Blood Magic

Casting your Blood Magic abilities adds points of Corruption or Martyrdom, causing the meter to move to the left as you gain Corruption, and to the right as you gain Martyrdom. Each of the two sides of the meter scale to a maximum of 100 points. You cannot have both: gaining points of Corruption while on the right side of the spectrum will reduce your level of Martyrdom, and gaining points of Martyrdom while on the left side of the spectrum will reduce your level of Corruption.

While on the Corruption side of the spectrum you deal increased damage, take self-inflicted damage when attacking, and have reduced incoming healing at specific Corruption point thresholds. While on the Martyrdom side of the spectrum you heal your target for an additional amount, take self-inflicted damage when healing, and have reduced incoming healing at specific Martyrdom point thresholds. Both sides of the spectrum have the same 3 important point thresholds. The first threshold is reached when above 10 points, the second threshold is reached when above 60 points, and the final threshold is reached when above 90 points.

Self-inflicted damage is dealt as a percentage of your maximum hit points. You take 1.5% self-inflicted damage above the first threshold, 3% self-inflicted damage above the second threshold, and 6% self-inflicted damage above the final threshold. Blood Magic Basic abilities only deal 33% of normal self-inflicted damage.

The Corruption and Martyrdom meters scale to 100, and have 3 important thresholds: Casting any Blood Magic ability will prevent Corruption or Martyrdom from decaying for 3 seconds; thereafter Corruption or Martyrdom will decay, losing 4 points per second.
 * 0 to 25: Your Blood Magic abilities deal normal damage and healing.
 * 25 to 50: Your Blood Magic ability damage or healing is increased by 15.6%. Incoming heals are reduced by 20%.
 * 50 to 75: Your Blood Magic ability damage or healing is increased by 32.7%. Incoming heals are reduced by 50%.
 * 75 to 100: Your Blood Magic ability damage or healing is increased by 53.4%. Incoming heals are reduced by 95%.



=Profane=

Torment
Zero energy. Target. Corruption + Two energy. "Invoke a ritual of pain on your target dealing 9 magical damage. "

Dread Sigil
Three energy. Target area of effect. Corruption + 8. "Affects 6 enemies in a 5 metre radius around the target. Etch a blood-forged sigil of dread on the ground underneath your target dealing 10 magical damage to the target and nearby enemies. "

Reap
Two energy. Target/Self. Corruption - 50. "Replenish yourself by feasting on a flood of power from your target. The target is left bleeding, causing 2 magical damage every second for 7 seconds. The stolen power restores 25% of your missing health and cleanses you of 1 detrimental effect. Your Corruption level must be higher than 10 to use this ability. "

Maleficium
Five energy. Target Channel== Corruption + 3 per hit. "Every 0.5 seconds for 2.5 seconds. Conjure a series of baleful runes which inflict 8 magical damage per hit. "

Sanguine Coalescence
Four energy. Point blank area of effect. "Corruption + 3 when cast Corruption - 20 when barrier expires. "Your blood coalesces to form a barrier around you that absorbs 100% of incoming damage and is destroyed after absorbing 8 damage. The strength of the barrier scales based on your Combat Power. When the barrier either expires or is destroyed, your blood violenty erupts outwards dealing 38 magical damage to all enemies within 5 metres of you. "

=Thaumaturgy=

Rupture
Two energy. Target. Corruption/Martyrdom - 50. "A single target blood magic attack that deals 22 damage and stuns the target. "

Desecrate
Two energy. Target. During this time you do not take damage from Corruption== "Afflict your target with the corruption that flows through your veins dealing 3 magical damage every second for 6 seconds. Your Corruption level must be higher than 10 to use this ability. "

Rejuvenate
Two energy. Self. During this time you do not take damage from Martyrdom== "Refocus and replenish your energy, restoring 3 health every second for 6 seconds. Your Martyrdom level must be higher than 10 to use this ability. "

Runic Hex
Two energy. Target. Corruption/Martyrdom - 50. "Carve a withering hex onto your target's soul which deals 2 magical damage every second for 6 seconds and slows its movement. Applies Debilitated. During this time the target's attacks restore 3 health to whomever they attack. The hex explodes violently when it expires, dealing 7 magical damage to nearby enemies and healing nearby allies for 6. "

Eldritch Scourge
Four energy. Target area of effect. Corruption/Martyrdom + 50. "Recite a blasphemous invocation which twists and defiles the very being of your target. The destructive energy contained in this magic causes the target to take 4 magical damage every second for 6 seconds. Applies Debilitated.

During this time the defilement spreads to nearby enemies causing them to take 92 magical damage every second for 3 seconds. Applies Debilitated.

In addition, the original target's essence is separated from their body to heal your nearby allies, restoring 0 health every second for 3 seconds. "

=Sacred=

Sanctuary
Three energy. Target ally. Martyrdom + 8. "Call forth a shimmering ward on your defensive target which absorbs 100% of incoming damage and dissipates after absorbing 18 damage. If your defensive target already has a barrier, they are instead healed for 18. "

Mend
Zero energy. Ally. Martyrdom + Two energy. "Spill your blood to restore 8 health to the member of your group with the lowest percentage remaining health. "

Convalesce
Five energy. Ally/Group. Martyrdom + 12. "Trace runes in the air to invoke a powerful restorative spell which heals your group for 11. Any group member with less than 35% remaining health gains a barrier which absorbs 100% of incoming damage and dissipates after absorbing 6 damage. "

Redemption
Two energy. Target ally. Martyrdom + 50. "Recite an incantation to restore and assuage your defensive target, healing them for 20 and cleansing them of 1 detrimental effect. "

Communion
Four energy. Channeled to Team. Martyrdom + 4 per tick. "Every 0.5 seconds for 2 seconds. Share your lifeblood with your group members to shield them from harm and restore their health. First, each group member receives a barrier which absorbs 100% of incoming damage and dissipates after absorbing 12 damage. The remaining power of the spell restores 12 health and cleanses 1 detrimental effect per tick. You do not receive the barrier or healing effects from this spell. "

= Passive =

Absolution
You have safeguards built into your magic which trigger when your Corruption or Martyrdom level exceeds 60. When this happens, your Corruption or Martyrdom level is reduced by 50 and you regain 25% of your missing health.

Lingering Curse
The effects of your Dread Sigil linger, cursing affected targets by dealing 1 magical damage every second for 5 seconds.

Contaminate
When you Reap enemies you infuse them with your Corruption, causing the damage over time effect to increase to 3 - 3 magical damage per second. The damage dealt increases based on your Corruption level when "Reap" is cast.

Flay
The magic conjured by your Maleficium mercilessly tears at your foes, increasing the damage dealt to 6 on enemies who are affected by any of your Blood Magic damage over time effects.

Convergence
When Sanguine Coalescence expires or is destroyed, the energy converges inside of you instead of exploding outwards causing your next 4 Blood Magic attacks to deal an additional 10 magical damage.

Blood Flow
Power flows from the crushed heart of victims of your Rupture. If your Corruption level is above 60 you further afflict the target, dealing 2 magical damage every second for 6 seconds. If your Martyrdom level is above 60 you transform the power into healing energy for your defensive target, restoring 2 health every second for 6 seconds. These effects are improved if ""Rupture"" successfully interrupts a target.

Defilement
While your Desecrate is active, your Blood Magic abilities inflict further defilement, causing you to gain 20% more Corruption. If you are already at maximum Corruption, your Blood Magic abilities deal 16.5% more damage.

Resurgence
You draw forth more of your energy when you cast Rejuvenate improving the healing to 3 per second. In addition, the healing is not reduced by your Martyrdom level.

Paroxysm
The runes inscribed by your Runic Hex are carved deep, resulting in mass hexing. When ""Runic Hex"" expires, any enemies damaged by the resulting detonation are afflicted with a lesser version of the Hex which deals 2 magical damage every second for 3 seconds and slows their movement. During this time the target's attacks restore 2 health to whomever they attack. The hex explodes one final time when it expires, dealing 2 magical damage to nearby enemies and healing nearby allies for 1.

Desolate
Your Eldritch Scourge lays waste to your target's soul increasing the damage and healing done by 52%.

Restorative Ward == Your Sanctuary ability helps accelerate the restoration process. While an ally is protected by your ""Sanctuary"" barrier effect, each subsequent use of the ability increases the base healing done by 3.5%. This bonus is removed when the barrier effect is removed. In addition, applying a barrier with ""Sanctuary"" no longer causes you to take damage from Martyrdom.

Soothe
The barrier applied by Convalesce to low health targets amplifies healing energies, increasing incoming healing from all sources by 15%.

Mercy
Your Redemption grants relief and aid to those who need it most. ""Redemption's"" health restoration is increased to 20. In addition, ""Redemption"" causes less damage from Martyrdom when used on low health targets and reduces your Martyrdom level more when used on high health targets."

Sacrament
The runic energy which maintains the barriers applied by your Communion ability is bound with a powerful charm. Whenever any of your "Communion" barriers are destroyed by incoming damage, your entire group is healed for 6.

Clemency
You are able to draw restorative power from your blood when your life is threatened. Whenever you take damage from Corruption or Martyrdom while your health is below 50% you are healed for 0. This effect can only occur a limited number of times. When you enter combat you gain 5 uses of this restorative effect and you regain 1 every 15 seconds while in combat.

Curse of Destruction
The power of your Corrupted blood curses your foes to ruination. If your Corruption level is above 10, your Blood Magic critical hits curse your target for 5 seconds causing them to take an additional 9 magical damage from subsequent Blood Magic critical hits.

Crimson Pulse
Your blood surges when you critically hit or heal with Blood Magic abilities. When you critically hit, your target suffers 3 magical damage every second for 3 seconds. When you critically heal, your ally regains 0 health every second for 3 seconds.

Last Rites
Your magical power allows you to cheat death for a brief time. Whenever you take damage that would have defeated you and your Corruption or Martyrdom level is above 60, you instead are able to continue living for 4 seconds. When this time expires, you are truly defeated. If your Corruption level was above 60 when Last Rites was triggered, you explode upon death dealing 74 magical damage to nearby enemies. If your Martyrdom level was above 60 when "Last Rites" was triggered, you explode upon death restorting 0 health to nearby allies.

Sanguine Charm
You keep a small blood charm at the ready to store your gained power. Whenever you would lose power via reduction in your Corruption or Martyrdom level, the damage and healing done by your Blood Magic abilities is increased by 9% for 4 seconds.

Rites of Refuge
Your Blood Magic barriers are reinforced by potent magics, increasing the Protection of allies with your barriers by 1225.

Shroud of Retribution
Your Blood Magic barriers are covered in retributive runes, increasing the strength of your Blood Magic barriers by 3% and causing 1 magical damage to any attackers. The damage dealt scales with your Combat Power or Healing Power, whichever is higher.

Red Tide
The flow of your blood-fueled restorative magic grows stronger as your Martyrdom level increases. If you gain two power increases from Martyrdom within 6 seconds, the power of your Blood Magic heals is increased by 10% for 6 seconds.

Links

 * Actives with costs
 * Actives and Passives