The idea is simple: A pillar which drains the owner's health and stores it as blood.
The blood can then be used to power spells and skills in place of quanta.
Additionally, any spell or skill cost that involves hitpoint loss will drain blood instead at a rate of 1 blood to 2 HP.
The blood will be stored on the pillar / tower stack itself
If the stack is completely destroyed, the blood is lost
If a pillar is stolen, the opponent gets one pillar, but no blood gets transferred / lost (unless they steal the last one)
If a spell / skill costs more than the amount of blood stored, the balance will be deducted from quanta as normal.
If the player doesn't have enough combined blood + quanta, the spell / skill cannot be used (as normal)
When activated, the transfuse effect will highlight the players quanta pool in red to let them know they are paying in blood. The effect wears off at the start of next turn.
If the effect is left running and a skill auto-activates to draw quanta, the blood is drawn instead (e.g. dissipation shield would draw blood before
if this is left running)
Help balancing of HP per Blood is welcome. For reference, it was suggested that 1
= 4 HP ... in the case of the "Blood Price" card, it is a 1
= 3 HP ratio.
This pillar would give a 2
= 3 HP ratio, but at the cost of needing time to build up (like normal quanta).
The pillar buildup mechanic is intended to:
1) Slow use of very large cards early on (as was a problem with Blood Price)
2) Give a way to store up power for later (again to help deal with the inverted casting pace that HP based mechanics encourage)
3) Provide a "pseudo-quanta" type for thematic use under various elements