Keywords: Blood Magic, Decisive-only, Perilous Duration: One year or until released The blood mage renders her touch deadly to one selected victim. To cast this spell, the blood mage must first make skin contact with either her intended victim or some small object the victim touched at some point within a year, such as an article of clothing or jewelry. Shaping the spell requires an hour-long ritual that involves drinking either blood or poison and focusing the spell’s Essence through this material. The blood mage thereafter must touch her victim within a year’s time. If rolled into combat, this spell is released in supplement to a decisive attack against the intended victim, treating Initiative as 5 higher for the purpose of the attack. This Initiative is a false Initiative and cannot be used to help the blood mage out of Initiative Crash. The attack itself will dose the victim with a poison that causes the victim’s chakras to give out, eventually stopping their heart. The venom has the following traits: 3i/round (L in Crash), 5 rounds, -2. This is a necrotic venom, and effects that resist venoms must explicitly resist supernatural venoms as well in order to defend against this spell. If this spell is used outside of combat, the Storyteller may ask the blood mage for a Medicine or a Larceny roll to apply the venom to the target. Diagnosing a victim of Assassin’s Fatal Touch calls for a (Perception + Medicine) roll, but with an added difficulty of the blood mage’s Essence. A blood mage who knows Assassin’s Fatal Touch as her control spell does not need to prepare her spell by having prior contact with the intended victim. She may prepare the spell without an intended victim and release it whenever she wishes to. However, the assassin’s blood becomes forever poisonous. Should anyone come into direct contact with the assassin’s blood, they will suffer the effects of the necrotic venom. The blood mage herself is immune to her own venom, but she may be targeted by other blood mages who know this spell.