Update to use HOSR

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2023-04-24 18:13:58 -04:00
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commit aafcfe893c
191 changed files with 8147 additions and 691 deletions

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@@ -1,23 +1,22 @@
---
title: Bloodmage
description: The Bloodmage class for Old School Essentials.
title: Bloodmage class
description: The Bloodmage class for OSR gaming.
date_pub: 2023-02-26T17:46:00-05:00
section: classes
content_type: feature
short_code: cw1
short_code: cbm
---
<div class='headlessTableWrapper'>
| | |
| ------------------- | --------------------------------------------- |
| **Requirements** | None |
| **Prime requisite** | INT |
| **Hit Dice** | 1d6 |
| **Maximum Level** | 14 |
| **Armour** | Leather, no shields |
| **Weapons** | One-handed melee weapons, all missile weapons |
| **Languages** | Alignment, Common |
| | |
| ----------------- | ------------------- |
| **Requirements** | None |
| **Hit Dice** | 1d8 |
| **Maximum Level** | 14 |
| **Armor** | Leather, no shields |
| **Weapons** | One-handed weapons |
| **Languages** | Alignment, Common |
</div>
@@ -27,61 +26,53 @@ Bloodmages are arcane spellcasters that use their own life force, rather than th
### Arcane Magic
See [Spells](https://oldschoolessentials.necroticgnome.com/srd/index.php/Spells) for full details on arcane magic.
**Magical research**: A bloodmage of any level may spend time and money on magical research. This allows them to add new spells to their spell book and to research other magical effects. When a bloodmage reaches 9th level, they are also able to create magic items.
**Spell books**: Bloodmages carry spell books containing the formulae for arcane spells. The number of spells in a bloodmages spell book is equal to the characters experience level, and the spell casting chart (below) shows the maximum spell level a bloodmage can have in their spellbook Thus, a 1st level bloodmage has one spell in their spell book, selected by the referee (who may allow the player to choose). The list of spells available to bloodmages is found in [Magic-User Spells](https://oldschoolessentials.necroticgnome.com/srd/index.php/Magic-User_Spells).
**Spell casting**: Bloodmages cast spells by shedding blood, rather than by memorizing. To cast a spell, a bloodmage must sacrifice one of their own HP per level of the spell being cast.
**Using magic items**: As spell casters, bloodmages are able to use magic scrolls of spells on their spell list. They can also use items that may only be used by arcane spell casters (e.g. magic wands).
### Combat
Bloodmages are capable warriors as well as spellcasters, but they need freedom of movement for spellcasting. For this reason, they can use any melee weapon that can be wielded one handed, and can use all missile weapons, but can only wear leather armour, and are unable use shields.
- Can cast any spell by shedding blood (1 HP / spell level).
- Carries a spell book (or equivalent) with known spells in it.
- Start with one spell, gain one each time they level up.
- Maximum spell level that can be learned or cast is shown in [Level Advancement](#advancement) table.
- Can conduct magical research.
### Healing
Bloodmages can make animal sacrifices to heal. The victims should be intelligent or magical creatures (although mundane animals can be used at the referee's discretion). To heal, the bloodmage must slay the intended sacrifice with a dagger or other bladed weapon. A sacrifice will restore a number of HP equal to the victim's HD. Creatures that are particularly innocent, powerful, or dear to the caster will produce increasingly better results (details to be left to the referee).
Can make animal sacrifices to heal.
Alternatively, the referee may roll 1d6 for each fallen enemy, with a roll of 1 indicating that they are still alive and thus eligible to be sacrificed by the bloodmage.
- Intelligent / 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.
- Referee may roll 1d6 for each fallen enemy, each 1 is still alive and may be sacrificed
### After Reaching 11th Level
### Stronghold
A bloodmage may establish a stronghold, often in a cave or similar structure. 1d6 apprentices of levels 13 will then arrive to study under the bloodmage.
- After 9th level, may construct a stronghold (usually, a tower).
- 1d6 apprentices of levels 13 will then arrive to study under them.
### Bloodmage Level Progression
### Advancement
<div class="dividedTableWrapper levelTable">
| |||| Saving Throws ||||||
| Level | XP | HD | THAC0 | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] | Max Spell Level |
| :---: | :-------: | :-------: | :-----: | :---: | :---: | :---: | :---: | :---: | :-: |
| 1 | 0 | 1d6 | 19 [0] | 13 | 14 | 13 | 16 | 15 | 1 |
| 2 | 2,500 | 2d6 | 19 [0] | 13 | 14 | 13 | 16 | 15 | 1 |
| 3 | 5,000 | 3d6 | 19 [0] | 13 | 14 | 13 | 16 | 15 | 2 |
| 4 | 10,000 | 4d6 | 19 [0] | 13 | 14 | 13 | 16 | 15 | 2 |
| 5 | 20,000 | 5d6 | 17 [+2] | 13 | 14 | 13 | 16 | 15 | 3 |
| 6 | 40,000 | 6d6 | 17 [+2] | 11 | 12 | 11 | 14 | 12 | 3 |
| 7 | 80,000 | 7d6 | 17 [+2] | 11 | 12 | 11 | 14 | 12 | 4 |
| 8 | 150,000 | 8d6 | 17 [+2] | 11 | 12 | 11 | 14 | 12 | 4 |
| 9 | 300,000 | 9d6 | 14 [+5] | 11 | 12 | 11 | 14 | 12 | 5 |
| 10 | 450,000 | 9d6+1[^2] | 14 [+5] | 11 | 12 | 11 | 14 | 12 | 5 |
| 11 | 600,000 | 9d6+2[^2] | 14 [+5] | 8 | 9 | 8 | 11 | 8 | 6 |
| 12 | 750,000 | 9d6+3[^2] | 14 [+5] | 8 | 9 | 8 | 11 | 8 | 6 |
| 13 | 900,000 | 9d6+4[^2] | 12 [+7] | 8 | 9 | 8 | 11 | 8 | 6 |
| 14 | 1,050,000 | 9d6+5[^2] | 12 [+7] | 8 | 9 | 8 | 11 | 8 | 6 |
| | | | | Saving Throws |||||| Spells Per Day |||||||
| Level | XP | HD | Atk Mod | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] | Max Spell Level |
|:-------:|:-----------:|:-------:|:---------:|:----:|:----:|:----:|:----:|:----:|:---:|
| 1 | 0 | 1d6 | 0 | 13 | 14 | 13 | 16 | 15 | 1 |
| 2 | 2,500 | 2d6 | 0 | 13 | 14 | 13 | 16 | 15 | 1 |
| 3 | 5,000 | 3d6 | 0 | 13 | 14 | 13 | 16 | 15 | 2 |
| 4 | 10,000 | 4d6 | 0 | 13 | 14 | 13 | 16 | 15 | 2 |
| 5 | 20,000 | 5d6 | +2 | 13 | 14 | 13 | 16 | 15 | 3 |
| 6 | 40,000 | 6d6 | +2 | 11 | 12 | 11 | 14 | 12 | 3 |
| 7 | 80,000 | 7d6 | +2 | 11 | 12 | 11 | 14 | 12 | 4 |
| 8 | 150,000 | 8d6 | +2 | 11 | 12 | 11 | 14 | 12 | 4 |
| 9 | 300,000 | 9d6 | +5 | 11 | 12 | 11 | 14 | 12 | 5 |
| 10 | 450,000 | 9d6+1 | +5 | 11 | 12 | 11 | 14 | 12 | 5 |
| 11 | 600,000 | 9d6+2 | +5 | 8 | 9 | 8 | 11 | 8 | 6 |
| 12 | 750,000 | 9d6+3 | +5 | 8 | 9 | 8 | 11 | 8 | 6 |
| 13 | 900,000 | 9d6+4 | +7 | 8 | 9 | 8 | 11 | 8 | 6 |
| 14 | 1,050,000 | 9d6+5 | +7 | 8 | 9 | 8 | 11 | 8 | 6 |
[Bloodmage Level Progression]
[Level Advancement]
[^1]: D: Death; W: Wielded; P: Paralyze; B: Blasts; S: Spells
</div>
[^1]: D: Death / poison; W: Wands; P: Paralysis / petrify; B: Breath attacks; S: Spells / rods / staves.
[^2]: [Modifiers from CON](https://oldschoolessentials.necroticgnome.com/srd/index.php/Ability_Scores#Constitution_.28CON.29) no longer apply.
### Available Races and Max Level
When using the optional Character races rule, any race that may be a magic-user may also be a Bloodmage, and may advance to the same maximum level listed for the magic-user class (unless otherwise noted).
Adapted from _[Alternate Magic](https://www.drivethrurpg.com/product/397412/Alternate-Magic-OSR)_ by [Eric Diaz](http://methodsetmadness.blogspot.com/)