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1) Are there any other rule changes not reflected on the website, and not in this thread, that I should know about? If so, please post them here.
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The ability to try and control blood magic is reflected by a skill called "Blood Magic Control", and the attributes for this skill are MAG/INT/STA. Despite this, the ability that is blood magic is considered inherited, and thus this skill must be present at character creation if the character is to have that ability.
When any puncturing or cutting attacks deal damage within 50 feet of the blood mage, 1/2 of the damage dealt is put into a special "reserve pool" that is effectively extra MP for the blood mage. Every round that there is mana in the "reserve pool", at the end of the round, the mage must make a Blood Magic Control check, with the DC equalling the amount of MP in the "reserve pool". If the check succeeds, the mana stays in that pool, and the blood mage can draw upon it for spells; in fact, all spells besides those of the Benediction and Healing varieties draw from this first. (Healing and Benediction spells, for the most part, do not draw from the blood MP pool, for balance reasons.)
If the check fails, all the mana in the "reserve pool" releases in a burst that extends to 10 feet around the caster. This burst deals (reserve MP) damage to all within its radius.
As a note, the blood mage's standard MP pool is reduced by 33% to account for the need to continually be absorbing mana. This goes for any level-ups the blood mage may attain, as well.
Maximum mana for this pool? (MAG+INT/2)*(Blood Magic Control rank).
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