Arcane Magic School: Blood Magic

Blood mages use blood to empower their spells. This school of magic is often taught in barbaric or isolated communities as well as cultures where blood is held in high regard. Blood magic can never be chosen as an opposition school.

The school of blood magic is often assosciated with evil and necromancy, while there are those who uses the practice for evil ends blood magic is no more dangerous or vile than other magic, but the act of using blood as a component in spellcasting may be appalling to some.

Practitioners of blood magic add Heal to the list of wizard class skills.

Blood Magic (Ex): Blood mages may substitute blood for material components while casting their spells. For each 5 gp a spells component would normally cost, the blood mage may take 1 HP in damage instead of paying the material cost. This increases to 1 HP for every 10 gp at 6th level, 1 hp for every 15 gp at 11th level and 1 hp for every 20 gp at 20th level. At 6th level the blood mage may use his blood to add metamagic feats to spells he has memorized. For each level the metamagic feat would normally add to the spells level the blood mage may instead suffer 1 point of temporary constitution damage. This constitution damage may not be healed as long as the blood mage has the spell memorized. If he uses this ability to enhance spells written on a scroll or other spell completion item the lost constitution can’t be regained for as long as the item exists. You can only use this ability to add metamagic feats to memorized spells or spell completion items you create. At 11th level you may use his blood to help in the creation of magical items. For every point of con sacrificed by the blood mage he may reduce the cost to create an item by 5% to a maximum of a 50% reduction by sacrificing 10 points of con. He can’t reduce his constitution below 1 by using this ability. This counts as normal constitution damage and may be healed by rest or magic as usual. At 20th level the blood mage may use his blood to make his magic harder to resist. For every point of constitution sacrificed when a blood mage casts a spell the DC to resist the spell increases by one. The blood mage can’t reduce his constitution to below 1 by using this ability.

One with Blood (Ex): At 6th level you gain immunity to bleed and wounding effects. At 11th level you gain fast healing 1 and at 20th level this increases to fast healing 2.

Scarred (Ex): At 6th level your skin becomes so scarred from self inflicted wounds that you gain DR 1/-. At 11th level this increases to DR 2/- and at 20th level to DR 3/-.

Blood Magic Spell List

0 Level
Bleed
Detect Poison
Stabilize
Touch of Fatigue

1st Level
Grease (Conjures a patch of slippery blood)
Detect Blood (As detect undead, but detects only creatures with blood)
Ray of enfeeblement
Deathwatch

2nd Level
False Life
Bear’s Endurance
Delay Poison
Remove Paralysis
Status
Death Knell

3rd Level
Sleet Storm (Conjures a sleet of blood)
Rage
Gentle Repose
Ray of Exhaustion
Vampiric Touch
Gaseous Form (Turns into a cloud of blood)
Remove Disease

4th Level
Stoneskin
Solid Fog (Conjures clouds of sticky blood)
Contagion
Neutralize Poison
Poison

5th Level
Symbol of Pain
Waves of Fatigue
Slay Living

6th Level
Acid Fog (Conjures clouds of acidic blood)
Circle of Death
Mass Bear’s Endurance
Transformation

7th Level
Symbol of Stunning
Simulacrum (Made of blood instead of snow and ice)
Finger of Death
Symbol of Weakness
Waves of Exhaustion

8th Level
Power Word Stun
Clone
Horrid Wilting
Symbol of Death

9th Level
Power Word Kill
Shapechange
Implosion


Additional Ratings
Balance:
( 9 Votes )
Utility:
( 10 Votes )
Clarity:
( 10 Votes )




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