Blood Magic Feats

***Blood Mage Apprentice:***

Prerequisites: CL 5, must possess blood, non-good alignment

Benefit: You may use your own blood to fuel your magic. You gain a pool of blood points equal to your HD. As part of the action to cast a spell, you may spend a point from your blood pool to increase the save DC by 1 or your Caster Level by 1.

Your blood pool replenishes at the start of each day, when you would normally prepare spells (or regain slots if a spontaneous caster).

The first time you take bleed damage in an encounter, you lose one Blood Point.

***Blood Mage Adept:***

Prerequisites: Blood Mage Apprentice, CL 10

Benefit: You may spend blood points equal to a spell's level to cast that spell without using a spell slot. If you prepare spells, you expend it as normal and then gain it back (so things that only trigger when you expend a spell still trigger.)

***Blood Mage Master:***

Prerequisites: Blood Mage Apprentice, Blood Mage Adept, CL 15

Benefit: You may spend blood points equal to a metamagic feat's level increase to apply that metamagic feat to a spell for free. You may spend double the increase to apply a metamagic feat you do not possess.

***Blood Magic:***

Prerequisites: Blood Mage Apprentice

Benefit: You may cast the spell Blood Money at will. When doing so, you may choose to forgo the usual effect and instead take any amount of strength damage to gain Blood points equal to the strength damage spent. If you gain points over your maximum, your body swells and you are sickened until they are spent. This becomes nauseated if you exceed twice your maximum.

***Enhanced Blood Magic:***

Prerequisites: Blood Mage Apprentice, Blood Mage Adept,  Blood Magic

Benefit: When using the spell Blood Money, you may apply the secondary use of the spell from your Blood Magic feat at the same time as the primary use (gaining blood points for strength damage you take converting it into materials).

***Blood Vitality:***

Prerequisites: Blood Mage Apprentice

Benefit: You add your con modifier to your level to determine your maximum blood pool.

***Blood Vampirism:***

Prerequisites: Blood Mage Apprentice, Blood Vitality, any evil

Benefit: You regain a point to your blood pool any time you deal bleed damage to a creature, deal con damage or drain, or use a special ability that drains blood.

***Lifeblood Essence:***

Prerequisites: Blood Mage Apprentice, Blood Mage Adept, Blood Vitality

Benefit: You gain 2 temporary hit points per hit die as long as you have at least one point in your blood pool.​

***Hemotheurgy:***

Prerequisites: Blood Mage Apprentice, Blood Mage Adept, Blood Magic

Benefit: You add the following spells to your spell list if they aren't on it already. This does not automatically give you access to these spells, just allows you to select them: Avasculate, Avascular Mass, Boiling Blood, Blood Biography, Blood Boil, Blood Transcription, Blood Armor, Blood Blaze, Bloodbath, Adhesive Blood, Crimson Tide, Death Clutch, Blood to Water (3.5), Extract Blood Elemental, Bleed, Blood Tentacles, Mark of Blood, Fire in the Blood (3.5), Blood of Fire (3.5), Blade of Blood (3.5), Blood Rage (3.5), Blood Salvation, Blood Scent, Blood Ties, Bloodsworn Retribution, Bloody Arrows, Expel Blood, Touch of Bloodletting, Transmute Blood to Acid, Waves of Blood

***Enhanced Hemotheurgy:***

Prerequisites: Blood Mage Apprentice, Blood Mage Adept, Blood Mage Master, Blood Magic, Hemotheurgy

Benefit: You gain the ability to enhance certain spells by spending points from your blood pool, as detailed below.

* Adhesive Blood: spend 1 point and the adhesive does not break down after your death.
* Avasculate: spend 1 point to stagger the creature if they make their save.
* Avascular Mass: spend 1 point to stagger the creature if they make their save. For every point spent, increase the duration by 1 round.
* Boiling Blood: spend 1 point to treat a creature as having the Orc subtype.
* Blood Boil: spend 1 point, on the 4th round they take 1/2 damage again. Spend another point, on the 5th round they take 1/4 damage again.
* Blood Transcription: for every point spent, the creature may have been dead an additional 24 hours.
* Blood Armor: for every point spent, you increase the maximum enhancement bonus by +1 (max 5 points).
* Blood Scent: by spending a point, you treat the target as an Orc. By spending another, all creatures count as having a Strong Scent,
* Blood Blaze: for every point spent, you increase the damage by 1d6 and the splash damage by 1 (max 5 points).
* Bloodbath: for every point spent, you increase the damage by 1d6 (max 5 points). You still lose a point from this bleed damage.
* Blood Ties: for each point spent, you increase the maximum points of damage by 2 per caster level (max 10 points). 1 point, treat as close relation.
* Blood Tentacles: for every point spent, increase bonus to hit by +1 (max 5). Every 2 points spent, +1d6 damage.
* Bloodsworn Retribution: Every point spent, increase maximum by 5 hit points (max 15).
* Bloody Arrows: Every point spent, increase cap by 2 caster levels (max 5)
* Crimson Tide: for every point spent, you may increase the second save's strength damage by 1 (max 10).
* Death Clutch: for every point spent, you increase the initial con drain by 1 (max 5).
* Extract Blood Elemental: spend 2 points, extract elemental 2 sizes smaller (minimum small) even if they survive. Every 2 points spent, increase size by 1 (max equal to size of creature).
* Touch of Bloodletting: for every point spent, you increase the damage by 1 per round.
* Transmute Blood to Acid: every point spent, increase damage by 1d6 (both to the creature and to those that strike it).

***Sanguine Sorcery:***

*The ancient power of vampires flows through you, and you can harness it to use some of their forbidden magic.*

Prerequisites: Blood Mage Apprentice, Blood Mage Adept, Blood Mage Master, Blood Magic, Hemotheurgy, Enhanced Hemotheurgy, Blood Vampirism, Blood Vitality, any Evil

Benefit: You add the following Vampire spells to your spell list: Anticoagulant, Blood Clot, Blood Scent, Blood Skin, Rising Eruption, Regenerate Blood, and Vampiric Power Surge. Any spell that mentions "feeding" instead applies to your Blood Vampirism feat, allowing you to regain Blood points. Blood skin holds a number of points equal to the amount of rounds the creature was effected.

***Hemophiliac:***

*Your blood runs thinner than most people's, a curse for most adventurers but a blessing for a blood mage.*

Prerequisites: Blood Mage Apprentice, Blood Magic

Benefit: You take an additional die of damage any time you take bleed damage (or 25% more if a static number) and take a -4 penalty against any effect that drains blood. The blood point cost of any blood magic abilities you use is reduced by 1, or by 2 if the original cost was 6 or more (minimum cost 1).

***Black Blood Magic:***

*Your black blood enhances your blood casting.*

Prerequisites: Blood Mage Apprentice, Blood Magic, must possess black blood

Benefit: You may expend a point from your blood pool to cause all damage you deal with a spell to be cold damage. You may also spend a blood point to increase the duration of a non-instantaneous spell by 2 intervals (so a spell that lasts 1 minute per level will last an additional 2 minutes, etc.)

Special: The target(s) of any spell you spend blood points on are exposed to black blood. This may have other consequences.

***Mythic Blood:***

*Your blood is legendary*

Prerequisites: Blood Mage Apprentice, Blood Vitality, Mythic Rank 1

Benefit: You add twice your mythic rank to your maximum number of blood points. You may expend a use of mythic surge to gain an amount of blood points equal to the roll of your surge die.