PrC: icky bloodsucking necromantic magey guy

hong

WotC's bitch
Or something along those lines.

So I've got tired of using the OA maho-tsukai IMC, and decided to roll my own. This is what I've got so far. How powerful would you reckon this class is?



BLOODMAGE


The greatest, most powerful magics are those fueled by the spark of life. Blood magic, the tool of the bloodmage, entails sacrificing part of one's vitality for magics that are beyond the ability of normal wizards. It promises great power over the essence of life and death, an enticing prize indeed.

Such knowledge comes at a price, however. Blood magic finds its ultimate source in the lower planes, and the lords of darkness do not give up their secrets easily. A prospective bloodmage must carry out a ritual that involves treachery and the sacrifice of innocents; furthermore, as the bloodmage progresses along this path, he will almost invariably be the cause of more death and suffering to those in his path. Such is the nature of blood magic, that corrupts the soul with every spell that is cast.

NPC bloodmages are rarely seen, but far more common than might be thought. They lead a secretive existence, as most nations and cultures would destroy them on sight. However, the greatest bloodmages may rise above such shackles and claim for themselves a territory of their own. Such a domain is usually a place of death and despair, with no-one safe from the bloodmage's appetite for victims.

Most NPC bloodmages are sorcerers, who possess great innate magical power but may lack the schooling to realise the danger of blood magic before it's too late. The next most common are wizards, who have rummaged in libraries of ancient lore and stumbled across the scrolls detailing the necessary steps to become a bloodmage. Rarest are fallen clerics and druids, but these are not unknown.


Requirements

Alignment: Any nongood.
Base Will save bonus: +4
Skills: Concentration 8 ranks, Knowledge (arcana) 4 ranks.
Other: Ability to cast 2nd level spells.
Special: The character must locate and use ancient scrolls detailing the rites and rituals necessary to take this class.



Class Statistics

Hit Die: d8.
Class Skills: Bluff (Cha), Concentration (Con), Craft (alchemy) (Int), Disguise (Cha), Hide (Dex), Knowledge (arcana) (Int), Knowledge (planes) (Int), Profession (Wis), Spellcraft (Int).
Skill Points/Level: 2 + Int modifier.


Code:
Lvl BAB F   R   W   Special                Spells
1   +0  +2  +0  +0  Blood magic, accursed, +1 caster level
                    bloodpool (0 level) 
2   +1  +3  +0  +0  Bloodpool (1st level)  +1 caster level
3   +1  +3  +1  +1  Bloodpool (2nd level)  +1 caster level
4   +2  +4  +1  +1  Bloodpool (3rd level)  +1 caster level
5   +2  +4  +1  +1  Bloodpool (4th level)  +1 caster level
6   +3  +5  +2  +2  Bloodpool (5th level)  +1 caster level
7   +3  +5  +2  +2  Bloodpool (6th level)  +1 caster level
8   +4  +6  +2  +2  Bloodpool (7th level)  +1 caster level
9   +4  +6  +3  +3  Bloodpool (8th level)  +1 caster level
10  +5  +7  +3  +3  Bloodpool (9th level)  +1 caster level


Class Features

All the following are class features of the bloodmage.

Weapon and Armour Proficiency: The bloodmage gains no weapon or armour proficiencies beyond those he already has. Armour of any type interferes with a bloodmage's arcane gestures, which can cause his spells to fail (if those spells have somatic components).

Spells: At every level, the bloodmage gains new spells per day and spells known as if he had gained a level in a previous spellcasting class. He does not, however, gain any other benefits of the other spellcasting class. This essentially means that he adds his bloodmage levels to the level of whatever other spellcasting class he has, then determines spells known, spells per day, and caster level accordingly.

A bloodmage has access to all Necromancy spells and all spells with the Death or Evil descriptors that appear on either the sorcerer/wizard or cleric spell lists, just as if they were on the spell list for his previous spellcasting class. This is in addition to the spells he gains from his previous spellcasting class. The spell's level is equal to the lower of its wizard and cleric spell levels, for those that appear on both lists. These spells are listed below.

Accursed (Ex): The bloodmage's association with foul magic has left its mark on his soul. He is treated as evil-aligned for the purposes of spells and effects, regardless of his actual alignment. For example, he detects as evil with a detect evil spell, he suffers extra damage when struck by a weapon with the holy enchantment, and so on.

Blood Magic (Su): The bloodmage's power is derived from blood sacrifice, hence the name. Each time he casts a spell, he takes 1 point of damage per level of the spell (as increased by metamagic, where applicable). This does not provoke a Concentration check to successfully cast the spell, but cannot be negated through damage reduction or any other means.

If a spell has expensive material components, he does not use them, but must pay a greater price in terms of damage. The additional damage taken is given in the table. When using blood to replace a costly component in this way, the bloodmage must make a Concentration check (DC 10 + damage taken) to successfully cast the spell. This Concentration check is unnecessary if the bloodmage uses points taken from his bloodpool instead (see below).

Component cost Damage dealt
50 gp or less 5
51 gp-300 gp 11
301 gp-750 gp 17
751 gp or more 23


Bloodpool (Su): As the bloodmage's power grows, he learns to use the bodies of others to fuel his spells. At 2nd level, the bloodmage can build up a reserve of arcane power, by bleeding a victim in a gruesome and agonizing ritual. Each hit point of damage he deals to the victim counts as a point he can substitute for his own, when casting his spells. The points the bloodmage accumulates in this manner do not add to his own hit point total -- they can be used only for the purpose of casting blood magic, and only within eight hours, after which their potency fades.

The bloodmage's maximum bloodpool size is equal to his caster level x 10, and any points he accumulates in excess of this amount are wasted. A sacrificial victim cannot contribute more than its total hit points + 10 to the bloodmage's bloodpool, which is enough to kill it. The bloodmage can choose to keep his victim alive (for future rituals, or to avoid wastage) instead of killing it, by bleeding it for fewer points of damage than it has hit points left.

Bleeding a victim is a ritual that takes at least one minute, and it must be helpless or willing for the entire duration. A potential victim must have blood or ichor of some sort (not a plant, elemental, construct or undead), have Intelligence and Charisma scores of at least 3, and called or summoned creatures cannot be used. If the ritual is interrupted, the victim takes the full amount of damage as chosen by the bloodmage, but the bloodmage gains no benefit.

The level of spell that the bloodmage can power using his bloodpool is limited by the level he has reached in this prestige class. At 1st level, he can use the bloodpool to cast 0-level spells (cantrips or orisons). This goes up by 1 spell level for every bloodmage level, until he can use it to cast 9th level spells at 10th bloodmage level.

Spell List
0 level -- Disrupt undead, inflict minor wounds, touch of fatigue.
1st level -- Deathwatch, cause fear, chill touch, curse water, doom, inflict light wounds, protection from good, ray of enfeeblement.
2nd level -- Blindness/deafness, command undead, death knell, desecrate, false life, gentle repose, ghoul touch, inflict moderate wounds, scare, spectral hand.
3rd level -- Animate dead, bestow curse, contagion, halt undead, inflict serious wounds, magic circle against good, ray of exhaustion, speak with dead, vampiric touch.
4th level -- Death ward, enervation, fear, inflict critical wounds, poison.
5th level -- Blight, dispel good, magic jar, mark of justice, mass inflict light wounds, nightmare, slay living, symbol of pain, unhallow, waves of fatigue.
6th level -- Circle of death, create undead, eyebite, harm, mass inflict moderate wounds, symbol of fear, undeath to death.
7th level -- Blasphemy, control undead, destruction, finger of death, mass inflict serious wounds, symbol of weakness, waves of exhaustion.
8th level -- Clone, create greater undead, horrid wilting, mass inflict critical wounds, symbol of death, unholy aura.
9th level -- Astral projection, energy drain, implosion, power word kill, soul bind, wail of the banshee.
 

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It's got some Icky flavor to it! I like it... blood magic is cool and it'd go with the themes I'm trying to set. Along with your imbued item rules I 'borrowed'.

Couple of thoughts:

Apologies for rambling. Especially if nothing makes sense. Me = Tired.

The bit about spell access may need a clarification - otherwise sorcerors could argue they get access to all the spells - they're going to *really* like this class. Which I don't think is the intention!

Also would a wizard be able to 'add them to his spellbook' right now, or does he research them? Are they on the ancient scrolls?

Not sure exactly what's on the spell lists for cleric/wizard, havn't got my books to check... Gut feeling is that it'd add an interesting 'Death Flavoured' offensive prowess for a cleric, but would it give a mage Healing and Raise X spells?

Could make some noticable ripples in some peoples campaigns.

And a bonus Random thought - Druids may well benefit 'too much'.

Thinking about it, I'd consider restricting it to clerics only... Would probably work best with their base class, IMO.

Given the sacrifice angle, neutrality could be difficult to maintain for long? Depending on the GMs take on morality/alignment/etc.


hong said:
Special: The character must locate and use ancient scrolls detailing the rites and rituals necessary to take this class.

IMO, ought to be a requirement for every prestige class. Ever! I never want to explain my 'ask GM before taking prestige class' view to one of my players ever again!
 

Blood magic is a cool idea, but just like the original Blood Magus, it needs to scale more. Much as I love the idea as a player, as a DM I'd much rather not have players substituting 23 damage for the usual 25000 gp cost of a True Resurrection. Just a thought. ;)

--Impeesa--
 

Thanks guys!

Comments on comments:

- This is more for my own campaign than general use, although suitability for the latter is a standard I usually try to adhere to. IMC there's no 9th level spells, no PHB druids and I use slightly different spell lists. Also this class is meant more for NPCs than PCs, so the usual considerations of balance are less of a factor (if you take this class IMC, basically that means you've gone bad and are now an NPC).

- The extra spells are treated just like an expanded spell list. You don't get them for free if you're a sorc, you get to choose them when you go up a level. Ditto for wizards and their free spells. Not sure what's the best way to word this, but you know what I mean.

- Healing and resurrection magic is Conjuration, not Necro. It might make sense that you should beable to resurrect as well as kill people if you have the power over life and death, but as D&D is structured, raising people is different to killing them. The spell list does include goodies like unholy aura and blasphemy, and finger of death and enervation.

- PHB druids might benefit more than straight clerics or wizards in terms of the additional spells, but they would also lose wildshape and the other funky druid abilities. Hopefully it should balance out.

- Neutrality is not something I'd envisage a bloodmage holding on to for long, but that's just me. If you wanted, you could play a very Vampire-ish campaign featuring cult members who have to kill to keep their powers. Lots of angst potential there. ;)

- Haven't thought overmuch on the really expensive spells. The table is taken straight from the tainted sorc in Unearthed Arcana (itself based on the maho-tsukai in OA). Maybe a linear, open-ended scale of some sort might be better? That could make spells like wish totally infeasible, though.
 

In the hands of a cleric, the material component substitution is just plain wrong.

Bloodmage: I cast True Res.
DM: you take 23 points of damage
Bloodmage: I use my wand of cure light wounds
DM: @#$%

:D

I think that expanding the table, eg:

751-1500 = 23
1501-3000 = 29
3001-6000 = 35
6001-10000 = 41
10001-20000 = 47
20001+ = 53

would help a bit, though it's still problematic. High level spells would still be possible - you'd just have to kill people to use them (which reinforces the evil aspects of the class). And clerics remain a problem, due to healing spells and high HP, so you'd probably need to ramp the HP costs even higher.
 
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Well, maybe I could make it so that the damage dealt is like vile damage, which can't be fixed easily.

Or maybe it really isn't a problem? I mean, every spell that a bloodmage casts is going to deal 1-9 points damage minimum (except cantrips). Now you could have a cleric on hand for that, but that's a lot of spell slots going on cures; plus healing in the middle of a fight isn't usually very easy. That's a lot of bother to go through for the benefit of cheap true rezzes.
 

With you on the sorceror/wizard lists - figured that's what it meant... can't see exactly how to word it, but if someone tried to read it like that then I'd tell them to think about it. Then throw dice at them.

Ah, glad to clarify the conjure nature of healing... had a look through my PhB last night - think it'd add some interesting stuff there, but nothing problem causing.


In combat is where the cost really kicks in... they have no choice about whether to pay blood or not. Will take quite a lot of healing to keep them going, if they havn't kept up to date with the sacrifices.

I agree that outside combat, many camapigns wouldn't find the damage cost a problem. Wands of cure light by the dozen...

I think a mild version of Vile damage could be the answer? Even if it's just that the damage can't be healed for an hour after it's taken? Would make those sacrifices a whole lot more attractive, which would be the point if a PC was using this class. For an NPC not a problem.

IMC, don't think True Res. would be a problem - any god that allowed their clerics access to this is unlikely to allow 'cost free' true resurections. I realise this is an RPG 'flaw', so sue me!

Certain other spells would start to look like very attractive options - Symbol for example. For very high price costs I'd add an extra feature - perhaps the caster takes some of the damage himself (regardless of sacrifices) and it can only heal at ability score speeds (1/day). This can only be offset by making special sacrifces - virgins, princesses, adult dragons, etc - think it could make for some interesting plot hooks.



It did smack of NPC class to me as well... think it's excellent BBEG material. You're right - could work well with a vampire - (fast healing :eek: )... Just add purple sunglasses, frilly shirt and the Angst! and you'd have a winner. :D
 

Ooo, idea. How about instead of substituting hit point damage for costly components, substitute Con damage instead?

50 gp or less: 2 Con
51 gp-300 gp: 4 Con
301 gp-750 gp: 8 Con
751 gp or more: 12 Con

It's still not a huge problem if you have a cleric on hand, but it should be a bit harder to deal with than simple hit point damage, especially in a fight. I'll also have to rework the bloodpool thing so that it gives Con points as well as hit points, but that shouldn't be too hard.
 
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hong said:
Ooo, idea. How about instead of substituting hit point damage for costly components, substitute Con damage instead?

50 gp or less: 2 Con
51 gp-300 gp: 4 Con
301 gp-750 gp: 8 Con
751 gp or more: 12 Con

It's still not a huge problem if you have a cleric on hand, but it should be a bit harder to deal with than simple hit point damage, especially in a fight. I'll also have to rework the bloodpool thing so that it gives Con points as well as hit points, but that shouldn't be too hard.

Excellent idea. And the mechanic already exists. Unlike the one I was proposing.... :)

Possibly 1 virtual con point per HD of sacrificed creature? Creatures do not stack for this purpose. So to get a 751+ spell 'for free' you need to kill a 12 HD creature. Would make it difficult to obtain, but not impossible.

I did wonder if certain kinds of creature could provide you with 'better' blood? I just like the idea of the caster specifically seeking out certain kinds of targets?
 

I really like the 1 Con-per-HD thing. To get a decent Con pool, you have two choices: kill stacks of hapless commoners (the default) or go after heroic individuals (eg, ahem, PCs). Yes, I really like it.

Question then becomes: what happens with undead bloodmages? Since they don't have Con, they're immune to Con loss.

The first option is that since they don't have any Con to lose, then they can't pay the cost, so they can't cast the spell. Which is logical, but a bit boring.

The second option is that they can still cast expensive spells, they just don't pay any cost (since they're immune). On the one hand, this makes for broken powerplays where you shapechange into a ghoul before casting true res or symbol. On the other hand, the idea of a bloodmage lich casting super magic with abandon is really cool.
 

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