Fear - Puts the target into anything from mild adrenaline rush to mental shock. Works well in scaring off creatures. Splash blood on a target. The more often it's used on one person, the less likely it is to work effectively.
Misfortune - Causes extreamly odd bad luck. Must press a spot of blood somewhere on the target's chest, back, or head.
Charm - Increases the likelihood someone will follow spoken commands. Works very well on creatures, and only counts as an additive against humans. Requires blood on the lips and a kiss to the forhead.
Numb - In Testing Phase - Numbs a targeted section of the body below the head. Feels like pins and needles, but can still function if the user has a strong will. Must streak a line of blood along the targeted section. Example: Slicing open one's thumb and smearing it down an opponent's arm.
Paralyze - In Testing Phase - Completely nulifies feeling in a targeted section of the body below the head. Must streak a large line of blood along the targeted section. Example: Gashing open one's hand and smearing it down an opponent's arm.
Misfortune - Causes extreamly odd bad luck. Must press a spot of blood somewhere on the target's chest, back, or head.
Charm - Increases the likelihood someone will follow spoken commands. Works very well on creatures, and only counts as an additive against humans. Requires blood on the lips and a kiss to the forhead.
Numb - In Testing Phase - Numbs a targeted section of the body below the head. Feels like pins and needles, but can still function if the user has a strong will. Must streak a line of blood along the targeted section. Example: Slicing open one's thumb and smearing it down an opponent's arm.
Paralyze - In Testing Phase - Completely nulifies feeling in a targeted section of the body below the head. Must streak a large line of blood along the targeted section. Example: Gashing open one's hand and smearing it down an opponent's arm.