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 Blood Guard onto himself several times per round.