Blood Mage (3.5e Prestige Class)

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Blood Mage[edit]

Often viewed as evil or insane, blood magic is one of the most obscure and most powerful forms of magic in existence. A blood mage has learned to use the natural arcane energy stored in all creatures blood to help her cast and empower her spells.

Prerequisites[edit]

  • Skills: Knowledge (Arcana) 5 ranks, Spellcraft 5 ranks
  • Powers: Ability to cast 2nd level Arcane Spells
  • Special: Must be directly taught the basics of blood magic by either a practitioner of blood magic or another source of said knowledge (memory transfusion, forbidden tomes etc)


Table: Blood Mage
Hit Die: d6

Level Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells per Day/Spells Known
1st 0 2 0 2 Blood Siphon Blood to Spells +1 to existing spellcaster level
2nd 1 3 0 3 Arcane Blood Magic +1 to existing spellcaster level
3rd 1 3 1 3 Bloodseeking Spell 1 +1 to existing spellcaster level
4th 2 4 1 4 Damage Reduction 1 +1 to existing spellcaster level
5th 2 4 1 4 +1 to existing spellcaster level
6th 3 5 2 5 Bloodseeking Spell 2 +1 to existing spellcaster level
7th 3 5 2 5 +1 to existing spellcaster level
8th 4 6 2 6 Damage Reduction 2 +1 to existing spellcaster level
9th 4 6 3 6 Bloodseeking Spell 3 +1 to existing spellcaster level
10th 5 7 3 7 +1 to existing spellcaster level
Class Skills (4 + Int modifier per level)
The Blood Mage's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).

Class Features[edit]

The following are class features of the Blood Mage:

Weapon and Armor Proficiency: Blood Mages gain no new proficiency with any weapon or armor.

Spells per Day: When a new Blood Mage level is gained the Blood Mage gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before adding the prestige class. She does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a Blood Mage, she must decide to which class she adds the new level for purposes of determining spells per day.

Blood Siphon (Su): Blood mages can manipulate and control blood. At 1st level a Blood Mage can Siphon blood into a container as a full round action. Only blood from a fresh corpse(1 hour) can be siphoned. A Blood Mage can concentrate on a container of choice(water-skin, backpack, bag of holding etc.)for a period of 2 hours to designate it as a blood container. Blood containers are treated as a magical item and have many special properties. A blood container can only hold blood, it will reject any other item one tries to put inside of it. In addition a blood container keeps blood fresh and keeps it from coagulating.

Blood to Spells (Su): A Blood Mage has learned to pull the natural arcane energy out of blood and can sacrifice hit points to gain new spells per day. For every hit point sacrificed, she gains a blood point. Sacrificing hit points for blood points is a free action. Blood points last 1 round/class level. Any number of hit points up to her Constitution score can be sacrificed each day. Blood points can be spent to cast additional spells per day. The cost in blood points of casting a spell is equal to the spell’s level. A blood caster cannot use blood points to cast a spell of higher level than she can normally cast, nor can she use blood points to cast spells she does not know. In addition a Blood Mage may use Liters of blood that have been stored in her blood container as fuel for her spells,every liter of blood sacrificed give the Blood Mage 1 blood point. Any number of liters of blood up to her Intelligence score can be sacrificed each day.

Arcane Blood Magic (Su): Should the blood mage choose, she may increase the power of any arcane spell she casts by incurring 2 points of Constitution burn. Doing so allows him to add a number of spell levels worth of metamagic equal to his Blood Mage class level. A metamagic applied in this way does not force the spell to take up a higher spell slot. The metamagic adjustment to spell level is always treated as if it were from the base feat - any reduction in effective level modifier (such as Arcane Thesis) doesn't count. The blood mage must have access to these Metamagic feats in order to add their effects to his spells in this manner. The blood mage may also substitute 1 Point of Constitution burn for 10 liters of blood from her Blood Container.

Bloodseeking Spell: Beginning at 3rd level, a blood mage can imbue her spells with the ability to draw blood from their targets. To use this ability, a Blood Mage must use his blood or blood that she has stored; this is a free action that deals 2 points of damage to the Blood Mage or consumes 2 liters of blood and becomes a normal part of casting the spell. Damage reduction, if a blood magus has any, doesn't apply to this damage. A bloodseeking spell deals an extra 1d6 points of damage to each target that takes damage from the spell. This extra damage applies only to spells that deal hit point damage, not to spells that deal ability damage, ability drain, or other kinds of damage. Constructs, elementals, oozes, plants, undead, and any creatures without blood or a similar substance within their bodies are immune to this effect. This damage raises to 2d6 at level 6 and 3d6 at level 9.

Damage Reduction: Through constant use a Blood Mages blood has become more attuned to its host and resists leaving the body through physical means. The bloodmage gains DR5/- at 4th level and DR10/- at 8th level.


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