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- 1 Blood Mage
- 1.1 Requirements
- 1.2 Class Information
- 1.3 Class Features
- 1.4 Level Advancement
Blood magic was invented by and jealously guarded by vampires in ages past. It is sorcery as practiced by vampires. Mortals can learn it, and has done so, but when found out by vampires they tend to be quickly killed or embraced, as appropriate.
Base Will Save: +4.
Spells: Ability to cast spells, or a vampire.
Special: Must either read blasphemous writings to learn the practice, study under another blood mage, or summon a blood spirit.
The following information pertains to the blood mage advanced class.
You gain 1d8 + your Constitution modifier hit points per level in this class, but a vampire gets 1d12 as usual.
You gain a number of action points equal to 6 + one-half your character level, rounded down, each time you attain a new level in this class.
The blood mages class skills (and the key ability for each skill) are Alchemy (Int), Bluff (Cha), Concentration (Con), Decipher Script (Int), Hide (Dex), Knowledge (arcana) (Int), Research (Int), and Spellcraft (Int).
Skill Points at Each Level: 5 + Intelligence modifier.
You gain +1 magic rating for each level in this class.
Where the practice of blood magic conflicts with the mage's previous magic tradition, blood magic takes precedence. In all other cases, blood magic and the previous tradition fuse, keeping all features of both. Blood magic is the only way for a non-Awakened mage to have magic rating greater than 10.
The following are class features of the blood mage.
|1st||+0||+0||+0||+2||Blood component, blood metamagic, Forbidden lore||+1||+1|
|6th||+3||+2||+2||+5||Fast blood incantation||+3||+2|
Weapon and Armor Proficiency
Blood mages gain no weapon or armor proficiency. Armor of any type interferes with a blood mages arcane gestures, which can cause her spells to fail (if those spells have somatic components).
A blood mage casts arcane spells which are drawn primarily from the sorcerer spell list. He can cast any spell he knows without preparing it ahead of time.
To learn or cast a spell, a blood mage must have a Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a blood mage's spell is 10 + the spell level + the blood mage's Charisma modifier.
The blood mage automatically learns two spells of his highest spell level each time he gains a new level. All other spells must be learned from scrolls, tomes, or other mages.
A blood mage must substitute a drop of blood for a spells material component or focus, if any. She has two options: use her own blood or use someone elses.
To use her own blood, a minor knife cut to draw the requisite blood is a free action that becomes a normal part of casting the spell. The blood mage does not need to make a Concentration check to complete the spell, despite the wound. Using this ability deals 1 point of damage.
Substituting blood for a costly material component requires drawing a greater amount of blood. The blood mage deals more damage to herself when doing so, according to the table below. When using blood to replace a costly component, a mortal blood mage must make a Concentration check (DC 10 + damage taken + spell level) to successfully cast the spell.
|Component Cost||Damage Dealt|
Using another persons blood to serve as the material component or focus of a spell adds a full round to the casting time for the spell. The victim must be helpless or willing, and the cost is double (in hit points or Constitution damage) what it would be if it were the casters blood.
A blood mage who learns metamagic feats can apply them by paying an additional cost in blood. By draining blood, the blood mage can enhance her spells without using a higher-level spell slot. The cost is one point of Constitution damage for each metamagic feat used. Each metamagic feat can, all by itself, enhance a spell up to the maximum level the blood mage can cast by this means. Any number of metamagic feats can be used in one spell, as long as the spell is cast.
The first time you gain a level of blood mage, you also gain a rank in Knowledge (forbidden lore).
You get a +4 bonus to all Knowledge (arcane lore) skill checks to cast incantations. You can get a further +4 bonus to single Knowledge (arcane lore) skill check by taking 1 point of Constitution damage (or dealing 2 points to someone else).
Fast Blood Incantations
You only require half the normal time for an incantation skill check, if you have spent blood for it.
The power of blood magic is seductive. Once a mortal has tasted its attractions, it is hard to resist. If a mortal blood mage wishes to advance in level in another class, she must make a successful Will saving throw with a DC equal to 10 + blood mage level. If she fails the saving throw, she must advance her blood mage level. If she succeeds at this saving throw, she can advance the level in another class, though she must still attempt the saving throw the next time she gains a level.
Vampiric blood mages do not have this problem. However, unlike mortals a vampire can learn no other spell-casting than blood magic.
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