If there are multiple threatened creatures tak-
  ing bleed damage, the healing does not stack, only the highest 
  value is used.
  Blood Mastery (Ex)
  A blood construct gains a +1 bonus on attack and damage rolls 
  if its opponent is taking bleed damage.
  Drench (Ex)
  The construct’s touch puts out non-magical flames of its size 
  or smaller. The creature can dispel magical fire it touches as 
  dispel magic (caster level equals construct’s Hit Dice).
  Engulf
  As a standard action, the blood construct may move up to its 
  speed and attempt to engulf anything in its path. It cannot 
  make other attacks during a round in which it engulfs. The 
  blood construct merely has to move over its opponents of 
  its size or smaller, affecting as many as it can cover. Targeted 
  creatures can make attacks of opportunity against the blood 
  construct, but if they do so, they are not entitled to a saving 
  throw against the engulf attack. Those who do not attempt 
  attacks of opportunity can attempt a Reflex save (DC 10 + 1/2 
  HD + Strength modifier) to avoid being engulfed - on a success, 
  they are pushed back or aside (target’s choice) as the blood 
  construct moves forward. Engulfed opponents gain the pinned 
  condition, are in danger of suffocating, are trapped within the 
  blood construct’s body until they are no longer pinned, and 
  take slam damage from the blood construct each round. An 
  engulfed creature may attempt to escape as if escaping a pin.
  Fluid Body
  The blood construct can move through an area as small as one-
  eighth its space without squeezing or one-sixteenth its space 
  when squeezing.
  Tiny Blood Construct CR 1/3
  XP 400
  N Tiny construct
  Init +1; Senses darkvision 60 ft.; Perception +4
  Defense
  AC 13, touch 13, flat-footed 12 (+1 Dex, +2 size)
  hp 5 (1d10)
  Fort +0, Ref +1, Will +0
  Immune construct traits
  Offense
  Speed 30 ft., swim 30 ft.
  Melee slam +4 (1d4+1)
  Special Attacks blood mastery, drench, engulf (DC 11, 1d4+1 
  bludgeoning)
  statistics
  Str 13, Dex 12, Con -, Int -, Wis 11, Cha 11
  Base Atk +1; CMB +0; CMD 11
  ecOlOgy
  Environment any
  Organization solitary, pair, or gang (3–8 plus creator)
  Treasure none
  Blood constructs are unnatural creatures, rarely existing unless 
  formed by a blood mage as a servant.
  A tiny blood construct is 1 foot tall and weighs 3 pounds.
  Familiar
  A tiny blood construct may be taken as a familiar. The mas-
  ter of a blood construct familiar gains a +2 bonus on Fortitude 
  saves. A blood construct familiar may be replaced by taking 1 
  point of Constitution damage per two levels (minimum 1) in-
  stead of paying 100 gp per level.
  
  Small Blood Construct CR 1
  XP 400
  N Small construct
  Init +0; Senses darkvision 60 ft.; Perception +4
  Defense
  AC 13, touch 11, flat-footed 13 (+2 natural, +1 size)
  hp 21 (2d10+10)
  Fort +0, Ref +0, Will +0
  Defensive Abilities absorb blood, Immune: construct traits
  Offense
  Speed 30 ft., swim 30 ft.
  Melee slam +5 (1d6+3)
  Special Attacks blood mastery, drench, engulf (DC 13, 1d6+2 
  bludgeoning)
  statistics
  Str 14, Dex 10, Con 13, Int 4, Wis 11, Cha 11
  Base Atk +2; CMB +3; CMD 13
  special abilities
  Absorb Blood (Ex): Whenever a creature taking bleed dam-
  age is within the blood construct’s threatened area, the blood 
  construct heals a number of hit points each round equal to 
  the bleed damage taken by the creature. If there are multiple 
  threatened creatures taking bleed damage, the healing does 
  not stack, only the highest value is used.
  Fluid Body (Ex): The blood construct can move through 
  an area as small as one-eighth its space without squeezing or 
  one-sixteenth its space when squeezing.
  Familiar
  A small blood construct may be taken as a familiar with the 
  Improved Familiar feat by caster of at least caster level 5th 
  or higher. The master of a blood construct familiar gains a +2 
  bonus on Fortitude saves. A blood construct familiar may be 
  replaced by taking 1 point of Constitution damage per level 
  instead of paying 100 gp per level.
  Medium Blood Construct CR 3
  XP 800
  N Medium construct
  Init +1; Senses darkvision 60 ft.; Perception +5
  Defense
  AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
  hp 42 (4d10+20)
  Fort +1, Ref +2, Will +1
  Defensive Abilities absorb blood, Immune: construct traits
  Offense
  Speed 30 ft., swim 30 ft.
  Melee slam +7 (1d8+4)
  Special Attacks blood mastery, drench, engulf (DC 15, 1d8+3 
  bludgeoning)
  statistics
  Str 16, Dex 12, Con -, Int -, Wis 11, Cha 11
  Base Atk +4; CMB +7; CMD 18
  special abilities
  Absorb Blood (Ex): Whenever a creature taking bleed dam-
  age is within the blood construct’s threatened area, the blood 
  construct heals a number of hit points each round equal to 
  the bleed damage taken by the creature. If there are multiple 
  threatened creatures taking bleed damage, the healing does 
  not stack, only the highest value is used.
  Fluid Body (Ex): The blood construct can move through 
  an area as small as one-eighth its space without squeezing or 
  one-sixteenth its space when squeezing.
  Large Blood Construct CR 5
  XP 1,600
  N Large construct
  Init +2; Senses darkvision 60 ft.; Perception +9
  Defense
  AC 17, touch 11, flat-footed 15 (+2 Dex, +6 natural, –1 size)
  hp 74 (8d10+30)
  Fort +2, Ref +4, Will +2
  DR 5/—; Defensive Abilities absorb blood, Immune: con-
  struct traits
  Offense
  Speed 30 ft., swim 30 ft.
  Melee 2 slams +12 (2d6+5)
  Space 10 ft.; Reach 10 ft.
  Special Attacks blood mastery, drench, engulf (DC 19, 2d6+5 
  bludgeoning)
  statistics
  Str 20, Dex 14, Con 17, Int 6, Wis 11, Cha 11
  Base Atk +8; CMB +14; CMD 26
  special abilities
  Absorb Blood (Ex): Whenever a creature taking bleed dam-
  age is within the blood construct’s threatened area, the blood 
  construct heals a number of hit points each round equal to 
  the bleed damage taken by the creature. If there are multiple 
  threatened creatures taking bleed damage, the healing does 
  not stack, only the highest value is used.
  Fluid Body (Ex): The blood construct can move through 
  an area as small as one-eighth its space without squeezing or 
  one-sixteenth its space when squeezing.
  
  Huge Blood Construct CR 7
  XP 3,200
  N Huge construct
  Init +4; Senses darkvision 60 ft.; Perception +13
  Defense
  AC 20, touch 12, flat-footed 16 (+4 Dex, +8 natural, -2 size)
  hp 95 (10d10+40)
  Fort +3, Ref +7, Will +3
  DR 5/—; Defensive Abilities absorb blood, Immune: con-
  struct traits
  Offense
  Speed 30 ft., swim 30 ft.
  Melee 2 slams +15 (3d6+7)
  Space 15 ft.; Reach 15 ft.
  Special Attacks blood mastery, drench, engulf (DC 22, 3d6+7 
  bludgeoning)
  statistics
  Str 24, Dex 18, Con -, Int -, Wis 11, Cha 11
  Base Atk +10; CMB +19; CMD 33
  
  special abilities
  Absorb Blood (Ex): Whenever a creature taking bleed dam-
  age is within the blood construct’s threatened area, the blood 
  construct heals a number of hit points each round equal to 
  the bleed damage taken by the creature. If there are multiple 
  threatened creatures taking bleed damage, the healing does 
  not stack, only the highest value is used.
  Fluid Body (Ex): The blood construct can move through 
  an area as small as one-eighth its space without squeezing or 
  one-sixteenth its space when squeezing.
  Gargantuan Blood Construct CR 9
  XP 6,400
  N Gargantuan construct
  Init +5; Senses darkvision 60 ft.; Perception +16
  Defense
  AC 21, touch 12, flat-footed 16 (+5 Dex, +9 natural, -3 size)
  hp 131 (13d10+60)
  Fort +4, Ref +9, Will +4
  DR 10/—; Defensive Abilities absorb blood, Immune: con-
  struct traits
  Offense
  Speed 30 ft., swim 30 ft.
  Melee 2 slams +22 (4d6+12)
  Space 20 ft.; Reach 20 ft.
  Special Attacks blood mastery, drench, engulf (DC 28, 
  4d6+12 bludgeoning)
  statistics
  Str 34, Dex 20, Con -, Int -, Wis 11, Cha 11
  Base Atk +13; CMB +29; CMD 44
  special abilities
  Absorb Blood (Ex): Whenever a creature taking bleed dam-
  age is within the blood construct’s threatened area, the blood 
  construct heals a number of hit points each round equal to 
  the bleed damage taken by the creature. If there are multiple 
  threatened creatures taking bleed damage, the healing does 
  not stack, only the highest value is used.
  Fluid Body (Ex): The blood construct can move through 
  an area as small as one-eighth its space without squeezing or 
  one-sixteenth its space when squeezing.
  Colossal Blood Construct CR 11
  XP 12,800
  N Colossal construct
  Init +6; Senses darkvision 60 ft.; Perception +19
  Defense
  AC 21, touch 12, flat-footed 15 (+6 Dex, +9 natural, -4 size)
  hp 148 (16d10+80)
  Fort +5, Ref +11, Will +5
  DR 10/—; Defensive Abilities absorb blood, Immune: con-
  struct traits
  Offense
  Speed 30 ft., swim 30 ft.
  Melee 2 slams +28 (6d6+16)
  Space 25 ft.; Reach 25 ft.
  Special Attacks blood mastery, drench, engulf (DC 34, 
  6d6+16 bludgeoning)
  statistics
  Str 42, Dex 22, Con -, Int -, Wis 11, Cha 11
  Base Atk +16; CMB +40; CMD 56
  special abilities
  Absorb Blood (Ex): Whenever a creature taking bleed dam-
  age is within the blood construct’s threatened area, the blood 
  construct heals a number of hit points each round equal to 
  the bleed damage taken by the creature. If there are multiple 
  threatened creatures taking bleed damage, the healing does 
  not stack, only the highest value is used.
  Fluid Body (Ex): The blood construct can move through 
  an area as small as one-eighth its space without squeezing or 
  one-sixteenth its space when squeezing.
  Humoral Ooze CR 1/3
  XP 135
  N Tiny ooze
  Init -5; Senses blindsight 60 ft.; Perception -5
  Defense
  AC 7, touch 7, flat-footed 7 (-5 Dex, +2 size)
  hp 7 (1d8+3)
  Fort +3, Ref -5, Will -5
  Immune ooze traits; Resist fire 5
  Weaknesses vulnerability to cold
  Offense
  Speed 10 ft., climb 10 ft., swim 10 ft.
  Melee Slam +1 (1d3+1)
  Space 2-1/2 ft., Reach 0 ft.
  
  statistics
  Str 12, Dex 1, Con 16, Int —, Wis 1, Cha 1
  Base Atk +0; CMB +1; CMD 6
  ecOlOgy
  Environment any underground
  Organization solitary, pair, or coagulum (3-5)
  Treasure none
  special abilities
  Emotional Touch (Su): Humoral oozes create impact the 
  emotions of those in contact with them. This is a mind-affect-
  ing emotion ability and requires at least one round of contact 
  and ends one round after contact ceases; brief contact such 
  as from an unarmed strike is insufficient. Most casters that 
  keep humoral oozes as familiars allow the ooze to ride on their 
  shoulder, in a pocket, or another location that maintains con-
  tact. Each type of ooze has a different effect:
  Choleric - Creatures touching the ooze are on edge, prone to 
  anger, leaving them unwilling to listen to others, causing the 
  DC of Bluff, Diplomacy, and Intimidate skill checks made 
  against them increased by 2, +1 for every 5 Hit Dice of the 
  creature.
  Melancholic - Creatures touching this ooze grow depressed 
  and gloomy, though since things can’t get any worse, they 
  press on, gaining a +2 morale bonus on saves that would 
  cause the paralyzed or slow conditions.
  Phlegmatic - Creatures touching the ooze are inclined to 
  move slowly, and gain a +2 morale bonus on saves verses 
  mind-affecting abilities.
  Sanguine - Creatures touching the ooze become hopeful and 
  optimistic; once per minute as a free action the creature 
  can grant itself a +2 morale bonus on an ability check, attack 
  roll, saving throw, or skill check.
  Fluid (Ex): The humoral ooze can move through an area as 
  small as one-quarter its space without squeezing or one-eighth 
  its space when squeezing.
  Familiar
  A humoral ooze may be taken as a familiar. The master of a 
  humoral ooze familiar gains a +2 bonus on Heal skill checks. 
  A humoral ooze familiar may be replaced by taking 1 point of 
  Constitution damage per two levels (minimum 1) instead of 
  paying 100 gp per level.
  Mosquito Swarm CR 3
  (Reprinted from Pathfinder Roleplaying Game Bestiary 2 © 2010 
  Paizo Publishing)
  XP 800
  N Diminutive vermin (swarm)
  Init +1; Senses darkvision 60 ft.; Perception +9
  Defense
  AC 15, touch 15, flat-footed 14 (+1 Dex, +4 size)
  hp 31 (7d8)b
  Fort +5, Ref +3, Will +3
  Defensive Abilities swarm traits; Immune mind-affecting 
  effects, weapon damage
  Offense
  Speed 5 ft., fly 40 ft. (good)
  Melee swarm (2d6 plus disease and bleed)
  Space 10 ft., Reach 5 ft.
  Special Attacks bleed (1d6), disease (malaria, DC 13), distrac-
  tion (DC 13)
  statistics
  Str 1, Dex 13, Con 10, Int —, Wis 12, Cha 9
  Base Atk +5; CMB —; CMD —
  Skills Fly +11, Perception +9; Racial Modifiers Perception +8
  ecOlOgy
  Environment tropical swamps
  Organization solitary, pair, fury (3–6 swarms), or scourge (7–
  12 swarms)
  Treasure none
  
  Chapter 9
  Wild Magic Table
  To allow use with Drop Dead Studio’s Wild Magic, here is the 
  wild magic table for the Blood sphere:
  Table: Blood Wild Magic
  D100
  Result
  1
  For 1 minute per caster level, the casters gains a +1 
  bonus to attack rolls and caster level while taking 
  bleed damage. This increases by +1 for every 10 char-
  acter levels.
  2
  The caster takes a number of points of ability dam-
  age to his casting attribute equal to the effect’s caster 
  level/4 (minimum 1) even if he would normally be im-
  mune to ability damage.
  3
  For 1 hour per caster level, the caster gains a hunger 
  for blood. The caster gains a bite attack (primary, 1d6 
  medium, 1d4 small) and the Blood Thirst feat for the 
  duration of this effect. Every hour spent without us-
  ing this feat causes the caster to suffer 2 points of 
  Constitution damage.
  4
  For 10 minutes per caster level, whenever the caster 
  spends a spell point, all creatures within 30 ft. take 
  bleed damage equal to half the caster’s Hit Dice for 
  a number of rounds equal to caster level. This bleed 
  damage may be stopped with a DC 15 heal check or 
  any amount of healing.
  5
  The caster takes 1d4 points of Constitution drain 
  (or Charisma drain, if the caster has no Constitution 
  score) and a blood elemental is created in an adjacent 
  space. This elemental is of the largest size possible 
  based on caster level and serves the caster. This ele-
  mental remains for 1 minute per caster level and does 
  not count against the total hit dice of blood elemen-
  tals the caster may control.
  6
  For 10 minutes per caster level, whenever the caster 
  spends a spell point, he takes bleed damage equal to 
  half his Hit Dice for a number of rounds equal to 
  caster level. This bleed damage may be stopped with 
  a DC 15 heal check or any amount of healing.
  7
  (Combat) All creatures hostile within 60 ft. of the 
  caster begin taking bleed damage equal to caster lev-
  el. This effect automatically ends after 1 minute.
  8
  For 1 minutes per caster level, the caster leaves a trail 
  per the spell point option of the Slick talent, even if 
  not suffering from bleed damage.
  9
  For 1 round per caster level, all creatures within 20 
  ft. of the caster (excluding the caster) have their 
  blood turned highly acidic, dealing 1 acid damage per 
  caster level per round. If a creature is suffering bleed 
  damage, all adjacent creatures and objects suffer this 
  acid damage as well. Multiple sources of this damage 
  do not stack.
  10
  All allied creatures within 30 ft. of the caster must 
  succeed on a Fortitude save or dissolve into a puddle 
  of blood until the start of their next turn. In this 
  form, they gain immunity to bludgeoning, electric-
  ity, piercing, and slashing damage, gain vulnerability 
  to cold and fire damage, and are only able to take 
  mental-only actions. Such creatures have no control 
  over their movement or form and will flow as a liquid 
  to the lowest available point if not on a flat surface, 
  moving at a rate of 20 ft. per round.
  11
  (Combat) For 1 round per caster level, the ground 
  within 30 ft. of the target or center of the target area 
  becomes covered in sticky blood, creating difficult 
  terrain
  12
  (Combat) For 1 round per caster level, all suscepti-
  ble hostile creatures within 30 ft. of the caster be-
  gin bleeding around their eyes, imposing a 20% miss 
  chance. This blood can be wiped away as a move ac-
  tion, removing the miss chance until the end of the 
  creature’s turn.
  13
  All creatures within 30 ft. of the caster must succeed 
  on a Fortitude save or take 1d4 Constitution damage 
  and emit a wave of blood that bullrushes all crea-
  tures within 20 ft. directly away, with a CMB equal 
  to caster level + CAM. This does not provoke attacks 
  of opportunity.
  14
  For 10 minutes per caster level, the caster drips 
  blood, suffering the effects of the Slick talent, even 
  if not suffering from bleed damage.
  15
  Roll twice and take both results. Ignore any results 
  that require rerolls. If both rolls thus ignored, there 
  is no effect.
  
  16
  For 1 round per caster level, the caster becomes a 
  mist of blood per the mist form ability of the blood-
  scarred archetype of the symbiat class.
  17
  All creatures within 30 ft. of the caster must suc-
  ceed on a Fortitude save or take 1d2 Constitution 
  damage and be shot 10 ft. + 10 ft. per 5 caster levels 
  into the air on a pillar of pressurized blood. The pil-
  lar remains until the start of the caster’s next turn. 
  Creatures on the pillar must succeed on a concen-
  tration check with a DC of 15 + caster level to cast 
  a spell or perform any task requiring concentration. 
  At the end of this result’s effect, creatures unable to 
  fly fall, taking falling damage according to the pil-
  lar’s height. Creatures may move off the pillar if they 
  succeed on a Reflex save but count as starting from 
  prone.
  18
  For 1 round per caster level, all creatures within 120 
  ft. of the caster that take bleed damage have their 
  blood turn black. Any bleed damage they take be-
  comes negative energy damage.
  19
  The caster becomes immune to blood control for 1 
  minute per caster level; any ongoing blood control 
  effects on the caster end immediately.
  20
  The spell point cost of the effect decreases by 1. If 
  the effect did not require any spell points, the caster 
  instead gains 1 temporary spell point that expires at 
  the end of his next turn.
  21
  The caster takes 1d4 Constitution damage and emits 
  a wave of blood that bullrushes all creatures with-
  in 20 ft. directly away, with a CMB equal to cast-
  er level + CAM. This does not provoke attacks of 
  opportunity.
  22
  The effect fails and the action is lost. Any SP spent 
  are lost.
  23
  (Combat) For 1 round per caster level, all allied crea-
  tures within 100 ft. of the caster take a -2 penalty to 
  attack rolls and caster level while taking bleed dam-
  age. This penalty increases by -1 for every 7 caster 
  levels.
  24
  The caster takes untyped nonlethal damage equal 
  to caster level. This damage does not force concen-
  tration checks to cast or maintain sphere effects or 
  spells.
  25
  (Combat) For 1 round per caster level, the blood of 
  all creatures within 30 ft. of the caster thickens, re-
  ducing any bleed damage taken by half but impos-
  ing a -10 ft. penalty on all movement modes and a 
  -2 penalty on Reflex saves, Dexterity checks, and 
  Dexterity-based skill checks.
  26
  (Combat) For 1 round per caster level, all creatures 
  within 100 ft. of the caster gain a +1 bonus to attack 
  rolls and caster level while taking bleed damage. This 
  bonus increases by +1 for every 7 caster levels.
  27
  For 10 minutes per caster level, the caster may squirt 
  blood from his eyes, mouth, etc., granting a +1 cir-
  cumstance bonus on Intimidate checks. This bonus 
  increases by +1 at caster level 5 and every 5 caster 
  levels thereafter.
  28
  Until the start of his next turn, the caster dissolves 
  into a puddle of blood. In this form, the caster gains 
  immunity to bludgeoning, electricity, piercing, and 
  slashing damage, gains vulnerability to cold and fire 
  damage, and is only able to take mental-only actions. 
  The caster has no control over his movement or 
  form and will flow as a liquid to the lowest available 
  point if not on a flat surface, moving at a rate of 20 
  ft. per round.
  29
  All ongoing bleed damage affecting hostile creatures 
  within 60 ft. of the caster immediately stops as if 
  targeted by the coagulate (still) ability. This result is 
  resolved after the triggering effect
  30
  For 1 hour, the caster may choose to dissolve into 
  a puddle of blood or return to his normal form as a 
  move action. In this form, the caster gains immuni-
  ty to bludgeoning, electricity, piercing, and slashing 
  damage, gains vulnerability to cold and fire damage, 
  and is only able to take mental-only actions. The 
  caster has no control over his movement or form 
  and will flow as a liquid to the lowest available point 
  if not on a flat surface, moving at a rate of 20 ft. per 
  round.
  31
  The effect fails, but the action is not lost. Any SP 
  spent are lost.
  32
  (Combat) For 1 round per caster level, blood rains 
  down in a 60 ft. radius around the caster. This thick 
  red rain obscures all sight, including darkvision, be-
  yond 5 feet. A creature 5 ft. away has concealment 
  (attacks have a 20% miss chance). Creatures farther 
  away have total concealment (50% miss chance, and 
  the attacker cannot use sight to locate the target). In 
  addition, the ground within this area becomes slick, 
  and counts as difficult terrain.
  33
  Roll twice and choose the result. Ignore any results 
  that require rerolls. If both rolls thus ignored, there 
  is no effect.
  34
  (Combat) For 1 round per caster level, the caster’s 
  eyes begin bleeding, blinding the caster. This blood 
  can be wiped away as a move action, removing the 
  blindness until the end of the caster’s turn.
  
  35
  (Combat) The caster takes 1d4 Constitution damage 
  and emits a line of blood that bullrushes and trips all 
  creatures in a line 10 ft. long per caster level and 5 
  ft. wide + 5 ft. per 5 caster levels, with a CMB equal 
  to caster level + CAM. The caster may chose the di-
  rection of this line. This does not provoke attacks of 
  opportunity.
  36
  For 1 minute per caster level, an enormous mosqui-
  to swarm covers a 120 ft. radius around the caster. 
  This swarm has the statistics of a normal mosquito 
  swarm, but has hit points equal to caster level x 10. 
  The swarm remains stationary.
  37
  The caster gains knowledge of one talent of his 
  choice from this sphere for 1 round.
  38
  For 10 minutes per caster level, the caster is sickened 
  whenever within 30 ft. of a creature taking bleed 
  damage.
  39
  (Combat) For 1 round per caster level, all susceptible 
  creatures within 30 ft. of the caster begin bleeding 
  around their eyes, imposing a 20% miss chance. This 
  blood can be wiped away as a move action, removing 
  the miss chance until the end of the creature’s turn.
  40
  Roll again on the Universal wild magic table.
  41
  For 1 hour, any creature that is slain within 120 ft. 
  of the caster explodes in a shower of gore. Any crea-
  ture with 30 ft. of the slain creature is nauseated 
  for 1 round and sickened for 1 minute thereafter. 
  Individual creatures can only be affected by this re-
  sult once per 24 hours.
  42
  As an instantaneous effect, all water within 400 ft. 
  of the caster is turned to blood.
  43
  For 1 minute per caster level, the caster is pursued by 
  a mosquito swarm (reprinted in Section 8: Bestiary). 
  This swarm appears adjacent to the caster and at-
  tempts to enter the caster’s space to the best of its 
  ability.
  44
  For 1 minute per caster level, the caster becomes 
  a blood elemental. Treat this as the water elemen-
  tal option of the Alteration sphere’s Elemental 
  Transformation, with the addition of the blood 
  construct’s absorb blood ability. No additional 
  Alteration sphere traits may be added to this effect. 
  This is a polymorph effect.
  45
  The casting time increases by 2 steps.
  46
  As an instantaneous effect, all drops of blood within 
  30 ft. of the caster transforms into a spider. A swarm 
  of spiders is created sharing the space of every crea-
  ture within this radius that is suffering bleed dam-
  age, below half hit points and not immune to bleed 
  damage, or that has died in the past hour and was 
  not immune to bleed damage.
  47
  (Combat) For 1 round per caster level, all suscepti-
  ble allied creatures within 30 ft. of the caster begin 
  bleeding around their eyes, imposing a 20% miss 
  chance. This blood can be wiped away as a move ac-
  tion, removing the miss chance until the end of the 
  creature’s turn.
  48
  (Combat) For 1 round per caster level, a mist of blood 
  as per the Red Mist talent cover an area within 60 ft. 
  of the caster. This result follows the caster.
  49
  For 1 hour per caster level, all blood within 400 ft. 
  of the caster glows. Creatures susceptible to blood 
  control shed light as a candle. Creatures suffering 
  from bleed damage shed light as a torch. Anyone at-
  tempting to follow the trail of a creature suffering 
  bleed damage gain a +10 circumstance bonus to their 
  survival check to track as long as the trail is within 
  this area.
  50
  Effect receives a -4 penalty to caster level (minimum 
  1).
  51
  (Combat) The caster is dazed for 1 round.
  52
  For 10 minutes per caster level, whenever the caster 
  takes slashing or piercing damage originating from 
  a creature within 20 ft., that creature must succeed 
  on a Reflex save or a blinded by the spray of blood. 
  This blindness continues until the creature spends a 
  standard action or two move actions wiping it away.
  53
  For 1 round per caster level the caster’s blood be-
  comes highly acidic, dealing 1 acid damage per caster 
  level per round. If the caster is suffering bleed dam-
  age, all adjacent creatures and objects suffer this acid 
  damage as well. Multiple sources of this acid damage 
  do not stack.
  54
  As an instantaneous effect, all blood within 400 ft. 
  of the caster that is not contained inside a creature 
  is turned to water.
  55
  All creatures within 30 ft. of the caster must succeed 
  on a Fortitude save or dissolve into a puddle of blood 
  until the start of their next turn. In this form, they 
  gain immunity to bludgeoning, electricity, piercing, 
  and slashing damage, gain vulnerability to cold and 
  fire damage, and are only able to take mental-only 
  actions. Such creatures have no control over their 
  movement or form and will flow as a liquid to the 
  lowest available point if not on a flat surface, moving 
  at a rate of 20 ft. per round.
  56
  The caster makes a single magical skill check against 
  all Blood sphere effects within medium range to dis-
  pel them as if using the Counterspell feat. This is 
  resolved after the triggering effect.
  57
  (Combat) For 1 round per caster level, all weapon at-
  tacks made within 60 ft. of the caster deal addition-
  al bleed damage equal to 1/4 caster level (minimum 
  1). This does not stack with any other bleed damage 
  they may deal.
  
  58
  For 1 round per caster level, all bleed damage within 
  30 ft. of the caster is doubled.
  59
  (Combat) For 1 round per caster level, the ground 
  within 30 ft. of the caster becomes covered in sticky 
  blood, creating difficult terrain
  60
  The caster makes a single magical skill check against 
  all Blood sphere effects within medium range to dis-
  pel them as if using the Counterspell feat. This is 
  resolved before the triggering effect.
  61
  For 1 minute per caster level, the caster leaves a trail 
  of burning blood behind, dealing 1 fire damage per 
  caster level to any creature that enters a square the 
  caster has left since the start of the casters last turn.
  62
  The caster takes 1d4 points of Constitution drain 
  (or Charisma drain, if the caster has no Constitution 
  score) and a blood elemental is created in an adjacent 
  space. This elemental is of the largest size possible 
  based on caster level and is hostile toward the caster. 
  This elemental remains for 1 minute per caster level 
  and does not count against the total hit dice of blood 
  elementals the caster may control.
  63
  For 1 hour per caster level, the caster leaves a trail of 
  blood. This trail gives a +5 circumstance bonus to any 
  creature attempting to track the caster. This bonus 
  is doubled if the creature possesses the scent ability. 
  Additionally, the blood trail may attract predatory 
  creatures as appropriate to the environment.
  64
  For 1 round per caster level, a mist of blood as per 
  the Red Mist talent cover an area within 60 ft. of 
  the target or center of the target area. Any creature 
  that enters or starts its turn within this area takes 
  1 fire damage per caster level. This result remains 
  stationary.
  65
  (Combat) For 1 round per caster level, the ground 
  within 30 ft. of the caster becomes covered in blood, 
  causing all creatures within this area to slip as per 
  the Slick talent. This effect moves with the caster.
  66
  For 1 minute per caster level, the caster experiences 
  a rush of empowered blood, gaining a +10 circum-
  stance bonus to all non-magical movement speeds.
  67
  The effect fails and the action is lost. Any SP spent 
  are not lost.
  68
  Effect receives a +2 bonus to caster level.
  69
  (Combat) The caster takes 1d4 Constitution damage 
  and emits a line of blood that bullrushes and trips all 
  creatures in a line 10 ft. long per caster level and 5 ft. 
  wide + 5 ft. per 5 caster levels, with a CMB equal to 
  caster level + CAM. The direction of this line is cho-
  sen randomly using the thrown splash weapon miss 
  rules. This does not provoke attacks of opportunity.
  70
  For 10 minutes per caster level, the caster takes a 
  -1 bonus to attack rolls and caster level while taking 
  bleed damage. This penalty increases by -1 for every 
  5 character levels.
  71
  For 10 minutes per caster level, the caster’s blood 
  thickens, reducing any bleed damage taken by half 
  but imposing a -10 ft. penalty on all movement 
  modes and a -2 penalty on Reflex saves, Dexterity 
  checks, and Dexterity-based skill checks.
  72
  The caster loses knowledge of any of the talents used 
  in the effect (but not the base sphere) for the length 
  of the effect (minimum 1 round).
  73
  (Combat) For 1 round per caster level, all creatures 
  within 100 ft. of the caster take a -1 penalty to attack 
  rolls and caster level while taking bleed damage. This 
  penalty increases by -1 for every 7 caster levels.
  74
  (Combat) The caster is stunned for 1 round.
  75
  The caster is exhausted.
  76
  For 1 round per caster level, a mist of blood as per 
  the Red Mist talent cover an area within 60 ft. of 
  the target or center of the target area. This result 
  remains stationary.
  77
  The spell point cost of the effect increases by 1d4. 
  If the caster does not have enough spell points, he is 
  instead dazed until the end of his next turn.
  78
  The casting time decreases by 1 step.
  79
  The caster loses access to this sphere for 1 minute 
  per caster level.
  80
  For 1 round per caster level, all bleed damage within 
  30 ft. of the caster is halved.
  81
  The casting time increases by 1 step.
  82
  (Combat) For 1 round per caster level, the ground 
  within 30 ft. of the target or targets becomes cov-
  ered in blood, causing all creatures within this area 
  to slip as per the Slick talent. This effect remains 
  stationary.
  83
  (Combat) The caster is nauseated for 1 round.
  84
  The caster begins taking bleed damage equal to cast-
  er level. This effect automatically ends after 1 minute.
  85
  The spell point cost of the effect increases by 1. If 
  the caster does not have enough spell points, he is 
  instead staggered until the end of his next turn.
  86
  (Combat) For 1 round per caster level, all hostile 
  creatures within 100 ft. of the caster gain a +2 bo-
  nus to attack rolls and caster level while taking bleed 
  damage. This bonus increases by +1 for every 7 caster 
  levels.
  
  87
  For 1 minute per caster level, the caster leaves a trail 
  of acidic blood behind, dealing 1 acid damage per 
  caster level to any creature that enters a square the 
  caster has left since the start of the casters last turn.
  88
  (Combat) For 10 minutes, any bludgeoning, piercing, 
  or slashing damage dealt within 100 ft. of the cast-
  er results in gratuitously large spray of blood. This 
  has no mechanical effect. Any creature reduced to 
  0 or fewer hit points within this area that would be 
  susceptible to the caster’s blood control has a 10 ft. 
  radius around their space filled with blood, making 
  it difficult terrain. This difficult terrain lasts for the 
  duration of this result.
  89
  All ongoing bleed damage within 60 ft. of the cast-
  er immediately stops as if targeted by the coagulate 
  (still) ability.
  90
  As an instantaneous effect, any creature currently 
  under the effects of a disease, poison, or potion and 
  suffering from bleed damage immediately has the 
  disease, formulae, potion, or poison effects end as 
  the cause is drawn from its blood.
  91
  The casting time decreases by 2 steps.
  92
  For 1 round per caster level, a mist of blood as per 
  the Red Mist talent cover an area within 60 ft. of 
  the target or center of the target area. Any creature 
  that enters or starts its turn within this area takes 
  1 acid damage per caster level. This result remains 
  stationary.
  93
  For 1 minute per caster level, all creatures within 
  6- ft. of the caster experiences a rush of empow-
  ered blood, gaining a +10 circumstance bonus to all 
  non-magical movement speeds.
  94
  All creatures allied within 60 ft. of the caster begin 
  taking bleed damage equal to caster level. This effect 
  automatically ends after 1 minute.
  95
  For 10 minutes per caster level, whenever the caster 
  deal slashing or piercing damage to a creature within 
  20 ft., the caster must succeed on a Reflex save or a 
  blinded by the spray of blood. This blindness contin-
  ues until the caster spends a standard action or two 
  move actions wiping it away.
  96
  The caster takes 1d4 Constitution damage even if 
  he would normally be immune to ability damage. 
  Creatures without a Constitution score instead take 
  Charisma damage.
  97
  For 10 minutes per caster level, all creatures that die 
  within 60 ft. of the caster have their blood extracted 
  to create a blood construct per the Extract Blood 
  Construct talent. Constructs created this way are 
  hostile toward the caster and do not count against 
  the number of Hit Dice of constructs he can control.
  98
  The caster is fatigued.
  99
  All creatures within 60 ft. of the caster begin taking 
  bleed damage equal to caster level. This effect auto-
  matically ends after 1 minute.
  100
  (Combat) For 1 round per caster level, the caster acts 
  as if under the effects of the Blood Puppet talent, 
  controlled by the nearest intelligent (INT greater 
  than 2) hostile creature. The controlling creature is 
  aware of this and intuitively knows how to use this 
  ability.
  
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  System Reference Document. Copyright 2000, Wizards 
  of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, 
  Skip Williams, based on material by E. Gary Gygax and Dave 
  Arneson.
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  The Sanguinist’s Handbook
  The Sanguinist’s Handbook
  The Sanguinist’s Handbook is a brand new sphere for the Spheres of Power magic 
  system, for the Pathfinder Roleplaying Game. This new sphere-the Blood Sphere-
  grants its wielders the power to control the blood within a body, bleeding targets dry, 
  empowering allies, or crafting the fluid into a Blood Construct to do their bidding, 
  and much more! Complete with new archetypes and class features for making the 
  most of this new branch of magic, the Blood Sphere will be a wonderful addition to 
  your games!
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Drop Dead Studios/The Sanguinist's Handbook.pdf