Bleeding
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Enchantment, Blood
Bleed items tend to be sharper on the edges, pulling more blood out of those they effect.
Bleed damage performed through this item via Perks or Powers is doubled.
Rank 1 – Minor
Crafting Recipe: Bleed (Power), Blood (5L), Paper, 500 MP.
MP Cost/Day: 10 Properties: – Cost: C$1
Minor Bleed – All attacks dealt with the enchanted weapon cause the target to take a Resistance action (DC equal to weapon attack modifier), on fail, the target takes +10% of the weapons damage in Bleed damage every round for 1 minute. This damage cannot be reduced by Damage Reduction and can be negated through healing. If enchanted to armour, the wearer receives 25 HP per kill. Objects can restore their HP when residing in 1m3 of blood, absorbing the blood every minute.
Rank 2 – Moderate
Crafting Recipe: Greater Bleed (Power), Blood (10L), Scroll, 1,000 MP.
MP Cost/Day: 30 Properties: – Cost: C$5
Moderate Bleed – All attacks dealt with the enchanted weapon cause the target to take a Resistance action (DC equal to weapon attack modifier), on fail, the target takes +20% of the weapons damage in Bleed damage every round for 1 minute. This damage cannot be reduced by Damage Reduction and can be negated through healing. If enchanted to armour, the wearer receives 50 HP per kill. Objects can restore their HP when residing in 1m3 of blood, absorbing the blood every minute.
Lingering – All bleed damage and negative status effects caused by this item lingers for 1 round extra.
Rank 3 – Major
Crafting Recipe: Hemostasis (Power), Blood (20L), Book, 2,000 MP.
MP Cost/Day: 50 Properties: – Cost: C$10
Major Bleed – All attacks dealt with the enchanted weapon cause the target to take a Resistance action (DC equal to weapon attack modifier), on fail, the target takes +30% of the weapons damage in Bleed damage every round for 1 minute. This damage cannot be reduced by Damage Reduction and can be negated through healing. If enchanted to armour, the wearer receives 75 HP per kill. Objects can restore their HP when residing in 1m3 of blood, absorbing the blood every minute.
Lacerations – All bleed damage and negative status effects caused by this item lingers for 1 minute extra.
Thousand Cuts – When affected by the item, the target receives double damage from all bleed damage.