--- title: Bloodmage description: The Bloodmage class for OSR gaming. date_pub: 2023-02-26T17:46:00-05:00 section: classes content_type: feature short_code: cbm --- Bloodmages are arcane spellcasters that use their own life force, rather than their memories, to cast spells. [[toc]]
| | | | ------------- | ------------------- | | **Hit Dice** | 1d8 | | **Armor** | Leather, no shields | | **Weapons** | One-handed weapons | | **Languages** | Alignment, Common |
### Core Features
| Level | HD | Atk | Save | | :---: | :---: | :-: | :--: | | 1 | 1d8 | 0 | 13 | | 2 | 2d8 | 0 | 13 | | 3 | 3d8 | 0 | 13 | | 4 | 4d8 | 0 | 13 | | 5 | 5d8 | +2 | 13 | | 6 | 6d8 | +2 | 11 | | 7 | 7d8 | +2 | 11 | | 8 | 9d8 | +2 | 11 | | 9 | 9d8 | +5 | 11 | | 10 | 9d8+1 | +5 | 11 | | 11 | 9d8+2 | +5 | 8 | | 12 | 9d8+3 | +5 | 8 | | 13 | 9d8+4 | +7 | 8 | | 14 | 9d8+5 | +7 | 8 | [Bloodmage Features]
#### Saving Throw Mods - +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) #### 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. ### 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). ### 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 ### Stronghold - After 9th level, may construct a stronghold (usually, a tower). - 1d6 apprentices of levels 1–3 will then arrive to study under them. Adapted from _[Alternate Magic](https://www.drivethrurpg.com/product/397412/Alternate-Magic-OSR)_ by [Eric Diaz](http://methodsetmadness.blogspot.com/)