This is a remake of how Blood Magic works in my game.
I find Blood Magic intriguing, after reading the specialization presented in Set 2 I was kinda disappointed in how Blood Magic was introduced mainly for 4 reasons which I shall detail below, in order for you to understand why I do this little revision, if you don't care for my reasons just skip to the talent.
1) The fact that it is only accessible through a specialization, which means higher levels of entry are required and makes other specializations unavailable until trully high levels 14+.
2) Blood Magic was supposed to primarily enhance ones spellcasting, the realization of the Blood school of magic and unique Blood spells came after that. As written, Blood Magic does not make a caster's spells more powerfull it allows him to replace his Mana with his Health and harm others while siphoning their own blood, even though they are unwilling, these I don't really like.
3) As written, it didn't really give me the feel of raw power infusing one's spellcasting, I hope this revision will change that.
4) I don't like the idea of Health replacing Mana regarding spells, yes I know that it was in the Dragon Age video games as well but I really don't care, Mana is supposed to be an integral part of spellcasting, without mana a mage is just like any other ordinary human.
Instead of a a specialization I'll work Blood Magic as a talent, a different "magic style" for casting spells, this will make it more accessible I think, and it will allow characters to dabble in blood magic without them being "Dedicated Blood Mages", as specializations tend to define characters more so than talents, thus adding more moral decisions in the game, here we go.
New Talent - Blood Magic
Requirements:Mage
Novice: By using a Minor action just before casting his spell the mage cuts himself and infuses his magic with blood, the mage takes 1d6 penetrating damage and increases the Spellpower of his spell by +1. The mage must use the Minor action, and cut himself up, before each of his spells in order to enhance them with blood magic.
Journeyman: When using the Minor action to fuel his spell with blood, the Mage now has a second option. By taking 2d6 penetrating damage, he can maximize one of the variable effects of his spell, be it its damage, duration etc. This option cannot be combined with the first, a mage can use one or the other.
Master: The two options above can now be combined in a single Minor action, by taking 2d6 penetrating damage the mage can maximize and increase the spellpower of his spell by +1. Furthermore the Mage can now use the health of willing victims, instead of his own, in order to fuel the talents above. However this can only be used in the case of spells cast as rituals, not during combat time. (I know that there are no rules for rituals, however this application of Blood Magic seems more right to me).
When enhancing spells with Blood Magic, if a magical mishap occurs the mage does not get to roll Willpower to avoid its effects, instead he rolls 1d6 to determine the Mishap automatically, for all its power, blood magic is dangerous to its users and imposes a terrible risk on those practising it. Upon learning the Novice talent the mage can also start learning spells of the Blood school of Magic, however he must use the Minor action, and take 1d6 penetrating damage, in order to cast spells from the Blood school.
So here it its, I'm really interested in hearing your feedback on this little revision, and if someone chooses to use it in his game I hope you enjoy it!

