BLOODMAGE
Few things are more frustrating to mages
then the limitation imposed upon them by
their own bodies. The bloodmage has
learned to look beyond the limitations of the
body to find and draw strenght from its most
primal source, blood. Either by their own
blood or by the blood of other a bloodmage
learns to convert the very force of life into
magic. While not necessarily evil,
bloodmages tend to take a fatalistic view
towards life and see things in terms of their
sacrificial potential. In the process of
praciticing their craft bloodmages become
more and more scarred, as a result they
tend to become more repulsive to others,
unless they happen to admire scar. Blood
mages will often wear long sleaves even in
warm weather to conceal the scars that
begin to cover their arms. The one real
danger is that which give life can also take,
on rare occassions blood mages have been
known to bleed to death. Bloodmages may
not be healers.
Blood for spells: By wounding himself a bloodmage can convert 1 EN into 6 FT for spell casting alone. The blood
provides basis of a manna pool from which the mage may draw energy for spell casting.  The fatigue generated by
this method dissipates after 6 hours. The “holding capacity” of the manna pool grows as the bloodmage advances.
It is increased 5 per rank, up to double the FT of the bloodmage. There is a 2% chance that the cut causes a
bleeding wound that causes the loss of 1 EN per pulse.

Bloodblade: The Bloodmage is a person that cuts himself often to gain power, or cuts other to use their blood
against them. Thusly he becomes attuned to the instrument that makes the blood flow. In order to become a
bloodmage one must procure a magic dagger or knife , worth no less than 30TG  It is with this blade, and this
blade alone that triggers his blood-bought power, The manna pool must always begin with blood drawn from the
bloodmage by this dagger. At rank 4 injuries caused by this blade to others convey half of the damage to the
manna pool of the bloodmage. At rank 5 a bloodmage may aquire a second dagger as either a back-up or to use
in his off hand.

Blood Identification: By examining blood spilt from a creature that still lives a Bloodmage can identify what kind of
creature it came from (Humanoid, animal, aberration...). ([3 x perception] + [6 x Rank]) %. The blood can only be
up to two hours (+1 hour per rank) old for this identification to take place. Obviously, blood from things like undead,
plants, etc, cannot be identified as they do not have blood.

Blood Track: Due to the echo that spilled blood can leave, the Bloodmage can tell, at will, if blood from a still living
creature was spilled in an area up to as many days ago as he has rank. It does not matter if the area has been
cleaned up in any fashion, or even if the blood was somehow removed, the Bloodmage is sensing the echo of the
living blood. [Perception] + [6 x Rank] He can also detect the direction the creature is (but not distance), as long as
it is still living and on the same plane.

Pain Resistance: Slicing your body on a daily basis gives the bloodmage an increaed tolerance for pain. All
concentration checks are done at 5 X WP. At rank 2 the bloodmage gains the ability of resist pain.

Power of blood: The bloodmage is not able to attack the pulse that he tastes blood, but he may evade. By tasting
their own blood, the Bloodmage can double their own TMR and increase their PS by 50% for two pulses. At rank 5
they may taste the blood from an opponent they have injured with their dagger.  If it is another mage they increase
their magic resistance by 25%.  If it is a fighter the bloodmage’s IV is equal to his opponents +5 and they gain 20%
on to defense because of a mystical intuition.  If it is a creature with special attacks (like a medusa) they gain
reistance rolls at 2 factors higher. As each creature is unique, so its blood is unique. Power of blood can only be
used on one creature at a time. Being protected from one sorcerer does not protect you from another. Tasting the
blood of one basilisk doesn't protect you against its mate.  

Healing of the Veins: The Bloodmage is able to replenish himself through others' living blood. He makes a single
stike at -20% with his Bloodblade. If successful, it causes triple damage because of the power a Bloodmage has
invested in the attack. The blood is then absorbed as it flows over the Bloodmage's hand. This causes the
Bloodmage to heal the amount of damage that was dealt. This is the only action that may be done that pulse.  The
blood mage may use this ability up to ½ his rank number of times in a day.

Blood-seeking spells: At rank 6 anyone who has sustained an injury that causes bleeding (Class A & B)
becomes more susuptible to spells from a blood mage and decrease their resistance by 20%.  A healing spell or
touch of a healer will negate the path that the blood laced spell travels. At rank 8 the spells will do 50% more
damage or have 50% more duration.

Blood walking: At rank 10 a bloodmage may transport himself by means of blood from one person to another as
long at they are members of the same species or half-blooded. The two “conduits” must be within sight or they
must be two known individuals. The bloodmage automatically bloodwalks, the “conduits” must roll under 2 X WP or
be stunned from the experience. There is a 25% chance either or both of them sustain d +10 damage to
endurance not absorbed by armor.  This ability cost 4 FT and may not be taken from the manna pool.