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Once used, you will have access to Blood Magic for the following 2 turns: Feedback is welcome on whether this is too low or too high, but it is intended to make it a tactical choice to utilise your Blood Magic at the expense of vitality, rather than just having overpowered abilities from the offset. At the moment, the damage is set to be a total of 35% of your maximum health, ignoring armor.
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When activated, you will wound yourself, empowering you to use your powerful Blood Magic abilities. In addition to the above, you will start with the ability "Blood Magic" which costs no memory slots and no action points. This status is essentially a "Bleeding" status that is not affected by armor.īlood Spears: Shoot sharp magical spears of blood at up to 3 enemies, dealing physical damage and setting Lacerated.īlood Explosion: Throw an orb of blood at an enemy, which will explode on impact dealing physical damage and creating a cursed blood surface.īlood Jump: Magically propel youself to a target location, creating a blood surface and setting Lacerated on enemies in the impact zone.
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The skills also often either inflict the status Lacerated, or otherwise only effect targets already afflicted with Lacerated. These are also not really any more or less powerful than vanilla skills, just different. The class has some basic bloody spells, which are memorised as usual and take memory slots. Therefore, to use your most powereful Blood spells, you must sacrifice some of your own vitality. Whereas vanilla Necros gain health through damaging enemies, the idea behind the Blood Mage is to use your own life force to empower your skills. The Blood Mage is different to the vanilla Necromancer, and so I've made the skills fit the "Special" category, rather than Necromancer. This is a class I really wanted to make for myself, and I feel like it's turned out more or less how I wanted. So, I've loved the idea of a Blood Mage since Dragon Age:Origins.
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