Update to Beta-0.24.0.

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2026-10-05 00:49:43 -04:00
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@@ -49,49 +49,53 @@ Bloodmages are arcane spellcasters that use their own life force, rather than th
#### Saving Throw Mods
- +2 to **Save vs Spells** (-2 overall)
- +2 to **Save vs Spells** (-2 overall)
### Arcane Magic
- Can cast any known spell by shedding blood at a rate of 1 HP / spell level.
- Carries a spell book (or equivalent) with known spells in it.
- Starts with [at least one spell](/rules/magic.html#starting-spells) in book.
- Can cast any spell in book.
- Can cast a number of spells per day equal to bloodmage level.
- Can conduct magical research.
- Gains a new spell every level, in addition to any found and added to spell book.
- [Known arcane spells](./arcane-spellcasters/known-arcane-spells.html)
- Can cast any known spell by shedding blood at a rate of 1 HP / spell level.
- Carries a spell book (or equivalent) with known spells in it.
- Starts with [at least one spell](/rules/magic.html#starting-spells) in book.
- Can cast any spell in book.
- Can cast a number of spells per day equal to bloodmage level.
- Can conduct magical research.
- Gains a new spell every level, in addition to any found and added to spell book.
- [Known arcane spells](./arcane-spellcasters/known-arcane-spells.html)
#### Casting Spells
To cast a spell, make a [skilled INT check](/rules/adventuring.html#skilled-ability-checks) reduced by the level of the spell being attempted.
- On a fumble, a [blunder](/rules/magic.html#blunders) may occur, and the next attempt to cast a spell (before a long rest) gets -2.
- On a failure, the spell fizzles, and nothing else happens (it doesn't count towards spells per day limit).
- On a complicated success, the spell is cast, but something interesting (although not directly dangerous) may happen.
- On a complete success, the spell is cast as desired.
- On a critical success, the spell is cast in a notable manner as determined by GM (ex: double duration, range, or targets), and the next attempt to cast a spell (before a long rest) gets +2.
- On a fumble, a [blunder](/rules/magic.html#blunders) may occur, and the next attempt to cast a spell (before a long rest) gets -2.
- On a failure, the spell fizzles, and nothing else happens (it doesn't count towards spells per day limit).
- On a complicated success, the spell is cast, but something interesting (although not directly dangerous) may happen.
- On a complete success, the spell is cast as desired.
- On a critical success, the spell is cast in a notable manner as determined by GM (ex: double duration, range, or targets), and the next attempt to cast a spell (before a long rest) gets +2.
### Class Skills
- **Arcane Lore**: Can make a skilled INT check to recall information about arcane magic or recognize a spell or magic item.
- **Prestidigitation**: Can use a combat action to make a skilled INT check to create a small, instant, illusory effect that inflicts no damage.
- **Ritual Casting**: Some rituals require a skilled check.
- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: intimidation, stabilizing wounds).
- **Arcane Lore**: Can make a skilled INT check to recall information about arcane magic or recognize a spell or magic item.
- **Prestidigitation**: Can use a combat action to make a skilled INT check to create a small, instant, illusory effect that inflicts no damage.
- **Ritual Casting**: Some rituals require a skilled check.
- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: intimidation, stabilizing wounds).
### Healing
Can make animal sacrifices to heal self.
- Intelligent or magical creatures work best.
- Creature must be slain with dagger or other bladed weapon.
- Restores HP equal to creatures HD.
- Creatures that are innocent, powerful, or dear to the caster work better.
- GM may roll 1d6 for each fallen enemy, each 1 is still alive and may be sacrificed
- Intelligent or magical creatures work best.
- Creature must be slain with dagger or other bladed weapon.
- Restores HP equal to creatures HD.
- Creatures that are innocent, powerful, or dear to the caster work better.
- GM may roll 1d6 for each fallen enemy, each 1 is still alive and may be sacrificed
### Stronghold
- After 9th level, may construct a stronghold (usually, a tower).
- 1d6 apprentices of levels 1–3 will then arrive to study under them.
- After 9th level, may construct a stronghold (usually, a tower).
- 1d6 apprentices of levels 1–3 will then arrive to study under them.
> Blood magic is illegal in most civilized areas, with bloodmages often put to death when caught practicing their arts (especially if the blood comes from unwilling donors). Even the "big umbrella" that is the [Grand Consortium](/astral/factions/index.html#the-consortium) outright forbids bloodmages from joining. As a result, most tend to either work alone, or with a very small number of loyal supporters.
>
> <cite>--- PV</cite>
Adapted from _[Alternate Magic](https://www.drivethrurpg.com/product/397412/Alternate-Magic-OSR)_ by [Eric Diaz](http://methodsetmadness.blogspot.com/)