Blood Magus *cough* [Archive] - Wizards Community

Post/Author/DateTimePost
BlueFlames

07-04-06, 09:20 PM
Hoo... When I stumbled across this on my hard drive, I had to dust it off. I can already hear someone griping about the name. My only defense is that I did write this class before buying Complete Arcane, though I have no excuse for refusing to change the name in the years since. Hey, I came up with it first, so I should get to keep it, right? Wizards of the Coast probably owes me some money.......or a beating, but nevermind that.

Naturally, feedback is welcome and appreciated.

Blood Magus

Undeniably, there is power in life. Those that live affect their surroundings, granting power of a sort. Everyone from a farmer to a fighter can demonstrate the physical power of life; priest can demonstrate the spiritual power of life, and the wizards and sorcerers would like to think that they know all about the arcane power of life.

The blood magi would prove them wrong, for sorcerers and wizards search for their energies in the wrong places. They syphon arcane power from the cosmos and manipulate it, while the blood magus harvests the arcane energy of his own body, directly from the blood. Naturally, there is risk in using the blood to power spells, but the blood magus understands that risk grants rewards in turn.

Adventures: Blood Magi seek to exercise and improve their powers. A sedentary lifestyle rarely supports this endeavor, so blood magi will strike out on adventure. They are particularly drawn to arcane lore of all kinds because, while it may not directly relate to blood casting, the blood magus can draw inspiration on how to craft new spells.

Characteristics: Not unlike other arcane casters, the power of the blood magus lies in his spells. Those spells are greatly enhanced by many available blood feats, but the blood magus must be careful about liberal application of those feats, or he could quickly find himself on the edge of death.

Alignment: At first glance, the blood magus seems like it would only hold appeal for those so evil and desperate for power, that they are willing to resort to self-mutilation. It is true that many such characters adopt the blood magus class, but many devoutly good-aligned characters see blood casting as a very powerful form of self-sacrifice. Ultimately, blood magi of all alignments can be found, but a degree of stigma from various moral institutions makes good aligned blood magi slightly more rare than their evil counterparts.

Religion: Boccob and Wee Jas have a number of followers among the blood magi, naturally, but as a group, the blood magi have no established religion and are therefore likely to follow whatever diety they did before becoming a blood magus.

Background: Blood magi are often students, learning other forms of magic, prior to their discovery of blood magic. Though their instructors may frown upon studying such means of arcane casting, due to the inherent risk, the promise of power outweighs such warnings when considering further research. That research can be complicated by circumstance. Often times, tomes written on the subject of blood magic are destroyed by those who would rather not see such arcane arts perpetuated.

Depending on the individuals' mentalities, blood magi who find themselves without adequate written material to continue researching will often seek each other out and help fill in gaps in each others' knowledge. Only particularly evil blood magi view others as competition, but those particular blood magi will seek to eliminate other blood magi and horde research material on the subject of blood casting.

Races: Most blood magi are either human or gnomish in origin. As with other classes, humans are drawn to becoming blood magi because it is a curious field that they are often eager to explore. Gnomes are attracted to the blood magus class because of their inborn arcane talent and their bodies' ability to withstand the self-inflicted, physical damage that blood casting demands. Halflings and half-elves, having an element of curiousity similar to or shared with humans, respectively, will also pursue blood casting, but not as often, as they are slightly more apt to view blood casting as endangering to their normally longer life-span. Elves, with their somewhat more frail physiques vastly prefer more traditional forms of casting. Dwarves and half-orcs are almost never seen practicing blood casting. Dwarves distaste for arcane magic makes no exception for blood casting, and half-orcs simply have a hard time wrapping their minds around the link between the blood and the arcane.

Other Classes: Though blood magi relate well with traditional wizards and will study with them, in an adventuring party, they view other arcane casters as redundant. Since blood magi understand that their craft can leave them drained and vulnerable during extended encounters, they greatly appreciate the value of a strong fighter and a powerful priest by their side. Blood magi tend to be somewhat cautious about adventuring with barbarians and rogues. They view barbarians as both physically powerful and unpredictable, which can make them a liablity. Rogues are dangerous to a blood magi, since a blood magus will see a rogue as opportunistic, and blood casting can leave such a person with many opportunities for betrayal.

Role: Blood magi tend to specialize in bringing combat encounters to a quick and decisive end by wielding their unusually powerful magic. They will also step in when a traditional caster's magic simply lacks the power to do what is needed of it. Their spell selection will often dictate the specifics of their position in a party's dynamic.

---------------------------

Class Skills: Concentration (CON), Craft (INT), Decipher Script (INT), Heal (WIS), Intimidate (CHA), Knowledge [Arcana] (INT), Knowledge [History] (INT), Spellcraft (INT), Use Magic Device (CHA)
Skill Points per Level: 4 + INT modifier
Skill points at First Level: 4 x (4 + INT modifier)

Abilities: Constitution and Charisma cooperatively define how powerful a Blood Magus' spells are. (See the Blood Casting class feature below.) A high dexterity score is also important to the Blood Magus, since he has no armor proficiency and wields primarily light weapons.
Hit Die: d4

Weapon and Armor Proficiency: Blood Magi are proficient with all simple weapons. Blood Magi are not proficient with any type of armor. Wearing any type of armor or carrying any type of shield subjects a blood magus to arcane spell failure.

Blood Casting: A blood magus casts from the sorcerer/wizard spell list. He can cast any spell he knows without preparation, much like a sorcerer.

In order to learn or cast a spell, a blood magus must have a charisma score of at least 10 plus the spell level. The difficulty class for a blood magus' spell's saving throw is ten plus the spell level plus the blood magus' constitution modifier, and the blood magus uses his constitution modifier when making caster level checks. The blood magus uses his charisma score to determine the number of bonus spells per day he is granted.

Whenever a blood magus casts a spell, an amount of blood must be expended from the caster's own body. All blood magus spells have a somatic component, regardless of the spell's description. In order to complete the somatic component of a spell, a blood magus must wield a dagger or some other light weapon capable of dealing slashing or piercing damage. Completing the somatic component of any spell deals 1d2 times the spell level damage to the blood magus, and the caster must make a DC 12 + spell level + damage dealt fortitude save or take 1d2 points of constitution damage. This constitution damage cannot be healed by any means, mundane or magical, besides rest, which heals the damage as normal. This damage does not force a concentration check.

The blood magus may replace a spell on his spells known list at any time, but this is an intense and time-consuming process. To replace a spell on his spells known list, the blood magus must spend an uninterrupted day researching the spell and must fundamentally alter the energies within his body. Over the course of this day, the blood magus loses experience equal to 200 times the spell's level.

Blood Feat: At the third level and every five levels thereafter, the blood magus may take a blood feat as a bonus feat. (A selection of sample blood feats appears at the end of the post.)

Strength of Body: At the fifth level and every ten levels thereafter, the blood magus' self-inflicted wounds cause the body to react and fortify itself against further injury, granting him +1 constitution.

Fast Healing (ex): At the eighth level, the blood magus becomes better able to naturally heal his own injuries, regaining one lost hitpoint per round. At the sixteenth level and every eight levels thereafter, this increases by one additional hitpoint per round. The blood magus also heals constitution damage twice as fast as normal when resting. (The rate of healing for constitution damage does not increase after the eighth level.)

Strength of Soul: At the tenth level, and every ten levels thereafter, the blood magus gains greater control over his attitude and demeanor, granting him +1 charisma.

Familiar: At the eleventh level, the blood magus may summon a familiar as a sorcerer ten levels lower than him. If the blood magus belongs to two or more classes that grant a familiar, the blood magus levels, minus ten, stack with the other class levels for determining the familiar's abilities.


Table 1: The Blood Magus
Saves
Level BAB Fort/Ref/Will Special
1 +0 +2/+0/+2 Blood Casting
2 +1 +3/+0/+3 --
3 +1 +3/+1/+3 Blood Feat
4 +2 +4/+1/+4 --
5 +2 +4/+1/+4 Strength of Body (CON +1)
6 +3 +5/+2/+5 --
7 +3 +5/+2/+5 --
8 +4 +6/+2/+6 Blood Feat, Fast Healing 1
9 +4 +6/+3/+6 --
10 +5 +7/+3/+7 Strength of Soul (CHA +1)
11 +5 +7/+3/+7 Summon Familiar
12 +6/+1 +8/+4/+8 --
13 +6/+1 +8/+4/+8 Blood Feat
14 +7/+2 +9/+4/+9 --
15 +7/+2 +9/+5/+9 Strength of Body (CON +1)
16 +8/+3 +10/+5/+10 Fast Healing 2
17 +8/+3 +10/+5/+10 --
18 +9/+4 +11/+6/+11 Blood Feat
19 +9/+4 +11/+6/+11 --
20 +10/+5 +12/+6/+12 Strength of Soul (CHA +1)


Table 2: Blood Magus Spells per Day
Spells per Day
Level 0 1 2 3 4 5 6 7 8 9

1 4 2 - - - - - - - -
2 5 2 - - - - - - - -
3 5 2 1 - - - - - - -
4 6 3 2 - - - - - - -
5 6 3 2 1 - - - - - -
6 6 4 3 2 - - - - - -
7 6 4 3 2 1 - - - - -
8 6 5 4 3 2 - - - - -
9 6 5 4 3 2 1 - - - -
10 6 5 5 4 3 2 - - - -
11 6 5 5 4 3 2 1 - - -
12 6 5 5 5 4 3 2 - - -
13 6 5 5 5 4 3 2 1 - -
14 6 5 5 5 5 4 3 2 - -
15 6 5 5 5 5 4 3 2 1 -
16 6 5 5 5 5 5 4 3 2 -
17 6 5 5 5 5 5 4 3 2 1
18 6 5 5 5 5 5 4 4 3 2
19 6 5 5 5 5 5 4 4 4 3
20 6 5 5 5 5 5 4 4 4 4


Table 3: Blood Magus Spells Known
Spells Known
Level 0 1 2 3 4 5 6 7 8 9

1 2 1 - - - - - - - -
2 4 2 - - - - - - - -
3 5 2 1 - - - - - - -
4 6 3 1 - - - - - - -
5 7 3 2 1 - - - - - -
6 8 4 3 1 - - - - - -
7 9 4 3 2 1 - - - - -
8 9 5 4 3 1 - - - - -
9 9 5 4 3 2 1 - - - -
10 9 5 5 4 3 1 - - - -
11 9 5 5 4 3 2 1 - - -
12 9 5 5 4 4 3 1 - - -
13 9 5 5 4 4 3 2 1 - -
14 9 5 5 4 4 4 3 1 - -
15 9 5 5 4 4 4 3 2 1 -
16 9 5 5 4 4 4 3 3 1 -
17 9 5 5 4 4 4 3 3 2 1
18 9 6 5 5 4 4 3 3 3 1
19 9 6 5 5 4 4 3 3 3 2
20 9 6 6 5 5 4 4 3 3 3


Epic Blood Magus
Hit Die: d4
Skill points per level: 4 + INT modifier

Spells: The blood magus' caster level is equal to his class level. A blood magus does not gain additional spell slots or learn additional spells after the twentieth level without taking the feats Improved Spell Capacity or Spell Knowledge, respectively.

Familiar: The blood magus' familiar continues to advance in power as a sorcerer's familiar with a master ten levels lower than the blood magus' class level.

Bonus Feats: The epic blood magus gains a bonus feat, selected from the list below, every three levels after the twentieth.
Epic Blood Magus bonus feat list: Augmented Alchemy, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Epic Fortitude, Epic Blood Spellcasting, Epic Spell Focus, Epic Spell Penetration, Epic Toughness, Fast Healing, Improved Combat Casting, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Multispell, Spell Knowledge, Tenacious Magic, [any blood feat]


Blood Feats
Blood feats are designed to enhance the abilities of anyone who understand the power contained within their veins. While most of these feats are designed for the characters in the blood magus class, any character meeting the prerequisites may take a blood feat as they would a normal feat.

Feats are presented in no particular order. My apologies.

Improved Blood Casting [Blood]
The weakening of your body brought on by extended periods of casting no longer results in the weakening of your spells.
Prerequisite: Blood Casting class feature, Spellcraft 5 ranks
Benefit: For the purposes of caster level checks and determining save DCs, ignore constitution damage caused by blood casting.
Normal: As a character casts spells and loses constitution through Blood Casting, their saving throw DCs and caster level checks are diminished due to constitution damage.
Special: Constitution damage and drain caused by sources other than blood casting affects save DCs and caster level checks normally.

Greater Blood Casting [Blood]
By weaving the power that courses through your veins, you increase the potency of your spells.
Prerequisite: Blood Casting class feature, Knowledge (Arcana) 13 ranks
Benefit: Any spell you cast using the Blood Casting class feature is cast at +1 caster level.

Blood Spell Focus [Blood]
Choose a school of magic, such as abjuration. It is more difficult to avoid the effects of the chosen school, when cast using blood magic.
Prerequisite: Blood Casting class feature
Benefit: Add +1 to the save DC of spells of the chosen school, when cast with the Blood Casting class feature.
Special: This feat may be taken multiple times. Its effects do not stack. Each time you take this feat, it applies to another school of magic. This feat DOES stack with Spell Focus (PHB, pg. 100).

Blood Metamagic [Blood, Metamagic]
Choose a metamagic feat that you have already taken. You may drain additional blood when casting a spell augmented with the chosen metamagic feat, instead of using higher-level spell slots.
Prerequisite: Blood Casting class feature, any metamagic feat
Benefit: You may reduce the spell slot requirement of spell enhanced by the chosen metamagic feat by one level by voluntarily taking 1d6 additional points of damage while casting the spell. (This will subsequently increase the fortitude save to avoid constitution damage.) This feat may not be used to reduce the spell's level below that which it would be cast at without the selected metamagic feat applied.
Example: If you had the feats Empower Spell, Maximize Spell, and Blood Metamagic (Empower Spell), instead of casting an Empowered, Maximized Fireball as an eighth level spell, you could reduce it to a sixth level spell by taking 2d6 additional damage when casting it. You could NOT, however, reduce it to a fifth level slot or lower, since a Maximized Fireball requires a sixth level spell slot.
Special: This feat only applies to spells cast using the Blood Casting class feature. This feat may be taken multiple times. Its effects do not stack. Each time you take this feat, it applies to another metamagic feat.

Blood Magic Crafting [Blood, Item Creation]
Choose an item creation feat that you have already taken. You may substitute blood for part of the experience point cost of creating an item using that item creation feat.
Prerequisite: Any item creation feat
Benefit: You may reduce the experience point cost of crafting an item, using the selected item creation feat by voluntarily taking constitution damage. For every 50 experience points removed from the cost of the item's creation, you take one point of constitution damage. This damage cannot be healed by means magical or mundane, but will heal on its own at a rate of one point per week. (Double the amount healed if the character spends the entire week resting.)
Special: This feat may be taken multiple times. Its effects do not stack. Each time you take this feat, it applies to another item creation feat.

Epic Blood Casting [Epic, Blood]
Prerequisite: Spellcraft 24 ranks, Knowledge (Arcana) 24 ranks, ability to cast 9th-level arcane spells with the Blood Casting class feature.
Benefit: The character may develop and cast epic spells. He may cast a number of epic spells per day equal to his Knowledge (Arcana) ranks divided by ten. To determine how much damage an epic spell deals to the caster, treat it as a normal spell with a spell level equal to the spellcraft DC divided by four, rounded down.
Example: If an epic blood magus casts Enslave, an epic spell with a spellcraft DC of 80, he would take 20d2 damage and have to make a fortitude save with a DC of 32 plus damage dealt or take 1d2 constitution damage.

Blood Rage [Blood]
When you rage, your blood boils, unleashing a power deep within you.
Prerequisite: Constitution 15, Rage or Frenzy class feature
Benefit: When you enter a rage or frenzy, you may choose to reduce the bonus granted to your constitution in order to increase the bonus granted to strength. You may forego up to your entire bonus to constitution in exchange for one point of strength bonus for every two points of foregone constitution bonus.
Example: A level 11 barbarian may enter a blood rage, and instead of gaining +6 to both strength and constitution, he may choose to gain +9 strength and +0 constitution, +8 strength and +2 constitution, or +7 strength and +4 constitution.
thenotoriousJIM

07-04-06, 10:01 PM
I would change the name, there is already a PRC that is relativly widely played by the same name.

It is also unbalanced to give it a bonus to its caster score, a wizard would be overpowered if you started adding int.

The wizard progession for spells is also too much. if you want that progession you need to make everything else he gets equate to what a wizard gets (scribe scroll at level one and metamagic feats) or you should change it to the sorc. progession (one level delayed)

The fast healing may be a little much, but otherwise it is a nice class.

some of the feats are unbalanced, blood metamagic is too powerful, if you can cast multiple spells in a round only at the cost of 4d6 (i think that quicken spell is +4) or just take some damage each morning for not useing a higher level for a permancy spell. If you limit the metamagic it applies to it should look ok.

Blood Spell focus could be too powerful since it stacks to something that is hard to find anything that stcks to it.


Blood Magic creation is a little too good too. There are times where the party does nothing for a few weeks, so makeing scrolls can cost you nothing if you just stand around cutting yourself.
Exooki

07-04-06, 10:31 PM
Blood Magic creation is a little too good too. There are times where the party does nothing for a few weeks, so makeing scrolls can cost you nothing if you just stand around cutting yourself.

i agree u have to change the name , that ability is waaaayyyy too overpowered exp is what keeps uberkly rich Pcs from making endless uber items. if you msut have that ability make it cause permanent hp drain not restorable by even wish.(even thats overpowered i think). reduce spellcasring abilities. aslo thsoe ability bonuses are too numerous. one in a base class is ok two is pushing it nut that many is wayy too good. cutting yourself and uhysing your blood would have a very neagative effect.(like - con)

rebalance it if you msut, changing ther name is mandatory personyll the idea is a little unoriginal. id majorly rethink some of the dieas.
CryoSilver

07-04-06, 11:53 PM
It will also have the problem of killing itslf at higher levels.

Every 9th lvl spell will deal an average of 13.5 damage to the magus; 3 such spells is 40.5 damage; if your magus has 16 Con, then he has an average of 112 hp; he drops a third of his hp.

At low level it's even worse: he'd have 7 hp at lvl 1, and take 3 casting his lvl 1 spells; he half dies by his own spells.