Mage's Blood: The Moontide Quartet Book 1

£6.495
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Mage's Blood: The Moontide Quartet Book 1

Mage's Blood: The Moontide Quartet Book 1

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£6.495 FREE Shipping

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Beasts: normal Vitae yield but probably tastes...wrong somehow. Might do very weird things to the vampire's body if the blood is taken while the Beast is using an Atavism. The Price Of Devotion is a divination card. A set of seven can be exchanged for a unique Mageblood(Quality: +20%, Two-implicit, Corrupted). Drop from Atziri, Queen of the Vaal. Drop Level: 75. Outcome The Magic Utility Flasks cannot be Used modifier prevents the player from activating Magic Utility Flasks equipped on their character. Normal or Unique Flasks can be used as normal. It is unknown if this prevents Magic Utility Flasks from being able to be triggered with Enchantments. Magic Utility Flasks cannot be Used prevents the player from activating Magic Utility Flasks equipped on their character. This prevents effects such as replenishing Ward with an Iron Flask Iron Flask Lasts 5.00 Seconds The folks at Jo Fletcher don’t seem to be capable of disappointing. I’ve yet to read a book I wasn’t pleased with from them.

Fixed a bug where Mageblood could sometimes fail to apply flask effects to you, for example, when swapping out an equipped flask for another.Tainted Mythic Orb + corrupted Heavy Belt. Tainted Mythic Orb unpredictably either upgrades a corrupted item to unique rarity or destroys it. Mageblood Divination Card: The Apothecary The Apothecaryis adivination card. A set of five can be exchanged for a unique Mageblood. Princess: unTransformed - just human blood. Transformed - you feel good and peaceful, but you also gain a form of Sensitivity and feel pain if you hurt others or feed. Before long expect to vomit up the blood as your Beast fights of the hostile and dangerous element.

Double-Influenced Item "Oh no, I couldn't possibly afford this fine artefact. I'm... just looking." The Apothecary The Apothecary 5 Mageblood "You seek the power of my strongest potions, but the price will be far higher than you can imagine."Magic Utility Flask Effects cannot be removed Rivers of power course through your veins. Acquisition Leftmost (2-4) Magic Utility Flasks constantly apply their Flask Effects to you causes the effect of Magic Utility Flasks to continually apply to the character, including suffixes that provide effects during Flask Effect.

Werewolves: Drinking the blood of a half-flesh, half-spirit hunter of men is a great way to find yourself unconsciously obeying strange folkloric taboos — much like those followed by the strix. Magic Utility Flask Effects cannot be removed Rivers of power course through your veins. could sometimes fail to apply flask effects to you, for example, when swapping out an equipped flask for another. Personally, I have a very strong dislike of the concept of "drinking supernatural blood is bad for you!" Outside of the WoD, the trope generally amounts to "the stronger the blood, the more powerful you become." Instead, it becomes "you get effed over." Mages: same yield of Vitae, but might cause extremely vivid hallucinations of Supernal symbols (represented with Conditions like Shaken or Spooked). Clever mages might fool vampires into not feeding from them by saying that Abyssals might mistake a vampire with mage blood inside her for an actual mage (Abyssals won't be fooled, since they can "smell" souls). Intravenous Mageblood Intravenous Mageblood Belt Skin Magic Utility Flasks enabled by Mageblood drain directly into your bloodstream.Mummies: I know very little about this game line, but my hunch is that it tastes horrendous and gives less Vitae. Mummies being time defying corpse-sorcerers and all. It might even leave some vampires very uneasy by giving them small glimpses of Duat when they go into torpor. A fantasy epic adventure, The Moontide series is projected to be 4 books revolving around the events of the most important ‘Moontide’ in the history of Urte. Werewolves: I think it was mentioned somewhere in 1st edition of Requiem that each success on a feeding roll vs a werewolf gives 2 Vitae, but the werewolf might go into Death Rage. Maybe werewolf blood can also grant temporary Spirit vision if consumed in large quantities or from a powerful werewolf.

In 2nd ed, the answer for most of the supernatural types is 'it's just Vitae', I believe.It's a bit better than just that though, yes it's just vitae, but functionaly equivalent to vampire vitae for feeding restriction whitout any of the risks of vinculum. The Magic Utility Flask Effects cannot be removed modifier prevents effects such as Nullifer from removing flask effects on you from Magic Utility Flasks. Normal and Unique Flasks are unaffected and can be used as normal. Magic Life, Mana, or Hybrid Flasks are also unaffected. Sin-Eaters: their blood is fused with lots of Plasm, which might let vampires heal wounds faster at the cost of Ghost vision that can't be turned off for a while. Alternatively, since Plasm is kinda like a conduit for a "Vinculum" between Sin-Eater and Geist, a vampire with Plasm in her blood might get unwanted attention from the Geist which shares that Plasm. Mummies: Natural animals can sense the uncleanliness of a mummy's remains and reflexively vomit it up if they inadvertantly consume it, but I doubt the Kindred would be deterred. The sahu, the mummy's simulacrum of flesh, is composed of Sekhem, which has associations with life and eternity. As such, their simulated blood probably tastes like a rich banquet, although a vampire drunk on Sekhem might begin to feel the weight of ages.This does not count as using a Flask, and thus effects that proc on Flask Use do not apply (e.g. Sulphur Flask creating Consecrated Ground). Because it does not consume charges, using Flasks with the Alchemist's prefix and up to 70% increased effect from Enchantments using the Enkindling Orb greatly improves the effects without the downside. Prometheans: might infuse the vampire with a bit of the humor associated with the promethean's Lineage, leading to mood swings. While the Divine Fire is not literal fire, it can still command its physical version. The Divine Fire might not like the feeling of powering an undead that isn't "meant" to become human. What dangers that might pose to the vampire, I am not sure. Maybe something kinda like a Pandoran happens if said vampire Embraces someone shortly after feeding on a promethean. If the vampire keeps getting in the way of Pilgrimages, the Divine Fire might even send Qashmallim to manipulate events so that said vampire Embraces someone. (The Divine Fire being what it is, another possible scenario is that the vampire might be coerced into messing with Pilgrimages more actively) Possibly the strongest aspect of Mage’s Blood is its cultural diversity. While the continent of Yuros is fairly standard and European, Antiopia is brimming with diversity. Throughout the story the people of Yuros and Antopia are seen wearing cultural garb, be they turbans, burkas, or many other forms of clothing and jewelry. Not only is the clothing diverse, there are terms and phrases of various origins, Italian, Spanish, Indian, Arabic and more – most of which I had to look up. This isn’t a bad thing – I like to learn while I read. It seemed to me upon reading the definitions that they were used correctly, but then again I’m no expert in any of said cultures. From the cities to the people inhabiting them, the world of Urte felt very real. Mages: Experience something like the Mage Sight — and become vulnerable to supernal entities whose attentions you suffer.



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