No they don't. A format should be made that displays power like this, so that they can be converted into pdfs en masse instead of one by one.
[edit] Level 1 At-Will Spells
| Blood Siphon
|
Blood Mage Attack 1
|
| Life force drains from an enemy's blood into you.
|
At-Will Arcane, Implement
|
| Standard Action
|
Range 10
|
| Target: One Creature
|
| Attack: Constitution Vs. Fortitude
|
| Hit: 1d6 + constitution modifier damage and you gain temporary hit points equal to your constitution modifier.
|
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| Blood Control
|
Blood Mage Attack 1
|
| Tug on an enemy's blood from within, compelling it to move.
|
At-Will Arcane, Implement
|
| Standard Action
|
Range 10
|
| Target: One Creature
|
| Attack: Constitution Vs. Will
|
| Hit: 1d10 + constitution modifier damage.
|
| Effect: You may slide the target up to two squares to a square adjacent to an ally. Ritual of Dominance: The next ally to make an attack against the target before the start of your next turn gets a +2 bonus to the attack roll.
|
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| Open Wounds
|
Blood Mage Attack 1
|
| Blood is pulled from a targets wounds and a blast of energy bursts from it.
|
At-Will Arcane, Implement
|
| Standard Action
|
Range 10
|
| Target: One Creature
|
| Attack: Constitution Vs. Fortitude
|
| Hit: 1d8 + constitution modifier damage. Ritual of Chaos: You deal damage equal to your intelligence modifier to all enemies adjacent to your target.
|
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| Arcane Spike
|
Blood Mage Attack 1
|
| You hurl a spike of arcane energy. It strikes a target causing it to bleed; you use this blood to charge your next attack.
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At-Will Arcane, Implement
|
| Standard Action
|
Range 10
|
| Target: One Creature
|
| Attack: Constitution Vs. Reflex
|
| Hit: 1d8 + constitution modifier damage and you gain a +1 bonus to attack and damage rolls until the end of your next turn
|
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[edit] Level 1 Encounter Spells
| Bloodletting
|
Blood Mage Attack 1
|
| You rip open your targets flesh and arcane power pours from the wound.
|
Encounter Arcane, Implement
|
| Standard Action
|
Ranged 20
|
| Target: One Creature
|
| Attack: Constitution Vs. Fortitude
|
| Hit: 1d8 + constitution modifier damage
|
| Effect: The target is considered to be bloodied regardless of its current hit points (save ends).
|
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| Grave Robber
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Blood Mage Attack 1
|
| You tug at a targets life force, granting it to nearby allies.
|
Encounter Arcane, Implement
|
| Standard Action
|
Ranged 15
|
| Target: One Creature
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| Attack: Constitution Vs. Will
|
| Hit: 3d4 + constitution modifier damage
|
| Effect: If this attack bloodies the target or reduces it to 0 hit points, all allies adjacent to the target gain temporary hit points equal to your charisma modifier.
|
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| Lacerate
|
Blood Mage Attack 1
|
| With a wave of your hand, gashes appear over the target's body
|
Encounter Arcane, Implement
|
| Standard Action
|
Ranged 10
|
| Attack: Charisma Vs. Fortitude
|
| Hit: 2d4 + constitution modifier damage
|
| Effect: The target takes 5 ongoing damage (save ends).
|
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| Writhe
|
Blood Mage Attack 1
|
| Your dark magic induces intense pain within your enemy.
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Encounter Arcane, Implement, Psychic
|
| Standard Action
|
Ranged 20
|
| Target: One Creature
|
| Attack: Constitution Vs. Will
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| Hit: Ongoing psychic damage equal to your Constitution modifier (save ends) and the target is dazed (save ends)
|
| Effect: The target is knocked prone
|
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[edit] Level 1 Daily Spells
| Fountain of Blood
|
Blood Mage Attack 1
|
| Blood is ripped from your foe, covering nearby enemies.
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Daily Arcane, Implement
|
| Standard Action
|
Ranged 10
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| Target: One Creature
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| Attack: Constitution Vs. Fortitude
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| Hit: 3d8 + constitution modifier damage. If the target is bloodied before or after this spell hits or if this spell reduces the target to 0 hit points deal 1d8 + constitution modifier damage to all enemies adjacent to the target if they do not pass a saving throw. Ritual of Chaos: Increase all damage dealt by this spell by your intelligence modifier.
|
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| Corrupt Blood
|
Blood Mage Attack 1
|
| Infuse your enemy's blood with an arcane taint.
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Daily Arcane, Implement
|
| Standard Action
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Ranged 10
|
| Target: One Creature
|
| Attack: Constitution Vs. Fortitude
|
| Hit: 3d10 + constitution modifier damage and ongoing damage equal to your constitution modifier. Ritual of Dominance: Add your charisma modifier to the ongoing damage of this attack. In addition, you may slide the target a number of squares equal to your charisma modifier when they save against the ongoing damage.
|
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[edit] Level 2 utility Spells
| Blood Donation
|
Blood Mage Utility 2
|
| You use the power of your blood to heal an ally.
|
Daily Arcane
|
| Minor Action
|
touch
|
| Target: One Ally
|
| Effect: You lose a healing surge and the target gains health equal to your surge value plus your constitution modifier.
|
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| Dark Illusion
|
Blood Mage Utility 2
|
| You turn your blood into a dangerous illusion as you escape into the shadows.
|
Daily Arcane
|
| Immediate Reaction
|
Personal
|
| Trigger: You take damage from an attack.
|
| Effect: You become invisible until the end of your next turn and shift up to your speed. You create an illusion of yourself in the square you previously occupied that exists until the start of your next turn. The illusion has 1 hp and 1 of all defenses. If the illusion is reduced to 0 hit points before the start of your next turn, it deals ongoing necrotic damage equal to your constitution modifier to all enemies adjacent to the illusion (save ends).
|
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| Cauterize
|
Blood Mage Utility 2
|
| You burn the wounds of an ally to stop the bleeding
|
Encounter Arcane
|
| Minor Action
|
touch
|
| Target: One creature
|
| Effect: One ongoing damage effect affected the target that a save can end instantly ends.
|
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[edit] Level 3 Encounter Spells
| Blood Rage
|
Blood Mage Attack 3
|
| You give in to the soft pull of fury that is ever present at the sight of blood.
|
Encounter Arcane, Implement, Necrotic
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| Standard Action
|
Ranged 20
|
| Target: One Creature
|
| Attack: Constitution Vs. Will
|
| Hit: 2d4 + constitution modifier necrotic damage.
|
| Effect: If you or your target is bloodied, this attack does an extra 1d10 damage.
|
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| Mirrored Wounds
|
Blood Mage Attack 1
|
| As you slice into your flesh, the same wounds appear of your enemy, as he watches in horror.
|
Encounter Arcane, Implement
|
| Standard Action
|
Ranged 5
|
| Target: One Creature
|
| Attack: Constitution Vs. Will
|
| Hit: 1d6 + constitution modifier damage
|
| Effect: When you hit with this attack deal 2d10 damage to yourself and then deal that same amount of damage to your target.
|
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[edit] Level 5 Daily Spells
| Hemorrhage
|
Blood Mage Attack 5
|
| Your enemy stumbles, trying to catching his balance after your assault. You can see it in his eyes: he is defenseless.
|
Daily Arcane, Implement, Psychic
|
| Standard Action
|
Ranged 10
|
| Target: One Creature
|
| Attack: Constitution Vs. Fortitude
|
| Hit: 2d8 + constitution modifier psychic damage. The target has vulnerability to all damage equal to your charisma modifier and is weakened until the end of your next turn. Miss: Half damage and no vulnerability or weaken.
|
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| Life Bane Incantation
|
Blood Mage Attack 5
|
| The words flow mellifluously from your lips, but the dark magic that comes with them culls all verdancy from its roots.
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Daily Arcane, Implement, Psychic
|
| Standard Action
|
Ranged 15
|
| Target: One Creature
|
| Attack: Constitution Vs. Fortitude
|
| Hit: 3d4 + constitution modifier damage. If the target is not bloodied, this attack deals and extra 2d6 necrotic damage.
|
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[edit] Level 6 utility Spells
| Abyssal Flesh
|
Blood Mage Utility 6
|
| Waves of dark energy burst from your skin as your blood boils and your magic wrecks havoc on your foes.
|
Daily Arcane
|
| Minor Action
|
Personal
|
| Effect: Until the end of your next turn, you deal necrotic damage equal to your intelligence modifier to up to three enemies within 2 squares whenever you use a power with the blood mage keyword. Minor Action: This stance persists.
|
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| Vengeance
|
Blood Mage Utility 6
|
| You let your guard down as your foe swings, at the moment your blood is spilled you harness its energy to retaliate, for their blood is already under your control.
|
Encounter Arcane
|
| Immediate Interrupt
|
20
|
| Trigger: You are attacked by a bloodied enemy.
|
| Target: The triggering enemy.
|
Effect: The enemy's attack gains a +4 bonus to hit. If the attack hits, the enemy takes damage equal to half the damage dealt to you plus your Constitution modifier. Ritual of Dominance: You may slide the target up to a number of squares equal to your Charisma modifier.
|
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[edit] Level 7 Encounter Spells
| Blood Spray
|
Blood Mage Attack 7
|
| A spray of blood and dark energy shoots forward, drowning out all life.
|
Encounter Arcane, Implement, Necrotic
|
| Standard Action
|
Close Blast 3
|
| Target: Each Creature in blast.
|
| Attack: Constitution Vs. Fortitude
|
| Hit: 2d6 + constitution modifier necrotic damage.
|
| Effect: Ritual of Dominance: You may push the target up to 2 squares. Ritual of Chaos: This attack deals extra damage equal to your intelligence modifier.
|
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| Blood Bound Command
|
Blood Mage Attack 7
|
| With a few unspoken words and a wave of your hand, your foe finds himself unable to disobey.
|
Encounter Arcane, Implement
|
| Standard Action
|
Ranged 10
|
| Target: One Creature
|
| Attack: Constitution Vs. Will
|
| Hit: 2d8 + constitution modifier damage
|
| Effect: Ritual of Dominance: The target is immobilized (save ends). Ritual of Chaos: The target is dazed until the end of your next turn.
|
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[edit] Level 9 Daily Spells
| Bolt of Pain
|
Blood Mage Attack 9
|
| This bolt of shadow magic molds itself into whatever will bring the most suffering upon its target.
|
Daily Arcane, Implement
|
| Standard Action
|
Ranged 20
|
| Target: One Creature
|
| Attack: Constitution Vs. Reflex
|
| Hit: 3d10 + constitution modifier damage. If the target has any vulnerabilities they are revealed to you. You may spend a healing surge to deal ongoing damage of a chosen type equal to your charisma or intelligence modifier plus your constitution modifier (save ends). Miss: Half damage and you may not spend a healing surge.
|
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[edit] Level 10 utility Spells
| Spreading Wrath
|
Blood Mage Utility 10
|
| You draw upon your allies's blood to strengthen your attacks.
|
Daily Arcane
|
| Minor Action
|
{{{range}}}
|
| Target: Personal
|
| Effect: You gain an aura 2 until the end of the encounter. Each bloodied ally in the aura grants you a +2 power bonus to damage rolls.
|
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| Commensurate Sacrifice
|
Blood Mage Utility 10
|
| You weaken your magical defenses and use the power instead to cripple those of a foe.
|
Encounter Arcane
|
| Minor Action
|
Personal
|
| Effect: Chose a damage type: cold, fire, acid, lightning, thunder, poison, psychic, necrotic, radiant. Until the end of your next turn, you have vulnerability to this damage type equal to your constitution modifier, but one creature within 3 squares has vulnerability to the same type of damage equal to your constitution modifier(save ends).
|
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| Shadow Flow
|
Blood Mage Utility 10
|
| You flow through combat as easily as the blood of your enemies flows from their wounds.
|
Encounter Arcane
|
| Minor Action
|
Personal
|
| Effect: Until the end of your next turn, you can shift up to your speed as a move action and you can move through spaces occupied by enemies (you still cannot end your turn in one though).
|
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[edit] Level 13 Encounter Spells
| Blood Boil
|
Blood Mage Attack 13
|
| You watch in silence as your enemies writhe in an attempt to escape the burning that is crawling towards their hearts through their veins.
|
Encounter Arcane, Implement, Fire
|
| Standard Action
|
Blast 1 within 10 squares
|
| Target: Each Creature in burst.
|
| Attack: Constitution Vs. Will
|
| Hit: 2d6 + constitution modifier fire damage. If the target moves before the end of its next turn it is dazed until the end of its next turn. Ritual of Chaos: If the target does not move before the end of its next turn, it takes damage equal to your intelligence modifier.
|
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| Spirit Leach
|
Blood Mage Attack 13
|
| An arcane force siphons the power of your foe as it expends it.
|
Encounter Arcane, Implement
|
| Standard Action
|
Ranged 10
|
| Target: One Creature
|
| Attack: Constitution Vs. Will
|
| Hit: 1d10 + constitution modifier damage
|
| Effect: Until the end of your next turn, you gain temporary hit points equal to your charisma modifier whenever the target uses an ability or deals damage.
|
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[edit] Level 15 Daily Spells
| Blood Pact
|
Blood Mage Attack 15
|
| You rip the life force from your enemy to heal an ally, or your ally grants you the power to even further obliterate your foe.
|
Daily Arcane, Implement, necrotic
|
| Standard Action
|
Ranged 15
|
| Target: One Creature
|
| Attack: Constitution Vs. Will
|
| Hit: 4d6 plus your constitution modifier necrotic damage. You may spend a healing surge to heal an ally within 5 squares for the amount of damage done or an ally within 5 squares may spend a healing surge to deal an extra 2d12 damage. Miss: Half Damage.
|
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| Vampiric Swarm
|
Blood Mage Attack 15
|
| Drops of blood from you and your foe form in to a vampiric cloud that robs your foes of life.
|
Daily Arcane, Implement, necrotic
|
| Standard Action
|
Range 10
|
| Target: One bloodied creature
|
| Attack: Constitution Vs. Will
|
| Hit: 3d8 plus your constitution modifier necrotic damage.
|
| Miss: Half Damage, but you still summon the swarm.
|
| Effect: you may spend a healing surge to summon a vampiric swarm in an unoccupied space adjacent to your target that dies at the end of your next turn. It has defenses equal to your defenses and max health equal to your surge value. The swarm starts with health equal the amount of damage done by this attack (or 1 hp, if you missed). Whenever a creature adjacent to the swarm takes damage, it takes extra damage equal to your intelligence modifier and the swarm is healed for the amount of damage dealt. If the swarm reaches max health, it dies. When the swarm dies you may heal a creature (the includes you) within 10 squares of where the swarm was by an amount equal to however much health the swarm had. If the swarm had full health you may add your charisma modifier the the amount healed.
|
Back to Main Page → 4e Homebrew → Powers → Blood Mage Powers
[edit] Level 16 utility Spells
| Blood Bath
|
Blood Mage Utility 16
|
| You draw upon your enemy's blood to strengthen your allies' attacks against it.
|
Daily Arcane
|
| Immediate Reaction
|
Ranged 20
|
| Trigger: An enemy is reduced to 0 hit points or bloodied either by you or within 5 squares of you.
|
| Target: One Creature
|
| Effect: A burst 1 zone is created centered at the triggering enemy. The zone is difficult terrain. The zone lasts until you make an attack targeting an enemy in the zone or until the end of the encounter. If you hit an enemy in the zone with an attack you regain hit points equal to your surge value.
|
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| Cold Blooded
|
Blood Mage Utility 16
|
| Freeze the energy stored in the blood of you and your allies to gain resistance to cold.
|
Daily Arcane
|
| Minor Action
|
Close Burst 2
|
| Target: You and Each Ally in the Burst
|
| Effect: Until the end of the encounter, the target has resist 10 cold. Ritual of Dominance: The next time you take cold damage during this encounter you are healed by an amount equal to your constitution modifier plus your charisma modifier.
|
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[edit] Level 17 Encounter Spells
| Burning Blood
|
Blood Mage Attack 17
|
| You ignite the blood of your ally to surprise an unsuspecting foe.
|
Encounter Arcane, Implement, Fire
|
| Immediate Reaction
|
Ranged 10
|
| Trigger: An enemy hits an ally with a melee attack within 10 squares.
|
| Effect: Make the following attack: Constitution +2 vs Reflex. Hit: 2d12 + constitution modifier fire damage and the target is blinded (save ends).
|
Back to Main Page → 4e Homebrew → Powers → Blood Mage Powers
| Feast
|
Blood Mage Attack 17
|
| Vampirism is a completely separate entity from blood magic, but they do have their similarities.
|
Encounter Arcane, mplement, Necrotic
|
| Standard Action
|
Melee Touch
|
| Target: One Creature
|
| Attack: Constitution Vs. Fortitude
|
| Hit: 3d6 + constitution modifier necrotic damage
|
| Effect: If your target is bloodied, you gain temporary hit points equal to the half the damage dealt.
|
Back to Main Page → 4e Homebrew → Powers → Blood Mage Powers
[edit] Level 19 Daily Spells
| Life Sap
|
Blood Mage Attack 19
|
| Your own blood made be too corrupt to mend your wounds, but your enemy's is not.
|
Daily Arcane, Implement
|
| Standard Action
|
Ranged 5
|
| Target: One Creature
|
| Attack: Constitution Vs. Will
|
| Hit: 4d4 plus your constitution modifier damage. Miss: Half Damage.
|
| Effect: If the target is bloodied and has a healing surge you may steal it. Doing so causes the target to be weakened (save ends). You may immediately spend this to gain hit points equal to your surge value even if you are bloodied or keep it.
|
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| Blood Offering
|
Blood Mage Attack 19
|
| You offer your life force up to vicious, spectral demons who attack your foes, but beware; such beings are made of pure malevolence.
|
Daily Arcane, Implement, necrotic
|
| Standard Action
|
Ranged 15
|
| Target: One bloodied creature
|
| Attack: Constitution Vs. AC
|
| Hit: 6d6 plus your constitution modifier necrotic damage. Miss: Half Damage.
|
| Effect: You lose a healing surge. If you do not have one you take damage equal to your surge value.
|
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| Hate Filled Barrage.
|
Blood Mage Attack 19
|
| Consumed by chaos, you wildly fling bolts of dark energy at your foes.
|
Daily Arcane, Implement, necrotic
|
| Standard Action
|
Burst 1 within 15 squares
|
| Target: Each Creature in the Burst
|
| Attack: Constitution Vs. Reflex
|
| Hit: 4d6 plus your constitution modifier plus your intelligence modifier necrotic damage Miss: Half Damage.
|
| Special: You take a -2 penalty to attack rolls made with this ability if the target is not bloodied.
|
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[edit] Level 22 utility Spells
| Cold Blooded
|
Blood Mage Utility 22
|
| Your foes watch on in terror as you horrifyingly mutilate yourself with dark runes.
|
Daily Arcane, Blood Mage
|
| Minor Action
|
Personal
|
Effect: Take damage equal to your constitution score. Create a zone of fear burst three that is centered around you until the end of your next turn. The zone is difficult terrain for your enemies. Ritual of Dominance: enemies in the zone take a penalty to will and fortitude equal to your charisma modifier. Ritual of Chaos: Enemies in the zone take extra damage equal to your intelligence modifier from your Blood Mage attacks.
Sustain Minor: The zone persists.
|
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[edit] Level 23 Encounter Spells
| Bond of Frozen Blood
|
Blood Mage Attack 23
|
| A link of blood and ice binds your foes in misery.
|
Encounter Arcane, Implement, Cold
|
| Standard Action
|
Ranged 10
|
| Target: One or Two Creatures
|
| Attack: Constitution Vs. Will
|
| Hit: 3d6 + constitution modifier cold damage
|
| Effect: If both targets are hit, or if both targets are bloodied they are immobilized until the end of your next turn with aftereffect: slowed (save ends). Ritual of Chaos: If both targets are hit, they take ongoing cold damage equal to your intelligence modifier.
|
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| Carnage
|
Blood Mage Attack 23
|
| Spectral teeth rip at your foe's flesh and assault its mind.
|
Encounter Arcane, Implement, Necrotic
|
| Standard Action
|
Ranged 10
|
| Target: One Creature
|
| Attack: Constitution +2 Vs. AC
|
| Hit: 2d6 + constitution modifier necrotic damage. Make a secondary attack. (Secondary attack: Constitution vs AC. Hit: 2d6 + charisma modifier necrotic damage. Make a tertiary attack. [Tertiary Attack: Charisma vs Will. Hit: 2d6 + charisma modifier psychic damage and the target is dazed until the end of its next turn].)
|
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[edit] Level 25 Daily Spells
| Blood and Thunder
|
Blood Mage Attack 25
|
| You show that you have other tricks up your sleeve as you mix blood magic with conventional, elemental attacks.
|
Daily Arcane, Implement, Thunder, Lightning
|
| Standard Action
|
Ranged 20
|
| Target: One Creature
|
| Attack: Constitution Vs. Fortitude
|
| Hit: 6d6 + constitution modifier damage. Make a secondary attack against the target. (Secondary Attack: Constitution vs Fortitude. 6d6 + constitution modifier lightning damage and stun [save ends]). Miss: If the first attack misses deal half damage. If the second attack misses deal half damage and stun until the end of its next turn.
|
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| Wall of Flesh
|
Blood Mage Attack 25
|
| A pulsating, organic, bleeding wall erupts from the ground to imprison your enemies.
|
Daily Arcane, Implement, necrotic
|
| Standard Action
|
Ranged 10
|
| Target: One Creature
|
| Attack: Constitution Vs. Fortitude
|
| Hit: 3d12 plus your constitution modifier necrotic damage. Miss: Half Damage.
|
| Effect: You may summon up to 5 sections of wall in squares adjacent to the target until the end of your next turn. These sections do not need to be adjacent to each other. Any enemy that ends its turn adjacent to a section of wall takes necrotic damage equal to your charisma modifier. If a creature attacks the wall it is destroyed but any creature adjacent to the destroyed section of wall takes ongoing damage equal to your charisma modifier (save ends). Ritual of Dominance: Before summoning the sections of wall you may slide your target up to three squares.
|
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[edit] Level 23 Encounter Spells
| Horde of Power
|
Blood Mage Attack 27
|
| You draw power from the blood of all enemies in the vicinity.
|
Encounter Arcane, Implement
|
| Standard Action
|
Ranged 10
|
| Target: One Creature
|
| Attack: Constitution Vs. Fortitude
|
| Hit: For x enemies within 10 squares up to 10 deal xd4 damage plus your constitution modifier.
|
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| Blood Rain
|
Blood Mage Attack 27
|
| Your foe's blood, infused with dark magic rains down upon it and its allies.
|
Encounter Arcane, Implement
|
| Standard Action
|
Ranged 15
|
| Target: One Creature
|
| Attack: Constitution Vs. Fortitude
|
| Hit: 3d8 + your constitution modifier damage and ongoing 10 damage (save ends). Create a zone burst one centered around your target. The zone moves wherever your target moves as long as your target is within 20 squares of you. The zone persists until the target saves against the ongoing damage. While the zone persists you may deal 5 damage to all enemies adjacent to the target each time it takes damage from the ongoing damage caused by this ability. Enemies in the zone take a -2 penalty to attack rolls and cannot be healed.
|
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[edit] Level 29 Daily Spells
| Blood Golem
|
Blood Mage Utility 29
|
| You watch as it rises, a mangled humanoid mass of blood and flesh. It's beautiful.
|
Daily Arcane, Summon, Necrotic
|
| Standard Action
|
Close Burst 20.
|
| Effect: In the burst there must be the materials required to create a Blood Golem. One corpse or three may be used. One corpse creates a medium sized blood golem. Three creates a large Blood Golem. A larger Blood Golem is advantageous because of its damaging aura. Next, 5 liters of blood is required to be in the burst per corpse to animate the Blood Golem. The blood may be substituted by losing a healing surge or health equal to your surge value per corpse. The Blood Golem appears in any square adjacent to you and lasts until the end of the encounter or for one hour. It has hit points equal to your bloodied value and AC equal to yours +3. All other defenses equal yours. It has resist 10 necrotic and vulnerable 5 radiant. Up to 10 damage taken by you each time you are hit by an attack can instead by taken by your Blood Golem. Aura 1: Bloodied enemies who start or end their turn in the aura take necrotic damage equal to your intelligence modifier + 5. Your Blood Golem may be commanded to take the following actions. At Will Attack: standard action: Melee 1. Your Level + 5 vs Fortitude. Hit: 2d12 + your constitution modifier necrotic damage and you gain health or temporary hit points equal to your charisma modifier. The Blood Golem has a speed of 5 and you may command it to move as a minor action. Encounter Power: Minor Action: Trigger: An enemy is reduced to 0 hit points or bloodied within 10 squares of you or your Golem. The Golem teleports to a square adjacent to the triggering enemy. If there is now an enemy adjacent to the Blood Golem, it may use its at will attack on it as a free action.
|
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