BLOOD MAGUS
"My blood is stronger than yours!"
Prerequisite: Arcane Initiate Feat, Ritual Caster Feat, Warlock Class
You have learned to combine the power of warlock blood with the wizards arcane formulas to cast more powerful spells. The Blood Mage wizard was your guide... but the blood in your veins is beyond even his understanding of power.
Blood Magus Path Features
Blood Vision (11th level): When you spend an action point to take an extra action, you gain a +4 bonus to attack rolls and ignore cover and concealment until the start of your next turn, but only against living targets. Construct, Elemental and Undead creatures are not considered "living" for this purpose.
Blood Curse (11th level): You have learned to fuel your Warlock's Curse with the power in your blood. As a free action you can treat yourself as an enemy for the purpose of Warlock's curse, dealing your warlocks curse damage to yourself and loosing one healing surge. Until the begining of your next turn you add your Intelligence bonus to all warlocks curse damage and you are not limited applying this damage to one target per round.
Blooded Implement (11th level): Any weapon that dealt damage can be used as an implement for the remainder of the encounter. Treat If the weapon as a wand with the same enhancement bonus but no daily power.
Book of Scars (16th level): You learn to etch the formulas of your spells into the flesh of your body. Treat your body as a wizards spell book. You gain the wizards' Spellbook ability, see Players Handbook page 158. You do not automaticly gain any rituals, but you always have room for any spell or ritual that you aquire.
Blood Magus Powers
Gathering of Blood_____Blood Magus 11 Attack
You rip the very source of life from the viens of your enemies as their corpses gather into piles of gore.
Encounter + Arcane, Implement, Weapon
Standard Action Close burst 3
Target: Each enemy in burst
Effect: Each target must shift 2 and end adjacent to you, if
possible. Each target is now under the effects of your Warlock's Curse. A target that can’t end adjacent to you doesn’t move. You can then attack any targets that are adjacent to you (close burst 1).
Attack: Intelligence vs AC
Hit: 1[W] + Intelligence modifier damage.
Vampric Coagulation_____Blood Magus 12 utility
You reflexivly siphon the life of your enemy into your viens, as he dies you are reborn.
Daily + Arcane, Healing, Implement, Weapon
Immediate Interrupt Personal
Trigger: You are reduced to 0 hit points or fewer
Effect: You spend a healing surge and regain your Intelligence modifier in additional hit points. You must have at least one healing surge remaining to use this Power.
Secondary Target: The creature that hit you.
Secondary Effect: You spend a healing surge but regain no hit points.
Instead, the secondary target takes damage equal to your healing surge value. You must have at least one healing surge remaining to use this effect.
Blood Empowerment _____Blood Magus Attack 20
You pour every ounce of you life into the purpose of ending the life of another.
Daily + Arcane, Implement, Weapon
Free Action Melee or Ranged weapon
Target: One Creature
Effect: You apply your Warlock's Curse to the Target. You must have no other daily power remaining to use this power.
Sustain Move: You spend a healing surge but regain no hit points. Instead, you deal your a healing surge value in damage to the target. You must have at least one healing surge remaining to sustain this power (save ends).
"My blood is stronger than yours!"
Prerequisite: Arcane Initiate Feat, Ritual Caster Feat, Warlock Class
You have learned to combine the power of warlock blood with the wizards arcane formulas to cast more powerful spells. The Blood Mage wizard was your guide... but the blood in your veins is beyond even his understanding of power.
Blood Magus Path Features
Blood Vision (11th level): When you spend an action point to take an extra action, you gain a +4 bonus to attack rolls and ignore cover and concealment until the start of your next turn, but only against living targets. Construct, Elemental and Undead creatures are not considered "living" for this purpose.
Blood Curse (11th level): You have learned to fuel your Warlock's Curse with the power in your blood. As a free action you can treat yourself as an enemy for the purpose of Warlock's curse, dealing your warlocks curse damage to yourself and loosing one healing surge. Until the begining of your next turn you add your Intelligence bonus to all warlocks curse damage and you are not limited applying this damage to one target per round.
Blooded Implement (11th level): Any weapon that dealt damage can be used as an implement for the remainder of the encounter. Treat If the weapon as a wand with the same enhancement bonus but no daily power.
Book of Scars (16th level): You learn to etch the formulas of your spells into the flesh of your body. Treat your body as a wizards spell book. You gain the wizards' Spellbook ability, see Players Handbook page 158. You do not automaticly gain any rituals, but you always have room for any spell or ritual that you aquire.
Blood Magus Powers
Gathering of Blood_____Blood Magus 11 Attack
You rip the very source of life from the viens of your enemies as their corpses gather into piles of gore.
Encounter + Arcane, Implement, Weapon
Standard Action Close burst 3
Target: Each enemy in burst
Effect: Each target must shift 2 and end adjacent to you, if
possible. Each target is now under the effects of your Warlock's Curse. A target that can’t end adjacent to you doesn’t move. You can then attack any targets that are adjacent to you (close burst 1).
Attack: Intelligence vs AC
Hit: 1[W] + Intelligence modifier damage.
Vampric Coagulation_____Blood Magus 12 utility
You reflexivly siphon the life of your enemy into your viens, as he dies you are reborn.
Daily + Arcane, Healing, Implement, Weapon
Immediate Interrupt Personal
Trigger: You are reduced to 0 hit points or fewer
Effect: You spend a healing surge and regain your Intelligence modifier in additional hit points. You must have at least one healing surge remaining to use this Power.
Secondary Target: The creature that hit you.
Secondary Effect: You spend a healing surge but regain no hit points.
Instead, the secondary target takes damage equal to your healing surge value. You must have at least one healing surge remaining to use this effect.
Blood Empowerment _____Blood Magus Attack 20
You pour every ounce of you life into the purpose of ending the life of another.
Daily + Arcane, Implement, Weapon
Free Action Melee or Ranged weapon
Target: One Creature
Effect: You apply your Warlock's Curse to the Target. You must have no other daily power remaining to use this power.
Sustain Move: You spend a healing surge but regain no hit points. Instead, you deal your a healing surge value in damage to the target. You must have at least one healing surge remaining to sustain this power (save ends).
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