Blood Magus

Class Info: Blood Magus

Weapons: All Pistols Except Deagle

Overview: Gains damaging spells, and gains the ability to teleport from player to player.

Good Fortitude Save

Level 1:

  • 20 bonus health
  • Blood Seeking - If you are hurt, spells do more damage
  • 5 Mana (10 more at every even level, 5 more at every odd)
  • Spells
    • !bloodmissile - Blood Missile - Single Target Damage
      • 5 Mana
      • .5 Second Cool Down
      • Damage = (Your Level / 2) * (random number 2 - 5)
        • Level Capped at 7 for a maximum of 35
        • If you are hurt, multiply damage by 1 + Percent of life you are missing.
          • Example: If you have 40 health remaining from your 120 starting health, that is ~33% of life remaining, with 66% lost. Multiply your damage by 1.66 for a maximum of 58 damage at 40 life.

Level 3:

  • Spells
    • !bloodball - Blood Ball - AOE Damage Spell
      • 15 Mana
      • 1.5 Second Cool Down
      • Damage = (Your Level / 2) * (random number 2 - 5)
        • Level Capped at 7 for a maximum of 35
          • If you are hurt, multiply damage by 1 + Percent of life you are missing.

Level 5:

  • Spells
    • !awakenblood - Awaken Blood - Single Target Damage
      • 15 Mana
      • 1.5 Second Cool Down
      • Damage = (Your Level / 1.2) * (random number 2 - 5)
        • Your level is capped at 10
          • If you are hurt, multiply damage by 1 + Percent of life you are missing.

Level 9:

  • Spells
    • !bloodwalk - Blood Walk - Teleport from a player to a random player
      • 15 Mana
      • 1.5 Second Cool Down
      • If either player is an enemy, it deals damage to him
      • Damage = 7 * (random number 2 - 5)
        • If you are hurt, multiply damage by 1 + Percent of life you are missing.
      • Vampires, Elementals, Golems, Zombies, and Ghouls are immune

Level 13:

  • Spells
    • !worldofblood - World Of Blood - Global Damage
      • 50 Mana
      • 5 Second Cool Down
      • Damage = 7 * (random number 2 - 5)
        • If you are hurt, multiply damage by 1 + Percent of life you are missing.

Level 15:

  • Soothing Wounds
    • When a spells is cast, you heal a percent of the damage dealt
      • Blood Missile - 10%
      • Blood Ball - 20%
      • Awaken Blood - 40%
      • Blood Walk - 30%
      • World Of Blood - 20%
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