School of Blood Magic
Magic is a work of formulas and mathematics for wizards. With true words, gestures, and materials, life can be given to a fireball, or a creature belonging to other realms can be conjured. Through the ages, increasing the efficiency of spellcasting, removing the material requirements of spells, or modifying the rules of spells have been a controversial and interesting subject for scholars.
Luckily, or unluckily (depending on how you look at it), some wizards developed a way to involve blood in the process. Blood Mages, as others call them, discovered a way to enhance the power of their spells by mixing blood into the components. However, to experiment more or to have a greater stock of blood with them, most Blood Mages start to harvest blood from their enemies in savage and brutal ways before too long. Some of them even murder innocents in cold blood.
The teachings of this school are forbidden in most places. However, practitioners, or grimoires of blood magic, can still be found in sinister places.
Blood Magic Apprentice
When you select this school at 2nd level, the first thing you learn is how to mix blood into spells, spellbooks, and spell scrolls. When you cast a spell, you gain the ability to replace one of its material components worth 50 GP with blood in the amount that would be spilled by taking 1d6 damage. You can use your own blood or the blood of other creatures. In any case, the blood should be fresh and must have been spilled within 1 hour.
You can also decrease the amount of GPs required to copy a spell into your spellbook or write a spell scroll, using the same conversion values mentioned above. You cannot replace the materials that are worth more than 100 gold pieces in this way, when you cast a spell.
BLOOD VIAL
The amount of blood required to use these features is a potion bottle that weighs 0.5 lb. for each 5 (2d4) damage inflict
Protection of Blood
Starting at 6th level, you learn how to protect yourself and your allies from harm caused by spells. By performing a ritual of 1 minute, you can draw arcane marks on a creature using the target’s own blood. The blood must be fresh and must have been taken from the creature within 1 hour. The marks prevent the effects of spells targeting the creature for the next 8 hours. After 8 hours, if no spell attack is made targeting the creature, the marks disappear and their effects end.
The level of spells which the marks can prevent the effects of is determined by the amount of blood used in the ritual. The target of the ritual must spill an amount of blood and take damage equal to 5 x the level of the spell. This damage can’t be reduced by any means. It also decreases the hit point maximum of the target and this reduction cannot be reversed before the effects of a spell are prevented or the marks are erased as an action.
The marks prevent the effects of targeted spells, whether they are harmful or not. Once the effects of a spell are prevented, some of the marks disappear and the hit point maximum of the creature increases by 5 x the level of the spell.
If a creature with marks is targeted by a spell of a spell level higher than the level of spells whose effects can be prevented according to the amount of blood used in the ritual, the effects of the spell function as normal. Also, the effects of more than one spell can be prevented by the marks as long as enough blood was used in the ritual.
Magic Refuel
Starting at 10th level, you can use blood to regain spell slots. As a bonus action, you can deal 2d4 damage to yourself for each level of spell slot you want to regain. This damage cannot be reduced by any means.
Also, you can use your action to use other creatures’ blood to regain spell slots. You can drink 2 blood vials for each level of spell slot you want to regain. The blood should be fresh and must be spilled within 1 hour of you using this feature.
Blood Magic Mastery
Starting at 14th level, you can use life force to empower your spells. You can use your bonus action to increase the spell save DC of the next spell you cast by 3 by dealing 1d4 damage to yourself for each level of the spell.
You can also use other creatures’ blood to empower your spells. You can use your action to increase the spell save DC of the next spell you cast by 3 by drinking a blood vial for each spell level of the spell. The blood should be fresh and must be spilled within 1 hour of you using this feature.
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