I’ve always really liked blood magic from Dragon Age. I’ve recently started re-playing Dragon Age: Inquisition (elf female,
dual-wield rogue build– I actually grew bored with this build and am now trying an Archer build- liking it much more.
Anyways- I love Beyond the Wall and was thinking that it would actually make a great system to play Dragon Age with (more so than I enjoyed the AGE system). It’s got character backgrounds (much like origin stories from Dragon Age Origins) and it only has the three classes: Warrior, Rogue, and Mage.
So I thought it would be fun to create blood magic rules for Beyond the Wall.
A mage who dabbles in blood magic is able to empower their spells, becoming an even more dangerous and powerful adversary. Mages who use blood magic must be wary for this power comes with risk; gaining the notice of demons and other malevolent spirits.
A mage who uses blood magic on a cantrip can:
- Automatically succeed on a cantrip (the mage must sacrifice 1d3 HP from themselves or another target).
- Do max damage or extend the spell’s duration to max time limit (the mage must sacrifice 1d4 HP from themselves or another target).
A mage who uses blood magic to cast a spell can:
- Do max damage with a spell (the mage must sacrifice 1d6 HP from themselves or another target).
- Be considered 1 level higher for purpose of “caster level” (the mage must sacrifice 2d4 HP from themselves or another target).
- Cast another spell even after they have cast all spells for the day (the mage must sacrifice 1d8 HP from themselves or another target).
A mage who uses blood magic to cast a ritual can:
- Reduce the casting time of the ritual by a desired number of hours (the mage must sacrifice 1d6 HP per hour from themselves or another target). IE- a 3rd level ritual can be cast and take effect immediately, but the mage (or another target) takes 3d6 damage. The mage still needs to roll for success and needs all required components.
- Automatically succeed on a ritual (the mage must sacrifice 1d10/ritual level HP from themselves or another target). IE- a mage uses blood magic to automatically succeed on the 6th level ritual, Contagion, but they (or another target) suffers 6d10 damage after doing so.
- Forgo the ingredients needed to cast a ritual, instead using their own blood to fuel the spell. (the mage must sacrifice 1d10 HP/level from themselves ONLY).
The Perils of Blood Magic
Each time a mage uses blood magic they must make a savings throw VS spells or attract unwanted attention. The mage suffers a negative modifier to their save depending on the type of magic used.
Rituals: negative modifier is equal to the level of the ritual (IE- a mage using blood magic to enhance a level 10 ritual would only not attract attention on a 20- as should be with using such powerful magic.
If attention is attracted roll 2d20 and consult the table below:
2-5) Possession- the target becomes possessed by a demon for 1d4 days. The demon merely wants to explore the world and will gladly venture forth with the party.
6-8) Possession- the target becomes possessed by a demon for 2d4 days. and desires freedom and to spread corruption far and wide. It will attempt to flee the party.
9-12) The mage is wrapped in delusions and cannot distinguish reality from fantasy. The mage rolls 2d20 for all perception and thought-based rolls and takes the lower of the two. This lasts for 2d4 days.
13-14) Magic is siphoned from the mage. They are unable to cast any spells for 1d3 days.
15-16) Magic is siphoned from the mage. They are unable to cast any spells for 1d6 days.
17-19) The mage is drained of all vitality. Their physical attributes are halved for 1d3 days.
20-22) The mage is drained of all vitality. Their physical attributes are halved for 1d6 days.
23) The blood that was sacrificed was not enough. All targets within 45 ft of the mage must make a save VS spells or suffer 1d3/level damage as blood is sucked from their body into the realm of shadow.
24) A demon (GM’s choice of type) (BtW, pg 78) appears and attacks the party.
25-28) A hellhound (BtW, pg 85) appears and attacks the party.
29-32) An insect swarm (BtW, pg 86) manifests around the mage and begins attacking them.
33) A monstrosity (GM’s choice of type) (BtW, pg 88) appears and goes for the mage.
34-361d4 skeletons (BtW, pg 91) appear and attack the party.
37) A spectre (BtW, pg 91) appears before the mage and attacks them.
38-40) 2d4 zombies (BtW, pg 99) rise from the ground and attack the party.