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Blood Magic — Sand

Sand is the Blood Magic bloodline concerned with the environment itself. Sand lizards are built for heat, dust, and scarcity — Sand-bonded Qnassi lean toward surviving where nothing else can.

Threads (Sand)

  • Sand Camouflage — blend into sand or dust terrain.
  • Burrow — dig into loose ground quickly.
  • Desert Resilience — endure heat, dehydration, and sandstorms.

Base Ka Cost (Sand)

Effect Example Base Ka
Minor adaptation Ignore minor heat or dehydration for a scene 1
Sand Camouflage Blend into sand or dust terrain, imposing a penalty on searchers 2
Burrow Dig into loose ground quickly enough to hide or bypass an obstacle 3
Desert Resilience Go a full day without water, or endure a sandstorm without penalty 5

Channeling Difficulty (Sand)

Modifiers: - Favorable terrain (sand, dust, dry ground): +0 - Unfavorable terrain (stone, wet ground): +4, or unusable at GM discretion - Maintaining Sand Camouflage while moving: +2

Burn

Burn may be taken to: - extend Desert Resilience by a full day without paying again - burrow through unusually resistant ground - hold Sand Camouflage against a determined, actively searching observer

Design Notes

  • Sand is Blood Magic's most terrain-dependent bloodline — its Threads are strong in the right environment and weak or unusable outside it, unlike the other bloodlines.
  • This is deliberate: Sand-bonded Qnassi should feel like a decisive advantage in the desert and a normal Qnassi everywhere else.