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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.