Author Topic: [PrC] The Blood Mage [3.5]  (Read 18274 times)

Offline Agita

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[PrC] The Blood Mage [3.5]
« on: January 26, 2012, 10:30:32 AM »
So I never really liked any of the various takes on blood mage classes I've seen around. This is largely because nearly all of these focus on blood being icky and therefore edgy, ignoring more traditional mystic symbolism involving it. So here's my own take, in collaboration (again) with veekie.

Stuff that needs discussion: The hp costs are slightly arbitrary and set with an eye on encouraging buffing and healing, but they're kind of hard to gauge.

BLOOD MAGE


Source: http://danbooru.donmai.us/post/show/501192
   
"Blood calls to blood; You and I are the same, like it or not. I have a hunch you won't."

Blood is life. Many associate it with death, but that's only because you can't live without it. It connects kin, makes unrelated men brothers, and seals oaths with more symbolic authority than any law. Blood mages are those who become fascinated with it, learning to wield the very essence of life and, by extension, death. Power comes at a price, and few prices are higher than blood; but the reward is proportional. Healing and harming comes more naturally to a blood mage than even to many miracleworkers. They share their blood with friend and foe, making others as themselves to share magic over impossible distances. They forge oaths on such connections of blood, equating betrayal of one's word to betrayal of one's life. They wield their own life and others' to power impressive works of magic with deceptive ease.
Despite blood's unsavory connotations, blood mages can only shake their heads at those who would consider such methods unnatural. After all, they only use what they were born with.

Paying hit points
Most Blood Mage class abilities require you to "pay" a given amount of hit points to activate them. For purposes of this class, paying hit points simply means reducing your hit point total by the stated amount. This is not damage, and thus cannot be reduced or circumvented by any means, but the lost hit points can be healed normally. Blood mage class abilities that require you to pay hit points can be used together in any combination; the hit point costs are cumulative.

BECOMING A BLOOD MAGE
Any spellcaster can become a blood mage with relative ease; similarly, nearly any spellcaster can find something they will like among its class features.

 ENTRY REQUIREMENTS
  Skills: Heal 4 ranks, Spellcraft 8 ranks
  Feat: Improved Toughness
  Special: Caster level 5th.
  Special: Must possess a functioning circulatory system1

1
(click to show/hide)

Class Skills
 The Blood Mage's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (all skills, taken individually), Perform (Cha), and Spellcraft (Int).
Skills Points at Each  Level : 2 + int

Hit Dice: d6



Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save

Special

Spellcasting
1st+0+2+0+2Blood Magic, Diehard
2nd+1+3+0+3Blood Bond (Channel), Fast Healing+1 level of existing spellcasting class
3rd+1+4+1+3Insidious Blood (Conduit)+1 level of existing spellcasting class
4th+2+4+1+4Blood Oath (Lesser Geas)+1 level of existing spellcasting class
5th+2+4+1+4Empowering Blood+1 level of existing spellcasting class
6th+3+5+2+5Insidious Blood (Power)
7th+3+5+2+5Blood Oath (Geas)+1 level of existing spellcasting class
8th+4+6+2+6Blood Bond (Kin)+1 level of existing spellcasting class
9th+4+6+3+6Insidious Blood (Link)+1 level of existing spellcasting class
10th+5+7+3+7Bloody Murder+1 level of existing spellcasting class

Weapon and Armor Proficiencies: Blood mages gain no proficiency with any weapon or armor.

Spells per Day/Spells Known: At each Blood Mage level except 1st and 6th, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class to which he belonged before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or destroying undead, a more powerful familiar, and so on). If the character had levels in more than one spellcasting class before becoming a Blood Mage, the player must decide to which class to add each applicable Blood Mage level for the purpose of determining spells per day and spells known.

Diehard (Ex): At first level, you gain Diehard as a bonus feat, even if you do not meet the prerequisites.

Blood Magic (Su): Starting at 1st level, you may sacrifice an unused spell slot or a prepared spell and pay a number of hit points equal to twice the level of the slot to spontaneously cast any spell on the following list of the same level or lower, even if that spell is not on your spell list.
1st: Close Wounds (SpC), Cure Moderate Wounds, Inflict Moderate Wounds
2nd: Cure Serious Wounds, Inflit Serious Wounds, Lesser Restoration
3rd: Cure Critical Wounds, Inflict Critical Wounds, Vampiric Touch
4th: Mass Cure Light Wounds, Mass Inflict Light Wounds, Restoration
5th: Mass Cure Moderate Wounds, Mass Inflict Moderate Wounds, Harm, Heal
6th: Mass Cure Serious Wounds, Mass Inflict Serious Wounds, Regenerate
7th: Mass Cure Critical Wounds, Mass Inflict Critical Wounds, Greater Restoration
8th: Mass Harm (HoH)2, Mass Heal
2 We recommend treating Mass Harm as a negative energy equivalent to Mass Heal instead, like Harm is to Heal, because the HoH version is kind of retarded.

Fast Healing (Ex): A blood mage learns to supercharge their metabolism, producing blood and mending wounds at an astounding rate. You gain Fast Healing equal to half your Blood Mage level.

Blood Bond (Su): Starting at 2nd level, a blood mage can imbue her own blood into their allies, forging a mystic connection to channel magic through. When you cast a spell on herself, you may pay a number of hit points equal to the spell's level to have it affect a willing ally you have line of effect and line of sight to instead, regardless of the spell's actual range. Alternatively, you may center a spell that affects an area (such as a Bless spell) on the ally, even if the ally would be outside the spell's range. If you cast a spell with multiple targets, you must pay the hit point cost for every target she couldn't normally affect, but may mix and match targets within range and out of range freely.
At 8th level, you may instead create an indefinitely lasting bond between yourself and a number of creatures up to your Blood Mage level by lowering your maximum hit point total by the number of additional creatures included in the bond. Creating this bond is a ritual that takes one minute. You can dismiss the bond as a full-round action; when you do so, your hit point total resets to what it would normally be. You may only be part of one such bond at any one time. Whenever a spell with the "harmless" designation in its saving throw entry or one requiring a willing target is cast on one member of the bond, that spell affects all members of the bond, regardless of the spell's range, distance between the members, line of sight, line of effect, or any given member's creature type, so long as the member the spell was cast on is a legal target of the spell.

Insidious Blood (Su): Starting at 3rd level, a blood mage learns to imbue their blood into their enemies, forcing a bond through which she can channel her spells on them. When you cast a spell with a range other than Personal on yourself, you may pay a number of hit points equal to 2 x the spell's level to have it affect an enemy you have line of sight and line of effect to instead, regardless of the spell's actual range. The enemy must still be a valid target of the spell, but you don't have to be.
Alternatively, you can center a spell that affects an area (such as a Fireball spell) on the enemy, even if the enemy would be outside the spell's range. If you cast a spell with multiple targets, you must pay the hit point cost for every target you couldn't normally affect, but may mix and match targets within range and out of range freely. If the spell would require an attack roll, it still requires one as normal.
At 6th level, you may pay additional hit points to increase the save DC of a spell you cast through this bond, as if you had applied the Heighten Spell metamagic feat to it. The modified spell uses the same casting time and spell slot as the original, but you pay hit points as if it were of the heightened level. You may not heighten the spell's effective level beyond the highest level of spells you are capable of casting. This affects only the spell's save DC and its hit point cost; for all other purposes, the spell is treated as its original spell level.
At 9th level, a blood mage learns to use their opponents' blood against them. If you possess a sample (about one ounce) of a creature's blood, you may use that sample as an optional material component for any spell you cast. A spell cast using this material component affects the creature the blood was taken from instead of any other targets, regardless of distance, line of sight, or line of effect, so long as the creature would otherwise be a valid target of the spell. Blood samples must be reasonably pure and fresh or preserved in some way (casting a Gentle Repose spell on the sample suffices), significant contamination or clotting ruins its connection to the target. This means that blood spilled during combat is usually useless to this purpose unless you specifically go out of your way to collect it.

Blood Oath (Sp): Starting at 4th level, by sanctifying an oath or promise between themselves and one or more other creatures with their blood, a blood mage can forge the oath into a tie that transcends the words of the agreement. All parties must be aware of your intention and agree to the blood oath; sanctifying the oath is a minute-long ritual in which each party pays five hit points. Once an agreement has been sanctified this way, all parties (including you) are compelled to follow the terms of the agreement as if under the effect of a Lesser Geas spell.
By agreeing to the blood oath, each participant forfeits their Will save against the spell effect, but they can seek to have it removed later. If the effect is broken on one party by any means, it is broken on all other parties as well, and all involved instantly know that the compulsion was broken and by whom. Oaths commonly include a clause against doing this, however. The hit dice limit does not apply. Your caster level for this effect is equal to your character level, and the compulsion to abide by the terms of the agreement fades when the spell's duration ends (the promise might still be in place, but the parties will not be supernaturally compelled to follow it unless it is sanctified again).
At 7th level, you may opt to have the blood oath bind its participants as per a Geas/Quest spell instead of Lesser Geas.

Empowering Blood (Su): Starting at 5th level, a blood mage may spill their own blood to empower their magic. By paying five hit points per feat, you can apply one or more of the following metamagic feats to a spell you are casting, without increasing its casting time or the spell slot it uses:
Empower Spell, Enlarge Spell, Extend Spell, Widen Spell.
You do not need to possess a given metamagic feat in order to apply it with this ability.

Bloody Murder (Su): At 10th level, a blood mage gains the ability to make her foes' blood her own. Once per round, when you deal damage to an enemy with a spell, you may choose to have that damage count as hit points you have paid for one blood mage class ability you activate on your next turn.

PLAYING A BLOOD MAGE
  The blood mage class is best suited to playing in a team, receiving many healing spells on tap spontaneously and at lower level than most other casters. In Blood Bond, you have a rare and powerful tool for sharing buff spells, including normally Personal-range ones, with allies, especially at 8th level and higher.
 Combat: Buffing is what your class features are best geared to. If you're a Cleric, sure, Righteous Might is awesome, but it looks even better on that Warblade over there. If you're a Wizard, the frontliners probably appreciate those polymorph spells and Transformation. At 8th level, you don't even need to choose. Your other class features also give you good outlets for blasting and healing in a pinch.
 Advancement: As a spellcasting-oriented class, most Blood Magi would enter into options that further improve their spellcasting ability. Prestige classes that increase spell access, such as the Master Specialist, Rainbow Servant or Recaster can be well favored for increasing the range of effects that can be shared to allies. Alternatively, a Blood Mage may focus upon the destructive aspect of their abilities, and work to improve upon their additional metamagic access.
Resources: The resources you have available depend strongly on your character's station. Charismatic blood mages are often leaders, where Intelligence- or Wisdom- based ones are often advisors. There are few true organizations proper to blood mages as a group, so any resources you have available will be more tied to your own status in society at large. Of course, if you're the loner type, you've got your party and that's it.

BLOOD MAGES IN THE WORLD
"He... he didn't even use a knife. Where'd all that blood come from? And whose is it?"
Aside from researchers and power freaks who walk the path of the blood mage for interest or personal gain, most blood mages originate in environments that already value kinship of blood highly, such as noble houses, criminal organizations, or barbarian tribes. Despite the stereotype of the lone delver into unsavory mysteries, blood mages know the connecting power of blood well, and most are social creatures. After all, blood is thicker than water.
 Daily Life: Blood mages are a diverese bunch, and live their daily lives in accordance with their station. A tribal shaman might act as a soothsayer and healer, or the head of a noble house might tend to their family's affairs.
 Notables:
 Organizations: Most blood mages belong to a society that greatly values bonds of kin-blood, and often hold high positions in such societies for their mastery of both literal and symbolic blood. Among each other, blood mages usually greet each other with a certain mutual understanding and respect; regardless of credo or provenance, every blood mage understands the power of blood and the value of kinship. If nothing else, any two blood mages will always have at least that as common ground.

NPC Reaction
Few NPCs look farther than "icky blood bad" when first encountering a blood mage and being made away of the gist of their specialty. As such, strangers are rarely friendly and often distrustful. Those who realize and appreciate the power of blood ties, on the other hand, tend to react in a friendlier fashion, tempered with a good measure of respect.

BLOOD MAGES IN THE GAME
 In terms of gameplay and balance, the blood mage's most significant ability is the ability to share buff spells with their allies. Much like a bard, a blood mage is a power multiplier if the Blood Bond ability is used smartly.
 Adaptation: The blood mage as written isn't tied to any specific campaign setting, so it should be trivial to bring into any campaign. Divine-based blood mages can be adapted to be tied to any given blood-related deity in the setting, if desired and appropriate.
 Encounters: NPC blood mages should always have cronies with them, so as to capitalize on their abilities, whether bodyguards, hired swords, or friends. A high-level blood mage can turn a bunch of otherwise outclassed warriors into a viable challenge for PCs.

Sample Encounter
To come if I feel bored.
EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed   ()
hp  ( HD)
Fort +, Ref +, Will
------------------------------------------------
Speed   ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions
« Last Edit: June 27, 2012, 03:57:18 PM by Agita »
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Offline Agita

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Re: [PrC] The Blood Mage [3.5]
« Reply #1 on: January 26, 2012, 10:36:26 AM »
Changelog
28.01.2012:  Added the following clarification to Empowering Blood:
Quote
You do not need to possess a given metamagic feat in order to apply it with this ability.

17.04.2012: Eliminated a level of casting progression at level 6.

17.04.2012: Swapped Diehard and Fast Healing in the level progression. Blood Mages now gain Diehard at 1st level and Fast Healing 1 at 2nd level.

17.04.2012: Added the standard spell progression clause that was forgotten in the original version.
« Last Edit: April 17, 2012, 01:40:05 PM by Agita »
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Offline DonQuixote

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Re: [PrC] The Blood Mage [3.5]
« Reply #2 on: January 26, 2012, 12:36:32 PM »
I am suddenly convinced that this class is extremely dignified, pours tea elegantly, bakes delicious cookies that witches would positively line up to eat, and has an endearing laugh.

In terms of the actual mechanics, it looks pretty solid.  My one question is on Empowering Blood.  Do you need to possess the metamagic feats in order to use the effect?  My gut says no, but since you refer to paying hit points "per feat," I'm not entirely certain.

I'm kind of sad that it doesn't have Bloodwalk, since that's the only thing that's ever tempted me to play a Blood Magus, but that's just me.

Might be interesting to steal the Legion Devil's ability to share damage, as your blood bond with your allies allows you to share your life force.  It could fit well with the "blood as life" idea.
“Hast thou not felt in forest gloom, as gloaming falls on dark-some dells, when comes a whisper, hum and hiss; savage growling sounds a-near, dazzling flashes around thee flicker, whirring waxes and fills thine ears: has thou not felt then grisly horrors that grip thee and hold thee?”

Offline Agita

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Re: [PrC] The Blood Mage [3.5]
« Reply #3 on: January 26, 2012, 12:58:35 PM »
I am suddenly convinced that this class is extremely dignified, pours tea elegantly, bakes delicious cookies that witches would positively line up to eat, and has an endearing laugh.
That's not necessarily inaccurate.

In terms of the actual mechanics, it looks pretty solid.  My one question is on Empowering Blood.  Do you need to possess the metamagic feats in order to use the effect?  My gut says no, but since you refer to paying hit points "per feat," I'm not entirely certain.
You don't need it, since the ability says you can apply the feats, without stating you need them yourself. (I wouldn't make people take Widen Spell.) I suppose it couldn't hurt to explicitly clarify that.

I'm kind of sad that it doesn't have Bloodwalk, since that's the only thing that's ever tempted me to play a Blood Magus, but that's just me.
See, while the imagery is cool and gory and everything, I find it sort of flies in the face of the "blood as connection" symbolism, since you're stepping into one guy and out of someone completely unrelated. Conversely, if it requires a given blood relation between entry and exit, it would become incredibly niche. I suppose it could be statted as a spell instead (with some means of knowing where the hell you're even ending up).

Might be interesting to steal the Legion Devil's ability to share damage, as your blood bond with your allies allows you to share your life force.  It could fit well with the "blood as life" idea.
This, on the other hand, is worth a thought, though it wouldn't do to just port the ability straight. Possibly a pool of hit points that everyone pays into and is then shared somehow...
« Last Edit: January 26, 2012, 02:44:34 PM by Agita »
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Offline veekie

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Re: [PrC] The Blood Mage [3.5]
« Reply #4 on: January 26, 2012, 02:43:36 PM »
I guess a set of spells that manipulate and utilize the nature of the bonds of blood won't go amiss. Identifying, detecting, connecting, communicating, searching, traveling...kinda niche though.
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Offline DonQuixote

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Re: [PrC] The Blood Mage [3.5]
« Reply #5 on: January 26, 2012, 03:53:12 PM »
See, while the imagery is cool and gory and everything, I find it sort of flies in the face of the "blood as connection" symbolism, since you're stepping into one guy and out of someone completely unrelated. Conversely, if it requires a given blood relation between entry and exit, it would become incredibly niche. I suppose it could be statted as a spell instead (with some means of knowing where the hell you're even ending up).

I wasn't actually suggesting you add it, that was more just a comment on it.  You're right, bloodwalk as-is doesn't really make much sense for this class.  I just really like the "___walk" line of spells and abilities.

This, on the other hand, is worth a thought, though it wouldn't do to just port the ability straight. Possibly a pool of hit points that everyone pays into and is then shared somehow...

It's a hard one to port.  I ended up doing this when I stole it for something:

Quote
Whenever an ally within the area of one of your auras would be dealt damage, any number of other allies within the area of your aura may choose to fortify the target with their strength.  If they do, the damage that would be dealt is instead divided equally among the original target and all those allies who chose to fortify her.  Damage reduction and energy resistances or immunities do not apply to damage taken from fortifying an ally.

Obviously, you'd change the "aura" wording to work with blood bond, but you get the general idea.

I guess a set of spells that manipulate and utilize the nature of the bonds of blood won't go amiss. Identifying, detecting, connecting, communicating, searching, traveling...kinda niche though.

True, they'd be kind of niche, but--given that you could easily just put them on the spontaneous spell list--they'd be deliciously flavorful when those niches came up, without detracting from your normal capabilities.

Besides, when you think about it, metaphor could lead to some interesting "blood" effects.  Such as a rage-like effect, from the phrase "his blood boiled."  And so on.
“Hast thou not felt in forest gloom, as gloaming falls on dark-some dells, when comes a whisper, hum and hiss; savage growling sounds a-near, dazzling flashes around thee flicker, whirring waxes and fills thine ears: has thou not felt then grisly horrors that grip thee and hold thee?”

Offline dman11235

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Re: [PrC] The Blood Mage [3.5]
« Reply #6 on: January 26, 2012, 08:47:09 PM »
Quick note: in Blood Bond, under the permanent clause, you say that you can have a number up to your BM level, and then later "you can only have one such bond at a time".

Insidious Blood seems like it's REALLY powerful.  Spend a small amount of HP to make a touch or close range spell any range?  Also, how do you use the save DC increase one?  It reads like you can only use it if you also use the range one, was that intentional?

You should clarify whether or not you need a metamagic feat to use the Empower one.  If you restrict it to those bad ones, then I don't think you need to require having the feat, but the HP values need to be reworked.

I like the capstone ability, I think it's a perfect balance point for one, nice and flavorful too.

Overall, I like the attempt, but it's too powerful.  Giving up one level of casting isn't enough for the power of the class.  I'd recommend killing another level at around level 5, and increase the penalties for using the abilities slightly.  Maybe 4/8 loss of casting instead though.  I think Blood Bond needs a bigger HP hit too.  On the flip side, though, I think a d8 HD would not be uncalled for for this class.  Maybe even Toughness at the casting dropped levels (though depends on the version of the feat).  Do keep in mind that the fast healing means that an HP hit is NOT a problem for this class.
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Offline Unbeliever

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Re: [PrC] The Blood Mage [3.5]
« Reply #7 on: January 26, 2012, 08:47:40 PM »
Question about the Blood Bond ability:  does the spell affect the blood mage AND the ally or allies?  Or, is it just moving the target or area of effect? 

I'm trying to figure out if this is more like a War Weaver's ability, or just a way to increase the range. 

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Re: [PrC] The Blood Mage [3.5]
« Reply #8 on: January 26, 2012, 08:55:57 PM »
Right!  I forgot to bring up War Weaver!  That's kind of what this class reminded me of, only with an offensive twist.  I do believe the WW uses single-shot spells, however, not a full-time bond.
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Offline Agita

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Re: [PrC] The Blood Mage [3.5]
« Reply #9 on: January 27, 2012, 06:03:47 AM »
Quick note: in Blood Bond, under the permanent clause, you say that you can have a number up to your BM level, and then later "you can only have one such bond at a time".
You can form a bond with up to (BM level) creatures, which is then considered one bond, as in a collective. I didn't think there'd be confusion when I wrote it, but since there evidently is, I guess it could use a clarifying rewording.

Insidious Blood seems like it's REALLY powerful.  Spend a small amount of HP to make a touch or close range spell any range?  Also, how do you use the save DC increase one?  It reads like you can only use it if you also use the range one, was that intentional?
Yes to both. In the case of the DC version, you're essentially paying as if it were a higher level spell. On the former, I guess it depends on playstyle. You do still need to see the target, which generally means the target will see you too (barring the usual Invisibility and friends, naturally, which are available at any range) because casters rarely get much Spot, if you choose to go for extreme ranges as opposed to tossing touch- or close-range spells from medium range.

You should clarify whether or not you need a metamagic feat to use the Empower one.  If you restrict it to those bad ones, then I don't think you need to require having the feat, but the HP values need to be reworked.
That's the way it's intended, yeah -  a strictly-defined list of low-power metamagics that you can slap on for cheap. I'll change the wording to make it explicit.
Quote
Starting at 5th level, a blood mage may spill their own blood to empower their magic. By paying five hit points per feat, you can apply one or more of the following metamagic feats to a spell you are casting, without increasing its casting time or the spell slot it uses:
Empower Spell, Enlarge Spell, Extend Spell, Widen Spell.
You do not need to possess a given metamagic feat in order to apply it with this ability.

Overall, I like the attempt, but it's too powerful.  Giving up one level of casting isn't enough for the power of the class.  I'd recommend killing another level at around level 5, and increase the penalties for using the abilities slightly.  Maybe 4/8 loss of casting instead though.  I think Blood Bond needs a bigger HP hit too.  On the flip side, though, I think a d8 HD would not be uncalled for for this class.  Maybe even Toughness at the casting dropped levels (though depends on the version of the feat).  Do keep in mind that the fast healing means that an HP hit is NOT a problem for this class.
What exactly do you mean by 4/8 loss of casting? Casting only every second level? That seems a bit overly harsh. I was already unsure about the casting progression as is, so a second lost CL is definitely doable.
The idea behind the cheaper Blood Bond was to encourage buffing your friends, but as I said, yeah, the hp costs need deliberation.  What would you recommend?
About the Fast Healing, I don't think the amount (1-5) is enough to mitigate the costs too badly within combat-time if you're using them liberally - working off the assumption that a combat lasts 2-3 rounds in general. It does, however, basically eliminate them in between encounters.

Question about the Blood Bond ability:  does the spell affect the blood mage AND the ally or allies?  Or, is it just moving the target or area of effect? 
The part of the ability you gain at first level should affect the targeted ally instead of the blood mage. Now that you mention it, rereading the text for the ability, I forgot to put in that little word. It should read "...a willing ally you have line of effect and line of sight to instead...".
The 8th-level blood bond ability indeed affects all creatures in the bond at once. The War Weaver PrC was indeed one of the inspirations for the ability, and if I recall correctly, I actually cribbed some wording from it.
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Offline veekie

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Re: [PrC] The Blood Mage [3.5]
« Reply #10 on: January 27, 2012, 06:24:12 AM »
RE: Insidious Blood
What if you required any blood connection to the target for LoS targeting(but you need a full quality sample to cast at any range) instead? Examples include fresh weapon bloodstains(from within rounds/level of spilling) within normal spell range, a direct relative within normal range of the spell, or if the target is a blood relation of the caster.
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Re: [PrC] The Blood Mage [3.5]
« Reply #11 on: January 27, 2012, 09:28:46 AM »
I meant loss of casting at levels 1, 4, 8.

At later levels, the FH 5 (and remember, there are ways to improve it, expecially once you have it, there's a couple feats that improve existing FH) mitigates the loss from a feat, or from a 5th level spell in one case, or a 2.5 level spell in another.  I don't know what I'd recommend at this point, I just know that it's doable to balance this class, it's very close right now.

Also, in the second sentence of Insidious Blood there's this: "spell's level to have it affect an enemy you has line of sight".  It should be "have" not "has"
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Re: [PrC] The Blood Mage [3.5]
« Reply #12 on: January 27, 2012, 10:07:34 AM »
I meant loss of casting at levels 1, 4, 8.
Ah. Well, at this point, losing a second CL looks like it'll definitely be happening, but I'm somewhat reluctant to drop a third - not because I think it would depower the class too much, but because I'm loathe to bar access to the full thing to any Sorcerer (or other spontaneous caster) who still wants 9th level spells, barring Kobold Sorcerers.

At later levels, the FH 5 (and remember, there are ways to improve it, expecially once you have it, there's a couple feats that improve existing FH) mitigates the loss from a feat, or from a 5th level spell in one case, or a 2.5 level spell in another.  I don't know what I'd recommend at this point, I just know that it's doable to balance this class, it's very close right now.
You've got a point there, I guess, if one plays it carefully. Maybe if we encouraged stacking the various abilities together more...

Also, in the second sentence of Insidious Blood there's this: "spell's level to have it affect an enemy you has line of sight".  It should be "have" not "has"
Excellent catch, don't know how that slipped past me. Fixed.
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Re: [PrC] The Blood Mage [3.5]
« Reply #13 on: January 27, 2012, 10:16:54 AM »
I wasn't saying that you SHOULD lose three, I was jsut throwing out an option.  I think two losses should be enough if you fix the power of the abilities to be more consistent.  That was my first suggestion after all.  I'll try and work the balance a bit more later, I'm in class now.
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Re: [PrC] The Blood Mage [3.5]
« Reply #14 on: April 17, 2012, 01:47:05 PM »
Alright, finally got around to updating the OP. I eliminated a level of casting at level 6 (and added the "you get spells" paragraph, which we forgot in the original version). I was tempted to have the lost level come at 8 instead, since the upgraded Blood Bond is probably the most powerful ability in there.

Also swapped Diehard and Fast Healing - you now get Diehard at 1 and Fast Healing starting at 2. This is mostly a cosmetic change, putting the ability that benefits strongly from Fast Healing before Fast Healing and eliminating the need to define a minimum value for FH.

The hp costs still need some fiddling.
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Re: [PrC] The Blood Mage [3.5]
« Reply #15 on: April 17, 2012, 06:16:35 PM »
I'd get rid of the CL 5 requirement.  It's not necessary, really.  The 8 ranks in Spellcraft are enough to make it 6th level entry.

For Blood Bond, I think it needs a little clarification.  "...between yourself and up to (your blood mage level) additional creatures..." should probably read "...between yourself and a number of creatures up to your Blood Mage level..."  Also, I am worried about letting people use Personal spells at any range and on two people with the same casting.  So it's allowing you to use Personal range spells on other creatures, not something that usually is allowed.  I'm not concerned in some cases (helps buff the beatstick), but that can probably be abused.  Especially later on, when you can use it on 8 or more people at once.  On that note, did you intend it to allow a 2/1 spell at level 2, or did you mean to have it replace the original target?  And did you intend it only to apply to spells of range greater than touch, or is the above scenario something you intended?

PREEDIT: looking through the older posts, you intended to have it replace.  Might want to add that "instead" again.
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Re: [PrC] The Blood Mage [3.5]
« Reply #16 on: April 18, 2012, 01:39:36 AM »
The main case against sharing personal spells would be I think, that Wu Jen spell that buffs you through the roof and kills you afterwards. Not much else really. Sharing buffs is a good thing for the party after all.
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Re: [PrC] The Blood Mage [3.5]
« Reply #17 on: April 18, 2012, 01:45:22 AM »
The main case against sharing personal spells would be I think, that Wu Jen spell that buffs you through the roof and kills you afterwards. Not much else really. Sharing buffs is a good thing for the party after all.

That would be a glorious final encounter.

To prevent sociopaths, you could always allow allies the choice of not benefiting from shared spells.
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Re: [PrC] The Blood Mage [3.5]
« Reply #18 on: April 18, 2012, 02:44:25 AM »
Added the "instead". I must've forgotten it the first time around.

Sharing Personal buffs with the rest of the party is the main point of the level 8 ability; using those Personal buffs on your party (especially the mundanes) instead of only yourself is a good thing in our opinion, and something that should be encouraged. I could see toning it down (perhaps with a CL penalty) if you think it's too powerful.

I'll edit the number of creatures clause. Evidently reading too much Exalted mechanics has corrupted me. I blame you for this, veekie. :shakefist

The main case against sharing personal spells would be I think, that Wu Jen spell that buffs you through the roof and kills you afterwards. Not much else really. Sharing buffs is a good thing for the party after all.
I'm not worried about Transcend Death at all, really. Since the ability needs to be set up beforehand, it requires willing targets by definition. We should add a willing qualifier anyway, though, for the purposes of spells such as Tenser's transformation.
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Re: [PrC] The Blood Mage [3.5]
« Reply #19 on: April 18, 2012, 04:51:36 AM »
Yeah just making sure it only goes on willing targets, and willing only, should prevent the more abusive stuff. And it simply makes your allies valid targets regardless of other factors, rather than turning one spell into a dozen.

Hmm, possible conflicts with Type limited spells? Should it overcome things like Enlarge Person only working on well...Persons?
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