Blood Magic — Salamander¶
Salamander is the Blood Magic bloodline concerned with enduring the elements. Salamanders shrug off fire, breathe water, and climb what should not be climbable. Salamander-bonded Qnassi lean toward outlasting conditions that would end anyone else.
Threads (Salamander)¶
- Fire Ward — resist or ignore fire's harm.
- Amphibious Breath — breathe water as easily as air.
- Wall Climbing — move across sheer or wet surfaces without difficulty.
- Regeneration — recover injury faster than the body should allow.
Base Ka Cost (Salamander)¶
| Effect | Example | Base Ka |
|---|---|---|
| Minor resilience | Shrug off mild heat or brief submersion | 1 |
| Wall Climbing | Move across sheer or wet surfaces without a check | 2 |
| Sustained adaptation | Breathe water or ignore fire's Impact for a scene | 3 |
| Regeneration | Recover a Minor or Light wound over the course of a scene instead of naturally | 5 |
Channeling Difficulty (Salamander)¶
Modifiers: - Brief or shallow exposure: +0 - Sustained or deep exposure (submersion, open flame): +2 - Regenerating while still taking harm: +4
Burn¶
Burn may be taken to: - extend an elemental adaptation for one more exchange without paying upkeep - regenerate a wound instantly instead of over a scene - grip a surface no one should be able to climb
Design Notes¶
- Salamander is Blood Magic's survival bloodline — it doesn't win fights, it means the environment can't be used against you.
- Regeneration should stay meaningfully slower than Vitalis's Mend — Salamander heals its own bearer over time, not others, and never instantly without Burn.