Krikor's unique style of magic uses blood as a focus and a resource to cast spells. As he regains contact with his equipment, he will not only learn more spells, but the spells he already knows will increase in power. Some of the spells are activated at will; however, some are passive, giving him an always-active boost.
Contact with 1 piece of equipment grants the following spells:
-Blood Bolt: A blast of magic-infused blood is shot at the target, dealing damage.
-Blood Heal: Krikor uses stored blood to heal the wounds of himself or another.
-Blood Repulse: A blast of magic pushes a creature with blood inside of it away.
Contact with 2 pieces of equipment grants the following spells:
-Blood Blade: Krikor creates a sword made of blood. While not as powerful as his normal sword, it makes for a weapon of last resort.
-Blood Armor: Krikor creates armor made of magic-infused blood that protects himself or an ally from conventional weapons.
-Blood Boil: Krikor causes a target's blood to heat up to feverish levels, causing damage to the target over time.
Contact with 3 pieces of equipment grants the following spells:
-Drain: Krikor plunges his hand into a target, draining them of blood and healing himself at the same time. This only works on living creatures with blood, and is only active for as long as his hand is within the target.
-Healing Factor 1 (passive): Krikor is able to heal minor wounds very quickly, allowing him to regenerate health at a rapid rate.
-Blood Teleport: Krikor can leap into a target's bloodstream and leap out of another target's body, regardless of distance. The people in question do not have to be willing targets; however, an unwilling target with magical ability on par with or stronger than Krikor's own can resist being the entry or exit point. This ability requires making physical contact with the person at the entry point, the person at the exit point must have an open wound, and both the people at the entry and exit points must be alive and have blood within them.
Contact with 4 pieces of equipment grants the following spells:
-Reinforced Skeleton (passive): By coating the bones in his skeleton with the minerals in his blood, Krikor gains a massive amount of defense, reducing the damage he takes.
-Gruesome Entry/Exit: When using Blood Teleport, Krikor can choose to make his entry, his exit, both, or neither Gruesome. If he does, the entry point will have a Krikor-sized wound wherever he leapt through, and the exit point will suffer Krikor bursting out not unlike a chestburster from Alien (respectively).
-Crimson Clone: Krikor consumes all of his reserved blood to create a clone of himself. The clone is not intelligent; however, it will aid him in combat and follows orders given to it telepathically by Krikor.
Contact with 5 pieces of equipment grants the following spells:
-Poison-proof (passive): By swapping out "bad" blood with fresh blood stored in his gear, Krikor cannot be poisoned or afflicted with disease.
-Blood Pool: Krikor melts, armor and all, into a pool of blood. This ability allows him to move about as a sentient puddle of liquid, making it so that he can sneak around with relative ease.
-Transfusion: This spell works like Drain; however, it can be used at a range and does not require contact. It does, however, require the target to have an open wound.
Contact with 6 pieces of equipment grants the following spells:
-Create Bloodwraith: Krikor uses blood to give a body to one of the personalities of his equipment. The Bloodwraith fights as it did in life, and has all of the skills and knowledge to do so.
-Blood Revive: Krikor uses all of his currently stored excess blood to bring a target back from death, restarting their heartbeat and restoring oxygenated blood to the brain. This only works if the target had blood to begin with, and only within 10 minutes of the target's death.
-Exsanguinate: Krikor attempts to forcibly remove all of the blood from a target, dealing massive damage. This requires an open wound on the target, and for the target to have blood in the first place.
Contact with all 7 pieces of Krikor's equipment grants the following spells:
-Hemoplague: The deadliest of Krikor's spells, all sanguimancers must create their own form of Hemoplague as their final rite of passage into fully-fledged sanguimancers. Krikor's strain of Hemoplague (which he has dubbed "Blood to Drink," after a quote from one of the accused during the Salem Witch Trials) is spread through the air, and those within five feet of anyone who contract it will contract it as well. The plague itself is a magical microbe, and is therefore unaffected by things like vaccines and antibiotics. This strain of Hemoplague causes rapid degeneration of the infected's vital organs starting with the respiratory system, causing them to cough up blood and hunks of lung and trachea before a swift and agonizing death. Most who contract this strain die within minutes. Those who can survive the plague, however, become immune to it -- those with particular skill in magic can attempt to neutralize the microbes before they do too much damage. As a result of the deadly and virulent nature of Hemoplague, Krikor tries to use it as little as possible.
-Healing Factor 2: Krikor's healing factor becomes stronger, allowing him to regenerate things like limbs and organs.
_________________
Leaving Earth -- A Requiem for a Lost World