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== Class Description ==
== Class Description ==
Taught in the shadow, Blood Magi practice the art of fueling spells with the essence of life, blood. A Blood Magus is a powerful individual, schooled in the profane and knowledgeable of the darkest secrets of magic. A powerful Blood Magus is capable of extending her life, sacrifice her life force or the life force of others to power her spells and an array of bloody rituals. In civilized areas the use of such magic is frowned upon and considered barbaric as well as dangerous because of the harm its disciples often inflict upon others to fuel their horrid spells and rituals. Students of this profane form of magic often do so in isolation for fear of discovery although the ability itself it is not innately evil.
Born of rare enlightenment or secret knowledge, blood magi are mages who practice the art of fueling spells with the essence of life, blood. Some are formerly deceased spellcasters who, when returned to life, gained a transcendant understanding of their blood's importance and learned to evoke magic from this vital fluid. These mages, often sorcerers or bards, speak of the renewed pulse of blood in their veins as song - the blood music, the sound of their life, warm and thick, energizing every particle of their form, flushing death and leaving life in its place.


The most common forms of blood magic encountered are monstrous rituals of sacrifice practiced by Orcs and Goblins or the more benign forming of blood bonds and promises between warriors by cutting their hands and shaking it or by consuming their comrade's blood. In some backward regions it is also still custom to sign important contracts and deeds in blood or to drink the blood of slain enemies to take their strength. Blood has always been indelibly linked to the supernatural. It represents fertility, strength and life itself. The giving up of life force or life energy, whether voluntary or not, is a sacrifice of great potency.
Others, usually wizards, are tainted scholars schooled in forbidden secrets paid for at the cost of their own souls. They who looked too greedily into forbidden lore, who blasted their mind with corrupting influence from beyond mortal ability to understand. Such blood magi have scoured the <i>Book of Vile Darkness</i> and Kazerabet's <i>Art of Necromancy</i> and read deeply the writings of Xinnizer of Netheril and Khuzon Delvind Dachar of Mulhorand. Ill content with their already formidable power, these dark mages delve ever more into lost tombs and ancient libraries in search of arcane mysteries and incomprehensible secrets, and beseech gods of blood and death like Bhaal and Set for ever greater knowledge and power.


Blood Magic can be exceptionally evil and corrupting because of the 'easy' power it offers, for this reason it is outlawed and shunned in all civilized societies regardless of alignment. Those that have attempted to regulate the practice have historically ended up with power crazed cabals of Blood Magi which (attempt to) sacrifice their patrons, apprentices, colleagues and other Mages. Another notable drawback to the practice of this profane form of magic is that it only works creatures that have blood. In light of this the position of Blood Magic in the realms has been relegated to being both exotic and dangerous in favor of the reliable traditional tenets of Arcane study. Finding a practicing Blood Magus can be considered extremely rare as they have almost always given in to the inherent malign-capriciousness their abilities promote.
No matter the path a blood magus took to this power, a powerful blood magus is a force to be reckoned with, for they understand the deep mystical connections that exist between all life. Blood has always been indelibly linked to the supernatural. It represents fertility, strength, bonds of family and fellowship, and life, and the giving up of blood, whether voluntary or not, is a sacrifice of great potency. This magic is not necessarily evil, but it is taboo in many cultures, and even good-aligned blood magi are usually greeted with nervousness, dislike, or outright disgust. The use of blood in spellcasting is abhorrent to most, and the champions of good are natural enemies of the practice.


'''Practicing any sort of visible Blood Magic means consenting to be killed on sight by other players and civilized NPCs regardless of their heritage or alignment. It does not give licence to kill others however, the Blood Magus must still observe the PvP rules.'''
Blood Magic may not be performed in presence of NPC without DM oversight.
 
Exceptions to discovery are: Blood Component because it is a tiny pin-prick, Scarification and passive abilities. Use of Bloodwalk or Bloodseeking spell is almost guaranteed to end in being "outted."
 
== Background ==
Blood Magic is very old, as old as life and magic. It is a form of specialized necromancy that focuses on the manipulation of life's vital element: blood, through which magic can be empowered and the normally required ingredients may be substituted. For blood magic to be potent the sacrifice must be voluntary (the way spirit shamans use it on themselves if they have the feat), which is why victims are often manipulated or enspelled. Potent power can also be drawn from spilled blood and bleeding wounds, whether internally or external so long as the magic can access it. This is how Blood Magi normally power their spells, by injuring victims and drawing on their blood, reserving the more demanding sacrifices for rituals.
 
Because of how Blood Magic works the specialized field of the Blood Magus is a moral slippery slope. Despite not being inherently evil it produces many power crazed madmen and women, contributing to the bad reputation necromancy in general is known by. The fact that many evil monster races practice crude forms of blood magic and associated ritual sacrifice cements this reputation as practically beyond redemption.
 
Ever since the Mulhorandi people and their pantheon arrived on Faerun Blood Magic has been the domain of Set and has been almost exclusively practiced in the far east. With the ascension of Bhaal as part of the dead three Blood Magic has however begun to become less rare in the rest of Faerun, largely because Bhaal has been competing with Set to draw it into his portfolio. Blood Magic is now shared between the deities' portfolio's, neither possessing it exclusively. This is a source of continuous strife between Set and Bhaal, through it will not prevent them from allying temporarily if expedient. Finding practicing Blood Magi among Bhaal's faithful is quite common these days as those with a talent for the arcane are encouraged to take the easy path power that it promises. Blood Magic is still also practiced by those unaffiliated with Set or Bhaal, but these practitioners find themselves under their deific manipulations to tempt them into acts of wanton evil and lust for power or mayhem.
 
In the eastern nations of Mulhorand, Unther and Thay Blood magic is considered especially barbaric and unstable because of its more public historical record. Instead of having been largely restricted to use by monster races there have been repeated historical incidents involving power-crazed cabals of Blood Mages. In Mulhorand the practice is considered an unforgivable sin and implies links to Set. In Thay there are known cabals of mages who practice blood magic though the field of study is excluded from the school of Necromancy by ancient decree.
 
Thayan Blood Magi are not affiliated with any school of magic and are normally evicted once their dabbling becomes known, or is not immediately abandoned. Such Red Wizards normally live on the fringe of thayan society and are considered unsavory company at best. While most Thayans are perfectly happy to do business with Blood Mages it is always the sort of business others shouldn't know about. As a consequence many Blood Mages work as assassins or spies and face the risk of disappearing themselves if their employer wishes to tie up any loose ends. A particular animosity exists with the school of Necromancy, which wishes to eradicate the practice of Blood Magic for the unsavory reputation it attaches to necromancers and because of the mages which the promise of power tempts from its ranks.
 
Due to Set's initial exclusive incorporation of Blood Magic into his portfolio many literary sources are Mulhorandi in origin. Cabals of blood mages are outlawed in Mulhorand and barely tolerated in Thay because of their tendency towards wanton slaughter and the ritual sacrifice of fellow mages.
 
It is likely for that reason that students of Blood Magic on the Sword Coast may procure access to old Mulhorandi or Thayan sources, be it independently, through the manipulations of Bhaal, or of Set.
 
Blood Magic remained relatively obscure in ancient Netheril, the craft having been cataloged in Xinnizer's guide to the obscure Art which details exotic forms of magic, including Elven, but focusing in particular on primitive humanoid races. Xinnizer cataloged Blood Magic as being a form of ritual sacrifice practiced by various Orc and Goblin tribes in his day.
 
More detail is provided in Khuzon Delvind Dachar's account of Mulhorandi sects undermining the moral fabric of the Empire. In his account, known as Khuzon's warning, he describes blood magic in considerable detail, which led some to question whether the author had been involved first hand and was a remorseful reformist. While insightful and revealing a link to Set as well as some of the underlying magical principles the book does not provide any detail on the necessary preparation for the described (horrific) rituals and vile deeds. It is by this book that most Faerunian scholars know of the subject as it has been remarkably well preserved and copied many times by later generations seeking to strengthen the empire against Set's depredations. Such copies have inevitably also made their way to the Sword Coast, and though rare they are not impossible to acquire for people of means.


== Requirements ==
== Requirements ==
'''Race:''' Any
'''Race:''' Any


'''Alignment:''' Any non-[[lawful]]
'''Alignment:''' Any but [[Lawful Good]]


'''Skills:''' [[Concentration]] 4
'''Skills:''' [[Concentration]] 4
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'''Feats:''' [[Toughness]]
'''Feats:''' [[Toughness]]


'''Spellcasting:''' Able to cast 3rd-level arcane spells
'''Spellcasting:''' Arcane caster level 5th.
 
'''Special:''' The character must have been killed and then returned to life, or have moderate or greater depravity.


== Class Features ==
== Class Features ==
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'''Skill Points:''' 2 + Int [[Ability_modifier| modifier]]
'''Skill Points:''' 2 + Int [[Ability_modifier| modifier]]


'''Class Skills:''' [[Bluff]], [[Craft Alchemy]], [[Concentration]], [[Disguise]], [[Heal (skill)|Heal]], [[Lore: Arcana]], [[Lore: Local]], [[Lore: The Planes]], [[Spellcraft]]  
'''Class Skills:''' [[Bluff]], [[Concentration]], [[Disguise]], [[Heal (skill)|Heal]], [[Lore: Arcana]], [[Lore: Local]], [[Lore: The Planes]], [[Spellcraft]].


'''Spells per Day/Spells Known:''' At every level except 5th & 10th the Blood Magus gains more spells per day. If a character had more than one spellcasting class before becoming a blood magus, he must decide which class he adds the new level for purposes of determining spells known and spells per day.
'''Spells per Day/Spells Known:''' At each level except 5th and 10th, a blood magus gains new spells per day (and spells known, if applicable) as if he had also gained a level in an arcane spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (such as the bonus feat sometimes gained by a wizard). If he had more than one arcane spellcasting class before becoming a blood magus, he must decide to which class to add each level for the purpose of determining spells per day and spells known.


== Class Progression ==
== Class Progression ==
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=== Blood Component ===
=== Blood Component ===
A blood magus may use a drop of his own blood as an additional spell's material component. The pinprick to draw the requisite blood is a free action that becomes a normal part of casting the spell. Using this ability deals the blood magus 1 point of damage but raises spell's caster level by 1.
A blood magus can substitute a drop of his own blood for a spell's material components, if any, and in so doing increase the spell's power. The pinprick or minor knife cut to draw the requisite blood is a free action (just like using material components) that becomes a normal part of casting the spell. Using this ability deals 1 point of damage to the blood magus but raises the spell's caster level by 1. Damage reduction, if the character has any, doesn't apply to this damage. If a spell has a costly material component (greater than 1 gp), the component must still be provided. If a spell has no material component, a blood magus can still use this ability to enhance a spell if he desires.
 
This pinprick and lack of usage of material components is noticeable by other characters or NPCs. Characters can attempt to veil the pinprick, for example by using gloves, sleight of hand, bluff, a usage of spells without somatic components (including still metamagic) or a combination.
Note: This stacks with Bloodseeking Spell and other spell power or caster level increases.


=== Stanch ===
=== Stanch ===
The blood magus automatically stabilizes his wounds when his hit points drop below 0. He still passes on if he reaches -10 hit points or below.
A blood magus automatically becomes stable when his hit points drop below 0. He still dies if he reaches -10 hit points or lower.


=== Scarification ===
=== Scarification ===
The blood magus learns to inscribe spells on his own skin for future use. Effectively, he gains the [[Scribe Scroll]] feat using an alternative medium. All rules, XP costs, and expenses that apply to [[Brew Potion]] also apply to this ability, with the following exceptions. Likewise, "reading" a scar follows the same rules as reading a scroll, but only a blood magus can decipher his own scars. A blood magus may only have six active scars at any one time. Scars store the Blood Magus' full caster level.
Beginning at 2nd level, a blood magus can inscribe spells on his own skin for later use. This process involves deeply scratching the skin (which deals no damage but often leaves scars). Effectively, a blood magus gains the Scribe Scroll feat using an alternative medium. All rules that apply to Scribe Scroll also apply to this ability, except that it costs fewer gold pieces. Likewise, "reading" a scar follows the same rules as reading a scroll, but only a blood magus can decipher his own scars. One's own skin leaves a limited amount of room to easily inscribe and "read" magical scars. Thus, a blood magus can have only six of these scars at any one time. Scars store the blood magus' full caster level.
The scars can be noticed by other characters, if skin is shown. The purpose of the scars to hold spells however is only known to the blood magus. As reading the scar requires tracing it, this attempt is noticeable by other characters or NPCs.


Note: You can only have one scar per spell level, so no storing of six level nine spells for example.
Creating a scar costs 10 gold pieces and 1 experience point, multiplied by the product of the scar's spell and caster levels. For example, a scar of Invisibility (level 2 spell) created with the minimum caster level of 3 would cost 60gp and 6XP.


=== Death Knell ===
=== Death Knell ===
Two times per day the Blood Magus can use [[Death Knell]] as a spell-like ability. The target takes 2d4 points of negative energy damage. If this damage is lethal, the target decomposes and you gain 1d8 temporary hit points and a +2 bonus to Strength. You can only benefit from one casting of this spell at a time; its effects do not stack with itself.
At 3rd level and higher, a blood magus has the ability to use death knell as the spell twice per day.


=== Blood Draught ===
=== Blood Draught ===
The blood magus learns how to store spells of up to 3rd level in his own blood. Effectively, he gains the [[Brew Potion]] feat using an alternative medium. All rules, XP costs, and expenses that apply to [[Brew Potion]] also apply to this ability, with the following exceptions. Once "brewed", a blood draught remains in circulation within the magus' body. The maximum number of draughts stored at one time is equal to his levels of blood magus plus his [[Constitution]] score, but if he is slain, they are all immediately ruined.
At 4th level, a blood magus learns how to store spells of up to 3rd level in his own blood. Effectively, he gains the Brew Potion feat using an alternative medium. All rules, XP costs, and expenses that apply to Brew Potion also apply to this ability, with the following exceptions. Once "brewed," a blood draught remains in circulation within a magus's body. The maximum number of draughts he can store at one time is equal to his blood magus level + his Con score, but if he is ever slain, they are all immediately ruined - even if he is subsequently returned to life. Blood draughts are never accidentally lost through major blood loss or by a blood-draining attack. To consume a draught, a blood magus pricks his skin, automatically bringing forth the desired effect. This is a standard action that provokes attacks of opportunity, like drinking a potion. Another individual can partake of a blood draught (if he or she has a strong stomach) by drinking 1 ounce of the blood magus's blood as a full-round action. The blood magus must have an open wound to share the effects of a blood draught with another creature; if he lacks one, the creature can inflict a wound that deals 1 point of damage to the blood magus as part of the action to consume the draught. A blood magus cannot store his blood in a container to share at a later time. The blood draught must be drawn fresh from his body, or it loses potency within 1 round.
A blood draught in circulation is not noticeable by any other character without DM supervision. Similar to Blood Component, pricking the skin can be hidden. Feeding blood to another character is obvious.


Note: These are effectively potions but they cannot be traded.
Creating a blood draught costs 15 gold pieces and 2 experience point, multiplied by the product of the draught's spell and caster levels. For example, a draught of Invisibility (level 2 spell) created with the minimum caster level of 3 would cost 90gp and 12XP.
 
=== Infusion ===
The blood magus prepares a special one time distillation of his own blood. Partaking of the infusion, he permanently gains 2 points of [[Constitution]].


=== Bloodseeking Spell ===
=== Bloodseeking Spell ===
The Blood Magus can imbue his spells with the ability to draw blood from their targets. To use this ability, a blood magus must inflict a wound upon himself; this is a free action that deals 3 points of damage to the blood magus and becomes a normal part of casting the spell. Damage reduction doesn't apply. A bloodseeking spell fuels itself on the blood of it's target increasing the caster level by 2. This ability is positively reviled throughout civilized lands because it is almost always associated with the ritual sacrifice of unwilling victims. Orcs and other monstrous races are known to practice such profane forms of magic but power crazed cabals are not unheard of in human domains either. Bloodseeking spells are an easy way to gain power but they start the Blood Magus down a path of profane corruption. '''Use of this ability marks the Blood Magus as having consented to be killed on sight by civilized races of any alignment.'''
Beginning at 6th level, a blood magus can imbue his spells with the ability to draw blood from their targets. To use this ability, a blood magus must inflict a wound on himself; this is a free action that deals 3 points of damage to the blood magus 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 fuels itself on the blood of its target, increasing its caster level by 2. Constructs, elementals, oozes, plants, undead, and any creatures without blood or a similar substance within their bodies are immune to this effect.
 
As creating a bloodseeking spell requires a big, gashing wound, this usage of blood magic is noticeable by anyone.
Note: This stacks with Blood Component and other spell power or caster level increases.


=== Thicker than Water ===
=== Thicker than Water ===
The blood magus' vital fluids are partially under his conscious control. When he is injured, his blood withdraws from the wound, preventing 1 point of damage. Effectively, the blood magus has a "hardness" of 1. ([[Damage reduction]] 1/-)
At 7th level and higher, a blood magus's vital fluids are partially under his control. When a blood magus is injured, his blood withdraws from the wound, avoiding some damage that he would otherwise take. This ability gives the blood magus damage reduction 1/bludgeoning.
As the blood magus has conscious control, they can pull back in parts of their blood in subtle ways, which are not noticeable without DM supervision. They can also decide to not pull the blood back into their body.


=== Awaken Blood ===
=== Awaken Blood ===
The blood magus gains the supernatural ability to bestow momentary consciousness on an opponent's blood. Once per day, he can make a ranged touch attack against a living foe. If he hits, the opponent's blood attempts to get free - all at once. The hydrostatic pressure disrupts the victim's tissues, dealing 10d10 points of damage and paralyzing him for 1 round if he fails a Fortitude save (DC 10 + Class Level + Blood Magus' Con modifier). Awaken Blood has a five-minute cooldown.
At 8th level and higher, a blood magus can bestow momentary consciousness on an opponent's blood. If he hits a foe with a ranged touch attack, the opponent's blood tries to get free of its confinement - all at once. The pressure disrupts the victim's tissues, dealing 10d10 points of damage and stunning the victim for one round unless they succeed at a Fortitude saving throw (DC 10 + blood magus's class level + blood magus's Constitution modifier). This ability is usable only once every 5 minutes, but a blood magus can try to use it again if his previous attempt failed. The effect is instantaneous. Constructs, elementals, oozes, plants, undead, and any creatures without blood or a similar substance within their bodies are immune to this effect.
This ability is obvious and noticeable by anyone.
 
=== Infusion ===
Upon reaching 9th level, a blood magus prepares a special one-time distillation of his own blood. After partaking of the infusion, he gains a 2-point increase to his Constitution score.


=== Bloodwalk ===
=== Bloodwalk ===
The blood magus attains the supernatural ability to transport himself over great distances via the blood of living creatures. Once per day, as a standard action, he can seamlessly enter any one living creature whose size equals or exceeds his own and pass any distance to another living creature in a single round, regardless of the distance separating the two. If he desires, the blood magus may attempt to make a "bloody" exit from the destination creature. He bursts forth explosively from the creature's body, dealing 16d6 points of damage unless the target passes a Fortitude save (DC 10 + Class Level + Blood Magus' Con modifier).
At 10th level, a blood magus becomes perfectly attuned to the song of blood. He gains the supernatural ability to transport himself great distances via the blood of living creatures. Once per day as a standard action that does not provoke attacks of opportunity, he can seamlessly enter any living creature (except an elemental, ooze, plant, undead, or other creature without blood or a similar fluid) whose size equals or exceeds his own and pass any distance to another living creature on the same plane in a single round, regardless of the distance separating the two. A blood magus merely designates a direction and distance ("a living creature twenty miles due west of here"), and the bloodwalk ability transports him to a destination creature as close as possible to the desired location. He can't specify a named individual as the endpoint unless he has previously obtained a sample of that creature's blood and has it preserved in a vial that he carries. The entry and destination creatures need not be familiar to the blood magus. A blood magus can use himself as an entry creature. Entering and exiting a creature is painless unless a blood magus wishes otherwise. In most cases, though, the destination creature finds being the endpoint of a magical portal surprising and quite unsettling. If he desires, a blood magus can attempt to make a bloody exit from the destination creature. He bursts forth explosively from the creature's body, dealing 16d6 points of damage unless the creature makes a Fortitude save (DC 10 + blood magus's class level + blood magus's Con modifier). When he makes a bloody exit, a blood magus must succeed on a Fortitude save (DC 15 + blood magus's class level + blood magus's Con modifier) or be stunned for 1 round.
 
This ability is obvious and noticeable by anyone.
This ability can be used to mark a person, to travel to this person as if by teleport or to attack a person.<br />Use: Selected
 
Note: Cooldown is 5 minutes, an hour for the actual in-between areas teleport.
 
Gameplay Notes: When you are marking some person that person need to accept ( give consent mechanically) to be marked.  
Once when he accept the rune will be created and it will be created in that persons inventory. So after that, you need to ask him to give you that rune so that you can teleport to him anytime and anywhere ...
 




''Class courtesy of Rasael, thorough testing by the Quality Control Team. Implementation on the server by Luna.''
[[Category:Classes]]
[[Category:Classes]]
[[Category:Prestige Class]]
[[Category:Prestige Class]]
[[Category:Playable Class]]
[[Category:Playable Class]]

Latest revision as of 20:08, 2 May 2026

Class Description

Born of rare enlightenment or secret knowledge, blood magi are mages who practice the art of fueling spells with the essence of life, blood. Some are formerly deceased spellcasters who, when returned to life, gained a transcendant understanding of their blood's importance and learned to evoke magic from this vital fluid. These mages, often sorcerers or bards, speak of the renewed pulse of blood in their veins as song - the blood music, the sound of their life, warm and thick, energizing every particle of their form, flushing death and leaving life in its place.

Others, usually wizards, are tainted scholars schooled in forbidden secrets paid for at the cost of their own souls. They who looked too greedily into forbidden lore, who blasted their mind with corrupting influence from beyond mortal ability to understand. Such blood magi have scoured the Book of Vile Darkness and Kazerabet's Art of Necromancy and read deeply the writings of Xinnizer of Netheril and Khuzon Delvind Dachar of Mulhorand. Ill content with their already formidable power, these dark mages delve ever more into lost tombs and ancient libraries in search of arcane mysteries and incomprehensible secrets, and beseech gods of blood and death like Bhaal and Set for ever greater knowledge and power.

No matter the path a blood magus took to this power, a powerful blood magus is a force to be reckoned with, for they understand the deep mystical connections that exist between all life. Blood has always been indelibly linked to the supernatural. It represents fertility, strength, bonds of family and fellowship, and life, and the giving up of blood, whether voluntary or not, is a sacrifice of great potency. This magic is not necessarily evil, but it is taboo in many cultures, and even good-aligned blood magi are usually greeted with nervousness, dislike, or outright disgust. The use of blood in spellcasting is abhorrent to most, and the champions of good are natural enemies of the practice.

Blood Magic may not be performed in presence of NPC without DM oversight.

Requirements

Race: Any

Alignment: Any but Lawful Good

Skills: Concentration 4

Feats: Toughness

Spellcasting: Arcane caster level 5th.

Special: The character must have been killed and then returned to life, or have moderate or greater depravity.

Class Features

Hit Die: d6

Base Attack Bonus: Low

High Saves: Fortitude

Weapon Proficiencies: none

Armor Proficiencies: none

Skill Points: 2 + Int modifier

Class Skills: Bluff, Concentration, Disguise, Heal, Lore: Arcana, Lore: Local, Lore: The Planes, Spellcraft.

Spells per Day/Spells Known: At each level except 5th and 10th, a blood magus gains new spells per day (and spells known, if applicable) as if he had also gained a level in an arcane spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (such as the bonus feat sometimes gained by a wizard). If he had more than one arcane spellcasting class before becoming a blood magus, he must decide to which class to add each level for the purpose of determining spells per day and spells known.

Class Progression

Level Features Gained
1 Blood Component, Stanch, Skill Focus (Concentration)
2 Scarification
3 Death Knell
4 Blood Draught
5
6 Blood Seeking Spell
7 Thicker Than Water
8 Awaken Blood
9 Infusion (+2 Constitution)
10 Bloodwalk

Blood Component

A blood magus can substitute a drop of his own blood for a spell's material components, if any, and in so doing increase the spell's power. The pinprick or minor knife cut to draw the requisite blood is a free action (just like using material components) that becomes a normal part of casting the spell. Using this ability deals 1 point of damage to the blood magus but raises the spell's caster level by 1. Damage reduction, if the character has any, doesn't apply to this damage. If a spell has a costly material component (greater than 1 gp), the component must still be provided. If a spell has no material component, a blood magus can still use this ability to enhance a spell if he desires. This pinprick and lack of usage of material components is noticeable by other characters or NPCs. Characters can attempt to veil the pinprick, for example by using gloves, sleight of hand, bluff, a usage of spells without somatic components (including still metamagic) or a combination.

Stanch

A blood magus automatically becomes stable when his hit points drop below 0. He still dies if he reaches -10 hit points or lower.

Scarification

Beginning at 2nd level, a blood magus can inscribe spells on his own skin for later use. This process involves deeply scratching the skin (which deals no damage but often leaves scars). Effectively, a blood magus gains the Scribe Scroll feat using an alternative medium. All rules that apply to Scribe Scroll also apply to this ability, except that it costs fewer gold pieces. Likewise, "reading" a scar follows the same rules as reading a scroll, but only a blood magus can decipher his own scars. One's own skin leaves a limited amount of room to easily inscribe and "read" magical scars. Thus, a blood magus can have only six of these scars at any one time. Scars store the blood magus' full caster level. The scars can be noticed by other characters, if skin is shown. The purpose of the scars to hold spells however is only known to the blood magus. As reading the scar requires tracing it, this attempt is noticeable by other characters or NPCs.

Creating a scar costs 10 gold pieces and 1 experience point, multiplied by the product of the scar's spell and caster levels. For example, a scar of Invisibility (level 2 spell) created with the minimum caster level of 3 would cost 60gp and 6XP.

Death Knell

At 3rd level and higher, a blood magus has the ability to use death knell as the spell twice per day.

Blood Draught

At 4th level, a blood magus learns how to store spells of up to 3rd level in his own blood. Effectively, he gains the Brew Potion feat using an alternative medium. All rules, XP costs, and expenses that apply to Brew Potion also apply to this ability, with the following exceptions. Once "brewed," a blood draught remains in circulation within a magus's body. The maximum number of draughts he can store at one time is equal to his blood magus level + his Con score, but if he is ever slain, they are all immediately ruined - even if he is subsequently returned to life. Blood draughts are never accidentally lost through major blood loss or by a blood-draining attack. To consume a draught, a blood magus pricks his skin, automatically bringing forth the desired effect. This is a standard action that provokes attacks of opportunity, like drinking a potion. Another individual can partake of a blood draught (if he or she has a strong stomach) by drinking 1 ounce of the blood magus's blood as a full-round action. The blood magus must have an open wound to share the effects of a blood draught with another creature; if he lacks one, the creature can inflict a wound that deals 1 point of damage to the blood magus as part of the action to consume the draught. A blood magus cannot store his blood in a container to share at a later time. The blood draught must be drawn fresh from his body, or it loses potency within 1 round. A blood draught in circulation is not noticeable by any other character without DM supervision. Similar to Blood Component, pricking the skin can be hidden. Feeding blood to another character is obvious.

Creating a blood draught costs 15 gold pieces and 2 experience point, multiplied by the product of the draught's spell and caster levels. For example, a draught of Invisibility (level 2 spell) created with the minimum caster level of 3 would cost 90gp and 12XP.

Bloodseeking Spell

Beginning at 6th level, a blood magus can imbue his spells with the ability to draw blood from their targets. To use this ability, a blood magus must inflict a wound on himself; this is a free action that deals 3 points of damage to the blood magus 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 fuels itself on the blood of its target, increasing its caster level by 2. Constructs, elementals, oozes, plants, undead, and any creatures without blood or a similar substance within their bodies are immune to this effect. As creating a bloodseeking spell requires a big, gashing wound, this usage of blood magic is noticeable by anyone.

Thicker than Water

At 7th level and higher, a blood magus's vital fluids are partially under his control. When a blood magus is injured, his blood withdraws from the wound, avoiding some damage that he would otherwise take. This ability gives the blood magus damage reduction 1/bludgeoning. As the blood magus has conscious control, they can pull back in parts of their blood in subtle ways, which are not noticeable without DM supervision. They can also decide to not pull the blood back into their body.

Awaken Blood

At 8th level and higher, a blood magus can bestow momentary consciousness on an opponent's blood. If he hits a foe with a ranged touch attack, the opponent's blood tries to get free of its confinement - all at once. The pressure disrupts the victim's tissues, dealing 10d10 points of damage and stunning the victim for one round unless they succeed at a Fortitude saving throw (DC 10 + blood magus's class level + blood magus's Constitution modifier). This ability is usable only once every 5 minutes, but a blood magus can try to use it again if his previous attempt failed. The effect is instantaneous. Constructs, elementals, oozes, plants, undead, and any creatures without blood or a similar substance within their bodies are immune to this effect. This ability is obvious and noticeable by anyone.

Infusion

Upon reaching 9th level, a blood magus prepares a special one-time distillation of his own blood. After partaking of the infusion, he gains a 2-point increase to his Constitution score.

Bloodwalk

At 10th level, a blood magus becomes perfectly attuned to the song of blood. He gains the supernatural ability to transport himself great distances via the blood of living creatures. Once per day as a standard action that does not provoke attacks of opportunity, he can seamlessly enter any living creature (except an elemental, ooze, plant, undead, or other creature without blood or a similar fluid) whose size equals or exceeds his own and pass any distance to another living creature on the same plane in a single round, regardless of the distance separating the two. A blood magus merely designates a direction and distance ("a living creature twenty miles due west of here"), and the bloodwalk ability transports him to a destination creature as close as possible to the desired location. He can't specify a named individual as the endpoint unless he has previously obtained a sample of that creature's blood and has it preserved in a vial that he carries. The entry and destination creatures need not be familiar to the blood magus. A blood magus can use himself as an entry creature. Entering and exiting a creature is painless unless a blood magus wishes otherwise. In most cases, though, the destination creature finds being the endpoint of a magical portal surprising and quite unsettling. If he desires, a blood magus can attempt to make a bloody exit from the destination creature. He bursts forth explosively from the creature's body, dealing 16d6 points of damage unless the creature makes a Fortitude save (DC 10 + blood magus's class level + blood magus's Con modifier). When he makes a bloody exit, a blood magus must succeed on a Fortitude save (DC 15 + blood magus's class level + blood magus's Con modifier) or be stunned for 1 round. This ability is obvious and noticeable by anyone.