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---
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]]
<div class='headlessTableWrapper'>
| | |
| ------------- | ------------------- |
| **Hit Dice** | 1d8 |
| **Armor** | Leather, no shields |
| **Weapons** | One-handed weapons |
| **Languages** | Alignment, Common |
</div>
### Core Features
<div class="dividedTableWrapper levelTable">
| 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]
</div>
#### 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 13 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/)