Bloody Guard
Path: Torments, Howls
Range: The magician
Difficulty: 2 + the magician's POW
Duration: Instantaneous
Area of Effect: The magician
Frequency: 2
Intensity: 1
A.P.: 6
Bloody Guard can only be cast right before the magicians suffers a Damage Roll. This spell cannot be the objects of rapid or prolonged incantation.
If the incantation is successful, then the magician acquires the <Survival Instinct> ability for the next Damage Roll. If he already has this ability on his card, then the final result of the test bound to it is increased by 1 point (max: 6). The magician can spend up to 2 gems of Water after the successful incantation. Each gem thus spent increases the result of the <Survival Instinct> test by 1 point (max 6). A natural result of (1) is an automatic failure.
The magician can cast Bloody Guard onto himself several times per round.