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Bloodspell

The Bloodspell utilizes one of the most powerful sources of magical energy: the caster’s own blood.

Alignment: Any. Typically chaotic.

Hit Die: d6.

Class Skills

Skills: The Bloodspell receives Heal (Wis) as a class skill in place of Use Magic Device (Cha; Trained Only).

Skill Ranks per Level: 2 + Int modifier.

Table: Class Name

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +0 +2 Cantrips
2nd +1 +0 +0 +3
3rd +1 +1 +1 +3 Blood Rite
4th +2 +1 +1 +4
5th +2 +1 +1 +4 Blood Rite
6th +3 +2 +2 +5
7th +3 +2 +2 +5 Blood Rite
8th +4 +2 +2 +6
9th +4 +3 +3 +6 Blood Rite, Greater Blood Rites
10th +5 +3 +3 +7
11th +5 +3 +3 +7 Blood Rite
12th +6/+1 +4 +4 +8
13th +6/+1 +4 +4 +8 Blood Rite
14th +7/+2 +4 +4 +9
15th +7/+2 +5 +5 +9 Blood Rite
16th +8/+3 +5 +5 +10
17th +8/+3 +5 +5 +10 Blood Rite, Grand Blood Rites
18th +9/+4 +6 +6 +11
19th +9/+4 +6 +6 +11 Blood Rite
20th +10/+5 +6 +6 +12

Class Features

All of the following are class features of the Bloodspell.

Spells: A Bloodspell casts arcane spells drawn primarily from the sorcerer/wizard spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a Bloodspell must have both Charisma and Constitution scores equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a class name’s spell is 10 + the spell level + either the Bloodspell’s Charisma or Constitution modifier, whichever is higher.

Unlike other spellcasters, a Bloodspell can cast as many spells of each spell level per day as her health allows. Each of her spells has a special material component: her own blood. This replaces any material component costing less than 1gp. Anytime she casts a spell, she must sacrifice an amount of life force which depends on the level of the spell. This sacrifice of life force manifests itself by lowering her current and maximum hit points by twice the spell level, minus one. She may not spend more hit points on a spell than her caster level. Cantrips, 0-level spells, do not cost the Bloodspell any hit points, unless it is augmented with metamagic (see below). The action of casting a spell takes care of the actual bloodletting required: she does not need to spend an extra action to acquire the blood for the material component. In addition, even if she is unable to extract the blood herself (grappled, stunned, applying Still Spell, etc.), the spellcasting will absorb the blood required on its own.

A Bloodspell’s selection of spells is extremely limited. A Bloodspell begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new level, she gains one or more new spells, as indicated on Table: Sorcerer Spells Known. These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the Bloodspell has gained through some understanding or study.

Upon reaching 4th level, and at every even-numbered Bloodspell level after that (6th, 8th, and so on), a Bloodspell can choose to learn a new spell in place of one she already knows. In effect, the Bloodspell loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. A Bloodspell may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Unlike a wizard or a cleric, a class name need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has the health required for the casting. It is possible for a Bloodspell to sacrifice an amount of hit points on casting a spell such that her current hit points falls below 0, or even such that her current hit points fall to a negative amount equal to her Constitution score and she dies as per normal. She cannot, however, sacrifice more hit points than an amount needed to kill her. Should a Bloodspell cast a spell that would reduce her maximum hit points below 1, her maximum hit points falls to 1 and she takes an amount of Constitution damage equal to the remainder; however, her current hit points are lowered as normal for the casting, as well as for the Constitution damage. This may cause the Bloodspell to die as per normal.

When applying metamagic to a spell, a Bloodspell spends two extra current and maximum hit points per spell level increase of the metamagic feat.

After resting for 8 hours, a Bloodspell’s maximum hit points return to the normal amount. Her current hit points increase by the same amount as her maximum hit points do. This may only happen once in any 24 hour period.

A Bloodspell may not utilize temporary hit points to cast spells, though the current and maximum hit points gained from temporary Constitution increases are valid. Note, however, that once the temporary Constitution effect ends, her current and maximum hit points decrease by an amount equal to 1 HP per hit die per two points of Constitution increase, as normal.

Blood Rites

At first level and every two levels after that, a Bloodspell can select one Blood Rite to learn. Blood Rites are small rituals she may perform after a full night’s rest, which give her abilities and bonuses for the coming day. This ability, as well as its greater forms, replaces a Sorcerer’s Bloodline, and all the abilities it grants.

Fast Healing (Ex): A Bloodspell gains fast healing 1. This increases by 1 for every four levels after 3rd: 7th, 11th, 15th, and 19th.

Flesh Scribing (Ex): The Bloodspell effectively gains Scribe Scroll as a bonus feat, except she must scribe the spell into her own flesh. She may activate any Flesh-Scribed Scroll as a standard action, though no other creatures are able to utilize the scribed scroll.

Infect By Spell (Su): Whenever a Bloodspell casts a spell that targets a creature with blood that does damage, she may inflict upon that creature one poison or disease. If the spell allows a save, a successful save negates this infliction. If the spell does not allow a save, the target gets a save to negate the infliction only, at a DC equal to what the spell’s DC would be if it allowed a save. At the DM’s option, other status ailments may be allowed to be inflicted by this ability. Regardless of how many ailments are currently effecting the caster, only one may be transferred through this ability. This Blood Rite may be taken more than once. Each time it is taken, one additional ailment may be transferred for each use of this ability. If the spell allows a save, a successful save negates all attempted infections. If the spell does not allow a save, each attempted infection has its own save to negate it.

Quickened Resting (Ex): For every full night of rest, a Bloodspell is considered to have had bed rest for a full day. At 7th level, this increases to two full days of bed rest. At 14th, this increases to three full days of bed rest.

Sanguine Knowledge (Ex or Sp): By consuming any amount of a creature’s blood, a Bloodspell may make a single appropriate Knowledge check about that creature with a bonus equal to her Bloodspell level. If she is 7th level or higher, she may alternatively gain the effects of a blood biography spell targeting the creature, as long as the creature is dead.

Soul-In-Blood (Sp): Whenever the Bloodspell takes damage from a bite attack, the attacking creature must immediately make a Will save (DC 10 + 1/2 Bloodspell level + Constitution modifier) or be subjected to a charm monster effect with the Bloodspell considered the caster. She does not need to expend any amount of hit points, but the bite attack must have actually done hit point damage to her.

Greater Blood Rites

At 9th level, anytime a Bloodspell gains a Blood Rite, she may take one of the following Greater Blood Rites instead.

Let Me Take A Look At That For You… (Ex): As part of an attack action with a melee slashing or piercing weapon, a Bloodspell may make a Feint attempt to make a single attack against this creature. In addition, afterwards the Bloodspell may cast a standard action or quicker spell using the damage of the attack as the hit point cost.

Scarred Armor (Ex): A Bloodspell gains natural armor of an amount equal to her Constitution modifier.


Transfusion of Spells (Su): For up to 1 round/level after the death of a creature, the Bloodspell may take a provoking full-round action to consume all of the blood in the creature’s body. This works similar to the death knell spell, except as stated here. In addition to the benefits death knell usually grants, if the creature was able to cast Arcane spells, a Bloodspell gains knowledge of them for the duration given in the death knell spell description: if the creature had arcane spells prepared, the Bloodspell gains those prepared spells as temporary spells known; if the creature had arcane spells known, the Bloodspell gains those spells known as temporary spells known; if the creature had spell-like abilities that mimicked an arcane spell, Bloodspell gains those spells as temporary spells known. All spells gained this way must be on the Bloodspell’s spell list, she must be able to cast those spells, and they are gained at the level she would normally be able to cast them, even if the creature had them at a different level. The creature must actually be there: summoned creatures are not valid targets. The creature must have been actually living, must have blood, and should the creature be brought back to life before the duration ends, all abilities gained from drinking its blood immediately vanish from the Bloodspell.

Grand Blood Rites

At 17th level, anytime a Bloodspell gains a Blood Rite, she may take one of the following Grand Blood Rites instead.

Keep The Blood A-Flowin’ (Su): A Bloodspell gains regeneration equal to her fast healing amount granted to her by the Fast Healing Blood Rite. This regeneration is negated by critical attacks, though her fast healing still functions. She must possess the Fast Healing Blood Rite before taking this.