The Blood Mage

Written by Marcelo.

The Blood Mage is a kamikaze arcane spellcaster meant to be played by those who want to live on the edge.

This is a work in progress. The class is being developed and tested in Portuguese, so it may take a while to translate it. Suggestions regarding anything in this file are needed, including this first sentence, the spelling and clarity of this file.

There are still slots for more spells to be created and written, altough it is entirely possible to play on low levels with only the spells presented here, since they are to work on all levels, as do spells from all classes. Suggestions are needed to reach the complete class, as is playtest needed to reach perfection, and I'm aware that those suggestions might never come, since we've got here many readers and so little contributors. That said, let's see what we've got so far:

“The blood mages are conquerors of ages past.” 

 

OVERVIEW

Play Style: The blood mage, also called a sangromancer, is meant for those who wish to manage a lot of resources: Hit points, mana points, blood points and recoveries. Oh, not only yours, but your friend's as well. Furthermore, for the blood mage, the staggered condition is always important, be it about his hit points or someone else’s, and the improvement system on spells may prove to be a challenge to new players. Play this class if you're up for a most likely complex experience with many choices to be made round after round.

Ability Scores: Intelligence is fundamental for arcane spells, and the blood magic comes directly from vigor. A blood mage needs an elevated intelligence if he wishes to make the enemy's blood obey his instructions, and an elevated constitution to make sure his is the last body standing by the end of the battle.

Races: Between humans and tribal races it is more common to find blood mages. The fragility of the elves does not qualify them as good blood mages, although some dark elves specialize in these sinister arts. Dwarves and Halflings are very conservative with respect to any kind of arcane magic, and orcs often use the magic of blood unwisely, for their lack of intelligence.Blood mages gain a +2 bonus to intelligence or constitution, as long as it isn’t the same ability score they chose for their racial bonus.

Backgrounds: Shaman, battle surgeon, specialist in open fracture, magic helm of past eras, vampire hunter, vampire spawn, stirge cultivator, student of prohibited art

Icons: The diabolist is in favor of blood spells, as long as it doesn't include her own blood, while the Orc Lord imbues his own blood in his most trusted followers. The Lich King despises the blood mages, thinking sangromancy to be an inferior version of necromancy, but the Elf Queen has a legion of indestructible dark elves that made blood rituals to acquire a different form of unlife. The crusader has an order of sangromancer hunters, and the Three use their powerful draconic blood links to increase the power of their spells.

GEAR

The typical blood mage has a cape and a dagger ready to be drawn beneath it, a surgical instrument in each of its various leather belts wrapped around his chest and legs, jars 

with dubious red content and a series of dry parts of enemies. The blood mages have the habit of carrying samples of skin, bone and blood of every enemy they faced, in order to facilitate their rituals.

Using the blood of others, a blood mage starts with 25 gold pieces. Using himself as blood source is risky but sometimes more rewarding, and hence the sangromancer start with 1d6 x 10 gold pieces.

Blood Mage Armor and AC

 

Base AC

Attack Penalty

None

10

-

Light

10

-

Heavy

11

-2

Shield

+1

-2

 

WEAPONS

The dagger is the blood mage’s best companion, and they are better with the dagger than you would think. Being knowledgeable of the weaknesses of his enemies, his damage with daggers are better than their less trained arcana comrades, and blood mages can use intelligence instead of strength to melee attack rolls.

Blood Mage Melee Weapons

One-Handed

Two-Handed

Small

1d6 – Dagger.

1d6 – Staff.

Light or Simple

(-2 atk) 1d6 – Short sword.

(-2 atk) 1d8 – Spear.

Heavy or Martial

(-5 atk) 1d8 – Long sword.

(-5 atk) 1d10 – Greatsword.

Blood Mage Ranged Weapons

Thrown

Crossbow

Bow

Small

1d6 – Dagger.

1d4 – Hand crossbow.

-

Light or Simple

(-2 atk) 1d6 – Javelin, axe.

(-2 atk) 1d6 – Light crossbow.

(-2 atk) 1d6 – Short bow.

Heavy or Martial

-

(-5 atk) 1d8 – Heavy crossow.

(-5 atk) 1d8 – Long bow.*

Blood Mage Basic Melee Attack

 

 

 

 

Target: One enemy

Attack: Strength or Intelligence + Level vs. AC.

Hit: Weapon + Strength damage.

Miss: Damage equal to your level.

Blood Mage Basic Ranged Attack

Target: One enemy

Attack: Dexterity + Level vs. AC.

Hit: Weapon + Dexterity damage.

Miss: -

Blood Mage Level Progression

Level

Total Hit Points

Total Mana Points

Known Spells

Max. Spell Level

Level-up Ability Bonuses

Damage Bonus From Ability Score

Level 1

(6 + CON mod) x 3

5

4

1

Ability modifier

Level 2

(6 + CON mod) x 4

6

5

1

Ability modifier

Level 3

(6 + CON mod) x 5

15

5

3

Ability modifier

Level 4

(6 + CON mod) x 6

20

6

3

+1 to 3

Ability modifier

Level 5

(6 + CON mod) x 8

33

6

5

2x Ability modifier

Level 6

(6 + CON mod) x 10

46

7

5

2x Ability modifier

Level 7

(6 + CON mod) x 12

58

7

7

+1 to 3

2x Ability modifier

Level 8

(6 + CON mod) x 16

71

8

7

3x Ability modifier

Level 9

(6 + CON mod) x 20

94

8

9

3x Ability modifier

Level 10

(6 + CON mod) x 24

102

9

9

+1 to 3

3x Ability modifier

Blood Mage Stats

Ability Bonus

+2 Intelligence or Constitution (different from racial bonus)

Initiative

Dex mod + level

Armor Class (Light Armor)

10 + middle mod of Con/Dex/Wis + Level

Physical Defense

11 + middle mod of Con/Dex/Wis + Level

Mental Defense

11 + middle mod of Con/Dex/Wis + Level

Recoveries

8

Recovery Dice

(1d6 x Level) + Con mod

Backgrounds

8 points, max 5 in any one background

Icon Relationships

3 points

Talents

3

Feats

1 per level

CLASS FEATURES

All blood mages have four class features: Mana and Blood Points, Domain Over Blood, Sangromancy and Ritual Magic.

Mana and Blood Points

Your basic resource is Mana Points. You have a number of Mana Points depending on your level, listed in the blood mage level progression chart, and this is a daily resource. Most of your spells use Mana Points.

Besides that, you may use Blood Points instead of Mana Points. Blood Points are equivalents to Mana Points, but can only be obtained and spent during the Sangromancy state and vanish after the battle. Since there’s little reason on hoarding Blood Points, you will most likely use them whenever you’re able to.

You can only spend 1 Blood Point per level per turn. Being a per-battle resource, Blood Points are lost by the end of the battle, but you heal hit points equal to your level multiplied by the unexpended Blood Points without the need to use a recovery for this.

Adventurer feat

Increase your hit point base by 1 (probably to 7). Once per turn, when you become staggered, you receive 1 Blood Point.

Champion feat

Increase your hit point base by 1 (probably to 8). Once per turn, when you become staggered, you receive 2 Blood Points.

Epic feat

Increase your hit point base by 1 (probably to 9). Once per turn, when you become staggered, you receive 3 Blood Points.

Domain Over Blood

You know all the blood magic secrets, and can control some amounts of blood that are close to you. You receive the at-will spell Hemorrhage or Drain, at your choice. That’s a known spell in addition to your known spells.

The blood magic is malleable, and you may add improvements to your spells. The improvement cost (generally 1 Mana Point ) must be paid before you roll for the spell, and you cannot go back on that once you’ve rolled for it. Your spells may only be affected by one improvement at a time.

On the other hand, almost all of your abilities are only effective against blood based creatures, or another similar viscous fluid. To be precise, incorporeal creatures and elemental creatures are your great weakness. Only your dagger spells and effects can affect those kinds of enemies.

Adventurer feat

You’re able to affect elemental creatures now. However, incorporeal enemies are still out of reach.

Sangromancy

Once per battle, as a quick action, you may enter the state of Sangromancy. In this state you receive the following benefits and penalties:

·         You can receive and hold Blood Points;

·         You may pay 1d4 hit points for each of Mana Point of a spell to cast it, instead of paying the mana cost.

·         You cannot be healed by neither mundane nor magic means from external fonts that are not yourself (So, no heal from clerics, nor potions);

·         You cannot Rally.

Ending the Sangromancy state is also a quick action.                                              

Adventurer feat

You gain 1 Blood Point for each non-mook creature you kill (or the last mook of a mob).

Champion feat

You may use the hit points of a nearby volunteer ally instead of your own to pay the mana costs of your spells in Sangromancy

Epic feat

One spell per day, you may use the hit points of any nearby creature instead of your own to pay the mana costs. If the target is helpless, it dies.

Ritual Magic

                You may cast your spells as rituals.

CLASS TALENTS

                Choose three:

 

Thirst of Blood

Against staggered enemies, your crit range with blood mage attacks expands by 2.

Adventurer feat

Your critical strikes against staggered enemies gives you 1 Blood Point.

Champion feat

Your crit range with blood mage attacks expands by 2 (now 4).

Epic feat

You receive 1 Blood Point everytime you receive damage from an enemy.

Master of the Art MtG: Blood Artist by algenpfleger

Your studies about the blood magic gave you an additional known spell, and your spells may be improved twice, as long as the improvements selected are different form each other. Furthermore, whenever you cast a blood mage spell that has a mana cost, you may use an additional move action to give it the following improvement: The target of this spell suffers additional damage equal to your Intelligence modifier (double at level 5, triple at level 8) for 1 Point of Mana.

Adventurer feat

You receive 1 temporary Mana Point whenever you cast a spell that has a mana cost. This temporary point must be used right away to pay for an improvement of the spell (this means that your spells get one improvement for free).

Champion feat

Increase your Total Mana Points by double of your intelligence modifier (triple at level 8).

Epic feat

You reach the peak of the blood mastery, and are now able to transform blood into a permanent resource. Whenever a spell or ability says you would receive one or more Blood Point, you may choose to receive the value as Mana Point instead. As you’re then receiving Mana Points, you’re not needed to be in Sangromancy.

Hematophagous Ally

You have a hematophagous ally. It may be a bat, a giant leech, a giant flea, a giant tick, a giant larva, a stirge or even a vampire spawn. This ally is weak, but can become decent by spending some feat on this talent.

Everytime your ally hits an enemy that you’re able to affect with your blood magic, your ally heals one hit point per level. This healing cannot exceed it’s total life points.

By the end of every battle (or dramatic scene), you may bring your ally back to life while imbuing on him the blood of the fallen enemies, a ritual that takes a small amount of minutes to be completed. Note that your ally always comes back with something odd about it, physically and mentally, and you should know better than to try and bring him back more than a couple of times.

 

Level
1 2 3 4 5 6 7 8 9 10
Attack +6 +7 +9 +10 +11 +13 +14 +15 +17 +18
Hit 1d6 1d8 2d6 2d8 3d6 3d8 3d10 4d8 4d10 7d6
AC 16 17 18 20 21 22 24 25 26 27
PD 14 15 16 18 19 21 22 23 24 25
MD 10 11 12 14 15 16 18 19 20 21
HP 14 18 22 27 36 45 54 72 90 108

 

Adventurer feat

You may cast one spell per battle using your ally hit points instead of yours, while in Sangromancy.

Adventurer feat

Your ally attacks add the escalation die.

Adventurer feat

Enemies engaged with your ally suffers a penalty on disengage checks equal to the escalation die.

Champion feat

Raise your ally damage dice by one step (from d6 to d8, per instance).

Champion feat

Your ally receives additional hit points equal to double your constitution modifier (triple at level 8).

Champion feat

Whenever an enemy tries to disengage from your ally, they take damage equal to your level.

Epic feat

Your ally critical strikes give you 1 Blood Point.

Epic feat

Your ally receives +2 in all defenses.

Epic feat

Raise your ally damage dice by one step (from d8 to d10, per instance.This is cumulative with the Champion feat).

Hematophagy

You receive 1 Blood Point every time a nearby enemy becomes staggered.

Adventurer feat

You receive a background with +5 bonus involving your blood senses. You can also control inferior life forms, such as rats or bats.

Champion feat

The first recovery you spend after a battle heals you additional hit points equal to 1 per level per number of blood corpses on the floor.

Epic feat

You receive resist 12+ against weapons (and natural weapons). Elemental attacks, magic weapons and silver weapons ignore this resistance.

 

Hasty                                                    

Increases all your ongoing damages by one step (from d6 to d8, for instance), but all of your ongoing damage becomes direct damage.

Adventurer feat

You receive a bônus to disengage checks equal to the escalation die.

Champion feat

You may sacrifice a recovery as a free action, once per turn, to receive 1 Blood Point per level.

Epic feat

Every time you cast a spell without improvements, you get +1 to the attack roll.

Blood of the Dead

The blood of the dead is easier to control. You receive +2 to attacks against undead, and undeads you destroy explodes, causing damage equal to your level plus your constitution modifier on every enemy nearby.

Adventurer feat

Everytime you destroy an undead, you receive 1d4 Blood Points.

Champion feat

Your attack bônus against undead becomes +4.

Epic feat

You may cast a ritual that removes all the blood from your body, but still allows you to keep living. You become immune to blood magic, and cannot suffer damage from your own spells, when applicable. You receive +1 on all of your defenses. You also become unable to pay hit points for your spells while in Sangromancy, and your default option becomes using the hit points from willing allies, even if you don’t have the champion feat to do it.

Surgical procedures

                Your precision with dagger is such that enemies engaged to you are vulnerable to your dagger attacks. Furthermore, you receive a background with +2 involving your knowledge on bodies.

Adventurer feat

You receive 1 Blood Point every time you cause a critical hit with your dagger.

Champion feat

You receive 1 Blood Point every time you hit with your dagger (thus, 2 Blood Points if it’s a critical hit, because of the adventurer feat).

Epic feat

Your perfurations are so well placed that all your dagger damage becomes ongoing damage (normal save ends) (and for what it’s worth, this means that the talent Hasty makes your dagger damage become d8 instead of ongoing damage).

Blood Fury

Whenever the escalation die becomes 5+, you may enter a blood fury as a quick action. While in this state you barely think and your extints guide you. You roll 2d20 for your blood mages spells taking the best result, but must pay 2 Blood Points at the end of each of your rounds. For each Blood Point you’re unable to pay by the end of your round, you take 1 damage per level. You can end the Blood Fury using a quick action, but you will need to pay the end of turn cost for that turn no matter what. The fury also ends if you fail one death save or last gasp save.

Adventurer feat

If you miss with a blood mage spell during the Blood Fury, you don’t need to pay the end of turn cost but won't be able to cause miss effects and miss damage.

Champion feat

You may enter the Blood Fury state whenever the escalation die becomes 4+.

Epic feat

Now it's 3+.

1ST LEVEL BLOOD MAGE SPELLS

Hemorrhage

Ranged spell – Standard action – At will                                                    

Target: One nearby enemy.

Attack: Intelligence + Level vs. PD.

Hit: 1d6 + Constitution modifier ongoing damage (Normal save ends) and the target is considered staggered for any purposes.

Miss: Damage equal to your level.

Improvement: Increases the damage die by one step for 1 Mana Point.

                3rd level – 2d8 damage.

                5th level – 4d6 damage.

                7th level – 7d6 damage.

                9th level – 7d10 damage.

Adventurer feat

You receive 1 Blood Point whenever a non-mook enemy dies nearby suffering ongoing damage (or the last mook of a mob).

Champion feat

Until the end of the battle you receive +2 crit range against enemies that were targeted by Hemorrhage.

Epic feat

Until the end of the battle your allies receive +2 crit range against enemies that were targeted by Hemorrhage.

Drain

Ranged spell – Standard action – At will                                                    

Target: One nearby enemy.

Attack: Intelligence + Level vs. PD.

Hit: 1d10 + Constitution modifier damage and you receive 1 Blood Point.

Miss: Damage equal to your level.

Improvement: You may heal hit points equal to your constitution modifier if you hit with Drain for 1 Mana Point (double of constitution modifier at level 5, triple at level 8).

                3rd level – 4d6 damage.

                5th level – 6d6 damage and you receive 2 Blood Points.

                7th level – 6d10 damage.

                9th level – 8d10 damage and you receive 3 Blood Points.

Adventurer feat

Drain causes 1d6 extra damage on hit against staggered enemies (2d6 at level 5, 4d6 at level 8).

Champion feat

You receive 1 Blood Point if you miss with Drain.

Epic feat

You may have your extra dice of damage against staggered enemies become Blood Points. If you hit, choose how many of those dices you want to trade for Blood Points. Each dice traded this way gives you 1 Blood Point.

Blood Sacrifice

Close-quarters spell – Standard action – 1 Mana Point for each recovery die the target have. 

Target: Nearby ally, alive, made of blood and with available recoveries.

Effect: The target suffers damage equal to your level, then uses and rolls one recovery. You’re the one who receives the healing.

Improvement: You may have your Blood Sacrifice become painless, ignoring the damage on the target for 1 Mana Point.

Adventurer feat

If the target is staggered, you receive Blood Points equal to half the Mana Points used to cast Blood Sacrifice (minimum 1).

Champion feat

You also roll your recovery value, and choose which result you prefer. 

Blood Cauldron

Ranged spell – Standard action – 1 Mana Point against one or two targets, 2 Mana Points against three targets.

Targets: Up to three nearby enemies in group.

Attack: Intelligence + Level vs. PD.

Hit: 1d6 + Constitution modifier ongoing fire damage (Normal save ends).

Miss: Damage equal to your level.

Improvement: Increases the difficulty of the save to 13+ for 1 Mana Point.

After Effect: When the target saves against the ongoing damage, it becomes hampered until the end of your next round.

                3rd level – 2 Mana Point against 1 or 2 targets and 4 Mana Points against 3 targets – 2d8 damage.

                5th level – 4 Mana Point against 1 or 2 targets and 7 Mana Points against 3 targets – 4d6 damage.

Improvement:Increases the difficulty of the save to 16+ for 3 Mana Points.

                7th level – 6 Mana Point against 1 or 2 targets and 10 Mana Points against 3 targets – 7d6 damage.

                9th level – 8 Mana Point against 1 or 2 targets and 13 Mana Points against 3 targets – 7d6 damage.

Adventurer feat

If you miss against two or more targets with Blood Cauldron, you receive Blood Points equal to half the Mana Points used to cast Blood Cauldron (Minimum 1).

Champion feat

You receive +2 to attacks of Blood Cauldron against targets that you already targeted this battle with one or more blood magic spells.

Epic feat

You can affect up to four targets with Blood Cauldron. The mana cost to affect four targets is the same as the mana cost to affect three.

Transfusion

Close-quarters spell – Standard action – 1 Mana Point for each of your recovery dies.

Target: One nearby enemy.

Special: You must be staggered.

Attack: Intelligence + Level vs. PD.

Hit: You heal yourself using a recovery. The target suffers the same damage as you healed. If you even crit on this spell, the damage on the target is doubled, but you still only heal the normal amount.

Miss: Damage equal to your level.

Improvement: Transfusion causes ongoing damage equal to your level, hit or miss, for 1 Mana Point.

Adventurer feat

You receive 1 Blood Point if the target is staggered.

Champion feat

If the target is staggered, Transfusion hits automatically. Roll only to check if it’s a critical hit.

Weaken

Ranged spell – Standard action – 1 Mana Point.

Target: One nearby enemy.

Attack: Intelligence + Level vs. MD.

Hit: The target becomes vulnerable (normal save ends).

Miss: You receive Blood Points equal to the Mana Points used to cast Weaken.

                3rd level – 3 Mana Points – The target also suffers -2 on one defense of your choice while the vulnerability lasts.

                5th level – 5 Mana Points – The target also loses all of its resistances while the vulnerability lasts.

Improvement: Increases the difficulty of the save to 13+ for 2 Mana Points.

                7th level – 7 Mana Points – The target also suffers -2 on two defenses of your choice while the vulnerability lasts.

                9th level – 9 Mana Points – The spell now targets one additional target.

Improvement:Increases the difficulty of the save to 16+ for 4 Mana Points.

Adventurer feat

You receive 1 Blood Point for each critical hit the target suffers while vulnerable as consequence of Weaken.

Poison

Close-quarters spell – Standard action – 1 Mana Point.

Target: One engaged enemy.

Effect: Make a basic attack with your dagger. If you hit, the target also suffers 5 ongoing poison damage (normal save ends).

Improvement: If you hit, you deal 1d6 extra damage for 1 Mana Point.

                3rd level – 2 Mana Points – 10 damage.

Improvement: If you hit, you deal 2d6 extra damage for 1 Mana Point.

                5th level – 3 Mana Points – 15 damage.

Improvement: If you hit, you deal 3d6 extra damage for 1 Mana Point.

                7th level – 4 Mana Points – 25 damage.

Improvement: If you hit, you deal 4d6 extra damage for 1 Mana Point.

                9th level – 5 Mana Points – 40 damage.

Improvement: If you hit, you deal 5d6 extra damage for 1 Mana Point.

Adventurer feat

Poison costs 1 less Mana Point to be cast. It becomes an at will spell if it has no mana cost.

Champion feat

Poison costs 1 less Mana Point to be cast (to a total of 2 less Mana Points to be cast).

Epic feat

Poison costs 1 less Mana Point to be cast (to a total of 3 less Mana Points to be cast).

Debilitating Coagulum

Close-quarters spell – Standard action – 1 Mana Point.

Target: One engaged enemy.

Efeito: Make a basic attack with your dagger. If you hit you deal only half the damage and inflict a -1 penalty to one of the target’s defense of your choice. This penalty lasts the entire battle. Each enemy can only have one of its defenses lowered by Debilitating Coagulum at any time. A new application of this effect replaces the previous one.

Improvement: Raise the penalty by 1 for 1 Mana Point.

                3rd level – 3 Mana Points – -2 penalty.

                5th level – 5 Mana Points – -3 penalty.

                7th level – 7 Mana Points – -4 penalty.

                9th level – 9 Mana Points – -5 penalty.

Adventurer feat

You receive a bonus in the same defense equal to the penalty given to a creature. You can only have one of your defenses raised by Debilitating Coagulum. A new application of this effect replaces the previous one.

Champion feat

You’re now able to maintain two defense bonuses from Debilitating Coagulum, as long as it’s not on the same defense.

3RD LEVEL BLOOD MAGE SPELLS

Blood Call

Ranged spell – Standard action – At will                                                    

Target: One nearby enemy.

Special: This spell puts you in the Sangromancy state automatically.

Attack: Intelligence + Level vs. PD.

Hit: 3d4 + Constitution modifier damage and you receive 2 Blood Points.

Miss: If you started the Sangromancy as result of this spell, you suffer 1 point of damage per level and receive 1 Blood Point. Otherwise you don't take the damage bu receive the Blood Points anyway.

                5th level – 5d4 damage and you receive 3Blood Points.

                7th level – 7d4 damage and you receive 4Blood Points.

                9th level – 9d4 damage and you receive 5Blood Points.

Adventurer feat

You receive 1 aditional Blood Point if you miss (total of 2).

Champion feat

Increase the Blood Call damage dice by one step (usually from d4 to d6).

Epic feat

You receive 1 aditional Blood Point if you miss (total of 3).

 

 

 

Blood Golem

Ranged spell – Standard action – 3 Mana Points                                                    

Target: One nearby corpse, or equal volume of blood.

Effect: You transmute the blood on the target, making it into a living thing vaguely humanoid. This golem isn't powerfull, isn't really capable of causing high damage, doesn't have many capabilities but serves for two purposes: Intercepting attacks against you, and serving as a mass of usable blood for your spells. Being entirely made of blood, it's susceptible to ongoing damage. Any ongoing untyped damage against the golem causes double damage.

You may use your golem's blood instead of your own when paying for your spells while in the Sangromancy state. Your golem suffers 1d6 damage per point, instead of 1d4, and your spell won't finish (and you will lose all mana and blood points spent on it) if your golem dies as a result of this damage. As any other summoner, you can only have one summon active. A new casting of this spell kills the previous golem. 

                5th level – 5Mana Points.

                7th level – 7Mana Points

                9th level – 9Mana Points.

 

Level

3

5

7

9

Attack

+7

+9

+12

+15

Damage

4

7

11

16

AC

17

20

23

25

PD

17

20

23

25

MD

11

14

17

19

HP

28

45

67

107

 

Champion feat

Your golem takes only 1d4 damage per point.

Epic feat

Your golem becomes a combat machine. It receives +2 to attacks, add the scalation die to attacks, causes aditional damage equal to your level and receive +2 on one defense, chosen when he is summoned.

 

 

Induce Faint

Close quarters spell – Standard action – 3 Mana Points                                                   

Target: One nearby enemy.

Attack: Intelligence + Level vs. MD.

Hit: Roll 1d12 per level, plus 1d20 per point of the escalation die. If the total is equal or higher to the hit points of the target, it falls unconscious (Hard save, 16+. Also ends if the target takes 10 or more damage). If the total is less than the target's hit points, it suffers miss effect. In a critical hit there's no need for the rolls, the target imediatly falls unconscious.

Miss: The target becomes dazed until the end of your next round.

Improvement: Roll one aditional 1d20 for 1 Mana Point, or 2d20 for 2 Mana Points.

                5th level – You now roll 1d20 per level.

Improvement: Or 3d20 for 3 Mana Points.

                7th level – You now roll 4d6 per level.

Improvement: Or 4d20 for 4 Mana Points.

                9th level – You now roll 2d20 per level.

Improvement: Or 5d20 for 5 Mana Points.

Adventurer feat

You roll an aditional 1d20.

Champion feat

Add stuck to the miss effect.

Epic feat

If you miss, your next spell agaisnt the target is free of cost, including any improvements you wish to use.

 

 

 

Frozen Flow

Ranged spell – Standard action – 3 Mana Points                                                   

Target: One nearby non-mook enemy.

Attack: Intelligence + Level vs. PD.

Hit: 2d8 + Constitution modifier ongoing cold damage (Normal save ends) and the target suffers -2 to all saves (including this one) while this ongoing damage lasts.

Miss: Damage equal to your level.

Improvement: The target is also stuck for the duration of the ongoing damage for 1 Mana Point.

                5th level – 4d6 damage.

                7th level – 7d6 damage and the target is also stuck for the duration of the ongoing damage.

Improvement: The target is also hampered for the duration of the ongoing damage for 2 Mana Points.

                9th level – 7d10 damage and the target is also stuck for the duration of the ongoing damage.

 

Adventurer feat

If the target is hit and becomes or already were staggered, it receives penalty to all saves equal to your constitution modifier instead of -2.

Champion feat

When a creature dies while taking damage from Frozen Flow, the creatures allies suffer the effects of a fear aura equal to your level multiplied by your constitution modifier, plus the escalation die. This effect lasts untill the end of the battle. If more creatures end up dying from this damage, add the level of the dead creatures to the fear aura.

Epic feat

Multiply by 2 the fear aura caused from the champion feat.

 

 

 

Rupture

Close-quarters spell – Standard action – 3 Mana Points.

Target: One engaged non-mook enemy.

Efeito: Make a basic attack with your dagger. If you hit you apply one of the following conditions to the target, of your choice: Dazed, Vulnerable, Stuck. The effect lasts untill the end of your next round. 

Improvement: Raise your attack roll for Rupture by 1 for 1 Mana Point.

                5th level – 5Mana Points– You pop free from the target if you hit.

              7th level – 7 Mana Points – If you're able to cause miss effect and damage, you still apply one of the conditions.

Improvement: Raise your attack roll for Rupture by 2 for 2 Mana Points.

                9th level – 9Mana Points– You apply one additional condition if you hit.

Adventurer feat

If you miss, you receive Blood Points equal to the Mana Points used to cast Rupture.

Champion feat

Now the conditions are normal save (11+) instead of one round effects.

 

 

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