Focus Spells
Bloodthirst Anthem  : Target/AOE
: Target/AOE 30 feet emanation from self. 
Duration: Sustained 1 minute Sustain Cost=

. 
Effect: Raising you and your allies bloodthirst with thundering war chants and shrieks, you empower them for battle. They gain +1 to all melee attacks and damage rolls, and +5 feet movement speed for the duration.
Shrieking Mind  : Target:
: Target: 1 creature, 
Range: 60 feet, 
Duration: Instant. 
Effect: You discharge your instability, suffering a Miscast roll. However your target must make a Will Save. If they critically fail, they take 
 1d6  psychic damage/point of Instability you discharged, and become Frightened (2). Should they merely fail, they only take 
 1d6  +1/point of instability discharged psychic damage and become Frightened (1). If they succeed they merely take 
 1d6  psychic damage, and if they critically succeed they are unaffected.
Spells
Grievous Wounding (Rank 1)  : Target:
: Target: Self, weapon you are holding. 
Duration: 1 minute or until discharged. 
Range: Range equals the weapon you cast it on. 
Effect: This weapon's next attack inflicts Persistent Bleed (2) on hit. If you score a critical hit, double the bleed as well. 
Traits: Occult, Void, Blood, Wrath
Barbed Aura (Rank 1)  : Target:
: Target: Self, 10 foot emanation. 
Duration:Sustained up to 1 minute, Sustain Cost=2 hit points. 
Effects: Any creature that attempts to attack you in melee whilst this effect is upon you, and is within range, immediately takes 
 1d8  piercing damage and is afflicted with 2 Persistent Bleed. If a creature lands a critical hit on you, this response damage and persistent bleed also 'crit'. 
Traits: Occult, Void, Blood, Wrath
Thunderous Tempo and Tune (Rank 1)  : Target:
: Target: 10 foot radius AOE around you, any creature in the area. 
Duration: Instant. 
Effects: Any creature in the affected area must attempt a Fortitude Save. Should they fail, they are pushed back 20 feet, and take 
 1d10  Thunder damage. If they critically fail, they are tossed back 20 feet, thrown prone and take double damage. If they succeed they take half damage and are only pushed back 10 feet. If they critically succeed they take no damage but are still pushed back 10 feet. 
Traits: Auditory, Music, Performance, Thunder, Occult 
Wrathful Chain (Rank 2)  : Target:
: Target: 2 creatures within range of you and each other. 
Range: 60 feet. 
Duration: Up to 1 minute. 
Effects: Both Targets must attempt Ego Saves. A chain of bone, blood and sinew erupts from them both, connecting them, pulling them within 30 feet of eachother and allowing them to move no further away than that from one another. If they critically fail the save they take 
 2d10  thunder damage and become Stunned (2). If regular failure targets take 
 2d10  thunder damage and become Stunned (1). If successful take half damage and not Stunned. If critically successful takes no initial damage. Regardless of success or failure, the two targets are chained together by this and must fight to the death, or at least attempt to kill each other for the duration. They will only be freed when the spell ends or if one kills the other. If they do not attempt to harm each other in a lethal fashion at least once each round, they will take 
 1d10  thunder damage at the end of their turn. They cannot be harmed by outside sources for the duration, nor can they inflict harm to other opponents. However they inflict double damage upon each other for the duration. 
Traits: Occult, Wrath, Blood, Void