Divinity: Original Sin 2

Divinity: Original Sin 2

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Blood Mage
   
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Type: Add-on
Game Mode: Story
File Size
Posted
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1.956 MB
Nov 23, 2017 @ 6:16am
Feb 15, 2018 @ 5:41am
17 Change Notes ( view )

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Blood Mage

In 1 collection by Claivain
Claivain's Mods
6 items
Description
So, I've loved the idea of a Blood Mage since Dragon Age:Origins. 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. As usual, any suggestions are welcome!

The Blood Mage is different to the vanilla Necromancer, and so I've made the skills fit the "Special" category, rather than Necromancer. 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. Therefore, to use your most powereful Blood spells, you must sacrifice some of your own vitality.

The class has some basic bloody spells, which are memorised as usual and take memory slots. These are also not really any more or less powerful than vanilla skills, just different. The skills also often either inflict the status Lacerated, or otherwise only effect targets already afflicted with Lacerated. This status is essentially a "Bleeding" status that is not affected by armor.

"BASIC" SPELLS:

Blood Spears: Shoot sharp magical spears of blood at up to 3 enemies, dealing physical damage and setting Lacerated.
Blood Explosion: Throw an orb of blood at an enemy, which will explode on impact dealing physical damage and creating a cursed blood surface.
Blood Jump: Magically propel youself to a target location, creating a blood surface and setting Lacerated on enemies in the impact zone.

In addition to the above, you will start with the ability "Blood Magic" which costs no memory slots and no action points. When activated, you will wound yourself, empowering you to use your powerful Blood Magic abilities. At the moment, the damage is set to be a total of 35% of your maximum health, ignoring armor. 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. Once used, you will have access to Blood Magic for the following 2 turns:

BLOOD MAGIC:
In addition to requiring the Blood Magic status, each Blood Magic spell also has a Blood Cost to cast. This will be much smaller than the activation cost, equivalent roughly to bleeding damage. Many Blood Magic spells will not affect enemies which have no blood, and those that do will not set their statuses.

Lacerate: With a wave of your hand, open thousands of cuts across your target's body. Inflict the Lacerated status, ignoring armor, and deal piercing damage.
River of Blood: Attack your enemies with a stream of magic infused blood, which will fork off to nearby targets. Deal piercing damage and set Lacerated.
Razor's Edge: Conjure a large cloud of blood which will inflict hundreds of cuts across all enemies caught inside, dealing piercing damage and setting Lacerated.
Blood Wound: Target must be a Lacerated enemy. Draw the blood from their wounds, dealing piercing damage and causing the target to fall briefly unconscious from the extreme blood loss.

In addition, you will have access to the extremely powerful Source infused Blood Magic, which will require source in addition to your vitality.

SOURCE SPELLS:
Blood Control: 1SP+Blood Magic: Take control of your target's blood within their body, allowing you to influence their mind. The power of blood infused with magic allows you to penetrate their magic armor.
Blood Quake: 2 SP+Blood Magic: Move the very earth with your magic, causing physical damage and inflicting Lacerated on all enemies in the zone, briefly knocking them unconscious. Set 10 random cursed blood surfaces within the area.
Torrent of Blood: 3SP+Blood Magic: Throw an absolute torrent of 16 blood spears which will strike randomly in the target area, causing damage and setting Lacerated.

This class is available on character creation, and all Blood Magic spells will be available on casting "Blood Magic". In addition, there are vendors in Fort Joy, Driftwood, and Arx main squares.

All in all, I'm fairly pleased with how this one turned out, but I am of course open to suggestion and appreciate constructive criticism in order that I may improve all of my mods. This will probably be my last new class for some time, while I focus on supporting and improving all of my existing classes on the Workshop.

Thank you for visiting, and I hope you enjoy this latest project!

*UPDATE*
Separate vendors added rather than the spells being given to the existing vendors to reduce mod conflict potential.
General balance update (mostly Blood Magic spell damage has been increased)

UPDATE 4th Dec '17
-Enemies afflicted by Lacerated will now show that instead of the text "Bleeding".
-Activating blood magic will now remove any skill points you have invested in Necromancy until the status wears off. This is the best I can do to stop people going against the spirit of the ability and countering the blood cost.

UPDATE 9th Feb '18
-Blood Magic skills should now scale with intelligence, as requested.

PLEASE DO NOT USE ALONGSIDE NECROMANCY IF YOU WISH THE SKILLS TO BE BALANCED
Blood Magic is very powerful. This is offset by it's vitality cost. If you want to feel balanced, putting points into the Necromancy tree will negate the cost of activating the Blood Magic ability. (UPDATE- Blood Magic will now treat your Necromancy skill as being at zero for the duration of the status, however you will still negate the initial cost of activating the Blood Magic in the first place and will feel overpowered. If you wish to play that way, that's fine, but don't complain about balancing!).


167 Comments
Maciej Jan 5 @ 4:08am 
where's version for DE link is not working ?
zacharysgordon1989 Jul 6, 2023 @ 3:53pm 
really wish it didnt do that necro nerf all my necro skills got unmemorized D: also was looking forward to a build with necromancy and blood magic :(
The Reaper Of Memes Nov 11, 2018 @ 1:11pm 
@Cowboy, Sadly no this mod is dead pretty much Abandoned Sad too because this mod felt like it was in beta too had VERY few skills they where clunky Felt boring to only play with though's skills alone. But there is another person who uploaded it if you still want to use it but he won't be updated it EVER. Anyway hope that answered your question and then some
the salem bitch trials Nov 10, 2018 @ 10:38pm 
Any chance of getting a DE update?
The Reaper Of Memes Sep 13, 2018 @ 12:57pm 
i really love this mod but if you could add a few more spells that would be great because i feel like there is too few of them its a great mod i love it i just wish there was more to it like since i can't have necromancy i can't heal from blood unless i have leech and that's a great skill but i wish i could have another way of healing like i would love an ability where if you have a laceration them you could drink the blood from the wound and heal yourself and have that be on a 2 turn cooldown that way you could use it twice in 1 use of blood magic would also be cool if there was an ability to use your blood to restore magic armor and physical armor and have it be called blood armor just some suggestions for the mod really would just make the mod a lot cooler in my opinion would also be kinda lit if there was ability to summon a demon from blood i would love that anyway i will continue to enjoy the mod as much as i can and ty for it
the salem bitch trials Aug 9, 2018 @ 8:35pm 
Is Razor's Edge not working for anyone else? I cast it, and nothing happens besides me losing two AP.
Aeterna Aug 1, 2018 @ 5:43pm 
@kalledon I get the same thing
Kalledon Jul 22, 2018 @ 7:06pm 
If I try and use this mod and start as a Blood Mage I get no default skills. Even if I click on Edit to manually select them, there are no spells to pick
Claivain  [author] Jul 8, 2018 @ 3:19am 
@ProdigyThirteen Hey, the files actually download in order for you to use the mod when you subscribe. Off the top of my head I can't remember how to decompress them, but there's definitely a solution on Google. However you do it (via the original files or decompressing those) you unfortunately can't import the stats pages into the editor, so you must edit the text files directly for some reason.