# [[Glyph]] of the Bloodmind
**A cursed arcane brand co-created by Raphael, Rarvas Mev, and empowered using a fragment of Queen Callidora Von Constantine's essence.**
## Overview
The [[Glyph]] of the Bloodmind is a lingering necro-arcane sigil placed upon a target at the moment of Rarvas Mev's death. Through a contingency woven with Raphael's blood sorcery and Queen Callidora's stolen arcane signature, it acts as a living curse, binding the [[glyph]]-bearers together and marking them for eternal pursuit. The [[glyph]] persists as a semi-sentient arcane construct, tethered to both Raphael and the inevitable return of Rarvas.
## [[Glyph]] Traits
- **Type:** Curse, Blood-bound Arcane [[Glyph]]
- **School:** Necromancy, Enchantment, Divination (hybrid)
- **Origin:** Contingency death-spell cast by Rarvas, augmented by Raphael and empowered via arcane residue drawn from Queen Callidora's bloodbound rituals
## Effects
### 1. Arcane Linkage
- [[Glyph]] bearers are psionically tethered. They cannot stray more than 2 miles apart without consequence.
- At 1 mile: discomfort and psychic pressure.
- At 2 miles+: gain 1 level of exhaustion per hour and vulnerability to scrying and shadow infiltration.
### 2. Undead Attraction
- All undead within 1 mile of a [[glyph]]-bearer become aware of them.
- Undead creatures have advantage on Perception checks to detect [[glyph]]-bearers and are compelled to attack them above all other targets unless magically warded.
- Intelligent undead will still prioritize targets strategically, but always regard [[glyph]]-bearers as hostile.
### 3. Divine Tracking
- Raphael always knows the exact location of all [[glyph]]-bearers.
- When Rarvas returns (via clone, phylactery, or necroclasmic ritual), he too will know their positions at all times.
- No magic short of divine intervention or an artifact of concealment can mask their presence.
### 4. Shared Suffering
- When one bearer is injured by undead or necrotic magic, all others feel an echo (psychic backlash: 1d8 psychic damage, no save).
- On a [[glyph]] surge (DM event), the bearers may share dreams, visions, or hallucinations.
### 5. Blood Echoes (Revised)
- When a bearer dies, their essence echoes to the others. Each surviving bearer must:
- Succeed on a **DC 25 Charisma save** or suffer **one permanent effect** (roll 1d6):
1. **Necrotic Scar** — Permanent maximum HP reduction equal to **twice the bearer's level** (cannot be restored by any means short of Wish or divine intervention)
2. **Branded Madness** — Gain a **permanent madness effect** (roll on the Indefinite Madness table; requires Greater Restoration cast at 9th level or higher to suppress for 1 month)
3. **Arcane Corruption** — Permanently lose one spell slot of the **highest available level**; if not a spellcaster, lose proficiency in one saving throw of the DM's choice
4. **Soul Fragment** — A piece of the bearer's soul is torn away; they gain vulnerability to **necrotic and psychic damage** permanently
5. **Shadow Brand** — The bearer is permanently visible to undead and fiends within 1 mile, regardless of invisibility, illusions, or mundane concealment
6. **Death Mark** — The bearer's death saves are made with **disadvantage** for the rest of their life; additionally, they cannot be resurrected by any spell lower than True Resurrection
- **Even on a successful save**, the bearer suffers **2d10 psychic damage** and gains one level of exhaustion.
## Removal
- **Standard Remove Curse:** Ineffective.
- **Greater Restoration:** Suppresses [[glyph]] for 24 hours.
- **Wish or Divine Intervention:** Required to remove the [[glyph]] permanently if done outside of Callidora's influence.
- **Alternative Method:** Travel to Castle Hexa and undergo a ritual involving the Black Spire's forgotten chamber, under supervision of an Ebonclaw elder or Callidora herself.
## Lore Hooks
- The [[glyph]] includes arcane markings in the lost tongue of the Bloodmind, decipherable only with a sample of Callidora's true blood.
- If all bearers are slain simultaneously, the [[glyph]] erupts and sends a ripple of power to Raphael or [[Anam]].
- If absorbed willingly, the [[glyph]] can be turned into a Bloodmind Sigil, granting powers but drawing direct attention from Queen Callidora herself.
## Notes for DMs
- Use the [[glyph]] as an evolving curse.
- Allow PCs to uncover lore about its origin slowly.
- Let the [[glyph]] act as both a time bomb and plot compass.
- Queen Callidora may view the [[glyph]] as theft and act accordingly.
- **Blood Echoes creates permanent, campaign-altering consequences.** Consider allowing rare opportunities for mitigation through epic quests or sacrifices.
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**Quote:**
_"They did not brand you with a curse... they wrote you into the next chapter of the Bloodmind. And now, even your breath belongs to them."_
—Armara