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Blood Cult
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==Blood Spells [[File:Bloodspells.png|32px]]== '''Blood Spells''' are limited-use blood magic spells that dissipate after they're spent, and they're your bread and butter when fighting the crew. Blood Spells can be created at any time via an action button that appears below your character. <b>However</b>, blood spells created without an Empowering Rune will take longer, cause significant blood loss, and will cap your spell count at a measly one. Using an Empowering Rune circumvents this issue and allow you to acquire up to 4 spells. You can use an Empowering Rune to remove these spells as well to free up room for others if need be. A good tip is to make sure to try and have a stun spell and a teleport spell with you to escape risky situations. This will leave only two other options for spells though, so carefully choose what you think might help best for a particular situation. ===How to use and unequip blood spells=== After carving a spell into your flesh you get an action button on your hud. Click it and that spell will be equipped to your hand, like an item. Then you either activate it in your hand and/or use it on a target, depending on which spell you've chosen. '''To unequip the spell, press Q''' (works on /tg/ since Aug 2019) '''or click the same action button again. '''This will save the spell for later. === List of Available Spells === {| border="2" cellspacing="1" cellpadding="2" class="wikitable" ! style='background-color:brown' width='130px'|Name ! style='background-color:brown' width='700px'|Description ! style='background-color:brown' width='203px'|Health Cost/No. of Charges |- |- !Stun |A potent spell that will stun and mute victims. Simple, clean, and quite effective for a plethora of situations, howewer it becomes significantly weaker the bigger the cult gets: *Before red eyes it [[Status_Effects#Paralyze|paralyzes]] for 16 seconds, mutes for 12 seconds and cult-slurs speech for 30 seconds (from the stun moment). *With red eyes it paralyzes for 9.6 seconds, mutes for 7.2 seconds and cult-slurs speech for 18 seconds. *With halos it paralyzes for 1.6 seconds, mutes for 1.2 seconds and cult-slurs speech for 3 seconds. If used on a [[Cyborg|cyborg]] it stuns it as if hit by a heavy EMP regardless of how big the cult is. Anyone that has magic protection or is a [[Heretic|heretic]] is immune to it. While slurring cult-speak, victims will speak in a disturbing, incomprehensible way. This is usually a dead giveaway that a Cult is onboard when shouted over the radio (unless the [[Bartender]] has been handing out way too many [[Guide to food and drinks#Narsour|Narsours]]). |1 charge, 10 HP |- !Teleport |A useful spell that teleports cultists to a chosen destination with a teleport rune on contact. You can teleport other cultists or yourself if need be. |1 charge, 7 HP |- !Electromagnetic Pulse |A large spell that allows a user to channel dark energy into an EMP (range 5), causing all electronics in the area to malfunction or be disabled. |1 charge, 10 HP |- !Shadow Shackles |A stealthy spell that will summon shadowy handcuffs on a person, and temporarily silence your victim for 10 seconds. Used for keeping crew restrained until they can be converted. The restraints will diseappear if the victim is converted. |4 Charges |- !Twisted Construction |<u>A sinister spell used to convert:</u> * Plasteel into Runed Metal. * 50 Metal into a Construct Shell. * Cyborgs directly into Constructs. * Cyborg shells into construct shells. * Airlocks into Brittle Cult Airlocks when on {{Combat_Mode}}. A weaker version of [[#Structures|Runed Airlocks]]. |1 Charge, 12 HP |- !Summon Ritual Dagger |Enables you to summon a ritual dagger used to draw runes, in case you lost yours or forgot to pick it up from the floor when you got converted. Activate the spell and then click yourself. |1 Charge |- !Summon Combat Equipment |A crucial spell that enables you to summon a full set of combat gear including a black jumpsuit, armored robes, a cultist hood, cultist boots, a trophy rack, a Nar'Sien bola, and a spare ritual dagger. Activate the spell and then click yourself. If you are already wearing items in those slots you will only summon the dagger and bola. |1 Charge |- !Hallucinations |A ranged yet stealthy spell that will break the mind of the victim with nightmarish hallucinations. In practice its useless af. |4 Charges |- !Conceal Presence |A multi-function spell that alternates between hiding and revealing nearby runes and cult [[#Structures|structures]]. You can still teleport to concealed teleport runes and prepare blood magic on concealed empower runes. Will make [[#Structures|runed airlocks]] look like basic [[Maintenance|maintenance airlocks]] but only cultists will have access. Has a range of 5 tiles. It can trick even the better of the crew into thinking there is nothing in your base. |10 Charges |- !Blood Rites |A unique multi-function spell that allows you to gather blood from the floor, or from live victims (50 per drain). Then, you can expend the blood to heal yourself or others. <u>Or, you can use the spell in hand to perform a handful of powerful offensive magic attacks:</u> # '''Blood Spear (150)''' summons a robust two-handed blood halberd that deals 24 brute and can be recalled to your hand from up to 10 tiles away if it has a clear path back to you. The blood halberd can also be thrown, which causes it to shatter, deal 40 brute and stun whoever it hits. It will only shatter if it hits someone. # '''Blood Bolt Barrage (300)''' temporarily grants you the ability to launch several powerful projectiles from your hand, similar to the [[Wizard#Arcane Barrage|Wizard's arcane barrage]]. This spell is easier to cast with both hands free since you switch hands after each shot. Each shot deals 20 brute damage and you get 25 of them. Very usefull against very big targets aka mechs and the [[Captain]]'s ego. # '''Blood Beam (500)''' will cause you to start channeling a powerful ritual. Once the channel is complete, you will launch a series of projectiles in a cone in front of you. These projectiles pierce through structures and will convert any walls, floors, airlocks, and windows they pass through into their cult variant in addition to damaging any non-cultists they pass through. Cultists hit will be induced with unholy water, which heals them. Can be blocked by blessed tiles. |5 Charges |- |}
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