Post by Orbak the Monster on May 26, 2013 12:48:41 GMT -5
Blood Magic / Maho-Tsukai
Maho is blood magic. It is fueled by the power of fresh blood and sacrifice, and draws from a hidden element of corruption. The use of maho taints the users, forever linking them to darkness and evil. No blood mage ever comes out unscathed, and history has shown that even the greatest heroes can become corrupted when turned to blood magic. Often irritable, blood mages seem impetuous thanks to dark influences playing on their mind, turning them towards risks which force them to become more powerful.
Prequisites: A blood mage can never be good-aligned.
Blood Magic: At any time, a blood magus may deal double a spell's level to themself to cast the spell. This amount of damage may be lessened through temporary hit points, but not damage reduction. The blood magus may not apply metamagic to the spell. This spell does not count against the sorcerer's spells per day. However, doing so comes with certain risk. Casting a spell in this manner inflicts a point of Taint (Heroes of Horror, pg 63) on the user which cannot be cured without a Miracle or Wish spell, or permanently removes those HP from the caster - player's choice.
This ability replaces the bloodline arcana of the sorcerer's bloodline.
Blood Component (Su): 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 or temporary hit points, 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.
If the blood magus has access to metamagic feats, they may deal an extra amount of damage equal to double the feat's spell modifcation to spontaneously add it to a spell, without increasing it's level (as long as they could cast a spell of the modified level normally). Other rules for applying metamagic to spontaneous spells still apply.
This ability replaces Eschew Materials.
Awaken Blood (Su): A blood magus can bestow momentary consciousness on an opponent’s blood. If he hits a foe with a melee touch attack, the opponent’s blood tries to get free of its confinement—all at once. The pressure disrupts the victim’s tissues, dealing 1d10 points of damage, plus half the blood mage's sorcerer levels. This ability is usable 3 + the sorcerer's Charisma modifier per day.
Constructs, elementals, oozes, plants, undead, and any creatures without blood or a similar substance within their bodies are immune to this effect.
This ability replaces the first level power bestowed by bloodline.
Bloodwalk (Su): 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 fl uid) 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 cannot use himself as an entry creature. If an intended entry creature is unwilling, he must make a successful melee touch attack to enter. (A missed touch attack does not use up the ability for that day.) When exiting a creature, a blood magus chooses an adjacent square in which to appear. Entering and exiting a creature is painless unless a blood magus wishes otherwise (see below). 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 10d6 points of damage unless the creature makes a Fortitude save (DC 10 + blood magus’s class level + blood magus’s Con modifi er). When he makes a bloody exit, a blood magus must succeed on a DC 15 Fortitude save or be stunned for 1 round from the shock of his expulsion.
This ability replaces the fifteenth level pwoer bestowed by bloodline.