The Blood Mage
Every mage can feel the dark lure of blood magic. Originally learned from demons, these dark rites tap into the power of blood, converting life into Magicka and giving the mage command over the minds of others. Such power comes with a price, though; a blood mage must sacrifice his/her own health to fuel these abilities.
Mages of this type take the raw energy of life and twist it to their own purposes. They can corrupt and control, and sustain their power by consuming the health of others, willing or not. The effects can be vile, but this specialization isn't limited to madmen and monsters. Many see it as the only form of magic that is truly free, because it's tied to the physical, not favors to spirits or demons. It remains an undeniably violent and self-destructive discipline, however, the Blood Mage must be careful...
The temptation to take just a little more is always there.
Level 26 Stats - 300/200/100
Sometimes, the Magicka ends... But you always have your blood, waiting to be used.
Mages are always looking for enchantments, to fortify their power or to increase their Magicka regeneration. Why? To cast more spells, of course.
Some different mages want those things, too... But, they use other source of power.
Their own Blood
In ancient times this power was used with more frequency, but time is treacherous, and with it, many things are lost. Some say that things lost with the time are meant to be forgotten, a wish of Akatosh.
Some things are meant to stay in the Labyrinthian.
Their Highborn power is a life saver. When you don't have any more Magicka and you can't use your Health, activate it.
The 50 extra magicka is everything you need, with it, you can increase your health to 150 in the first 5 levels. Also, High Elves have the Fury spell.
This kind of mage relies on the spell "Equilibrium", effectively increasing your magicka pool... But dangerously reducing your Health. That's why blood mages often practice the art of fighting with daggers. Daggers are deadly and especially fast. With this kind of blade you can use the Absorb Health enchantment with full potency. Level 26 - Armsman 2/5, Fighting Stance, Savage Strike.
Level 51 - Armsman 3/5
For many years blood mages have used this kind of magic, with its use they can manipulate their "friends" and foes like puppets and hide their powers from society... Or even control Jarls and Nobles without too much effort. In battle this kind of magic tends to be the most used, allowing to control foes from a safe distance. Level 26 - Novice Illusion, Apprentice Illusion, Adept Illusion, Illusion Dual Casting, Hypnotic Gaze, Animage, Kindred Mage, Quiet Casting.
Level 51 - Master Illusion, Aspect of Terror, Rage.
Conjuration Blood mages can control the blood of enemies when they are alive... or dead. Reanimating their corpses can win the fight for you, most persons cannot kill the people they care, even when they are dead. Still, blood mages can make pacts with Daedric Lords (especially Molag Bal) or the Ideal Masters. These pacts can grant them extremely powerful dremoras, fire atronachs and undead minions. Level 26 - Novice Conjuration, Apprentice Conjuration, Adept Conjuration, Necromancy.
Level 51 - Expert Conjuration, Dark Souls, Twin Souls.
Destruction Killing foes with icicles and lightning bolts may be not the best option in a long fight, but when the foe is weak, this kind of power is very useful. Blood mages may prefer to invest in others kinds of magic, but some of them are intelligent enough to learn basic spells. And intelligence is what makes a blood mage survive. Level 26 - Novice Destruction, Apprentice Destruction.
Level 51 - Adept Destruction, Dual Casting, Impact, Augmented Frost 2/2, Deep Freeze. Enchanting Blood mages are good enough with daggers, but they can always be better. With enchanting blood mages can create Blood-Absorbing Daggers, allowing them to tap into their blood for more time. These Daggers, often enchanted with a Black Soul, are called "Blood Daggers". Blood Daggers are a blood mage's best friend, they use them in rituals of sacrifice and common battles. They use armors and jewelry that fortify they Health or their Healing rate, increasing their amount of blood available.
Level 26 - Enchanter 3/5, Insightful Enchanter.
Level 51 - Enchanter 5/5, Corpus Enchanter, Fire Enchanter, Frost Enchanter, Extra Effect.
Light Armor Everyone needs protection, especially this kind of mage. A cut from a random sword can potentially decrease their amount of blood to be used, reducing their power. A good blood mage knows how to use Light Armors, they don't weigh too much and are comfortable, allowing them to dodge most attacks. Level 26 - Agile Defender 1/5.
Level 51 - Agile Defender 3/5.
Speech Even blood mages need to make "friends", be a noble or peasant. With friends, you can hide easily and avoid creating suspicion about you.
Still, being influential in some cities can be rather beneficial. Level 26 - Haggling 2/5
Level 51 - Haggling 3/5, Bribery, Persuasion.
- Blood Mage's Armor (Vampire Armor + Fortify Healing Rate)
"Worn by an ancient blood mage, there is an almost electric power in this armor. Potent blood magic enchantments protect its wearer and enhance the blood mage's abilities."
- Maleficarum's Boots (Vampire Boots + Resist Fire)
"These boots were worn by a blood mage that was never caught. When he died of old age he left the boots to his daughter. She shoved it in the attic."
- Maleficarum's Gauntlets (Vampire Gauntlets + Fortify Magicka)
"Embroidered with Daedric symbols of the occult, it was recovered in Cyrodiil, amid the dusty bones of it's previous owner. Ancient bloodstains on the item are a grisly reminder of why certain magics are forbidden."
- Circlet of Sacrifice (Copper and Ruby Circlet + Fortify Destruction)
"An ancient and powerful circlet with a sad story, it is said that was being used by a mage while he was sacrificing his lover"
- Blood Ring (Bone Hawk Ring + Fortify Health )
"Images of dragons adorn this ring. Anyone who wears it gets the nagging sensation that someone is whispering nearby, just a little too softly to make out."
- Lifedrinker (Gold Ruby Necklace + Fortify Health)
"The emblem of the Imperium decorates this ancient golden torc. It is studded with garnets the color of dried blood, and feels bitter cold to the touch."
- Blood Dagger (Ebony Dagger + Absorb Health )
"Any mage can sense the undeniable power of this dagger, but also corruption that infuses it, as if infected by the essence of the Blood Magic itself. The surface is slick, as if coated with a foul oil that will never quite come clean, making it all the more unnerving to wield."
Tactics and Roleplay
The Blood Mage is a glass cannon: You can deal a great amount of damage (and misdirection with illusion), but your health is finite. Surprisingly, health potions are cheaper than magicka potions, allowing you to use health potions and equilibrium together creating a "magicka potion"
Equilibrium can kill you (and will) if you lose your concentration, always tag a Health Potion. You don't need to have equilibrium at lower levels because in the first 15 levels you are going to spend points in magicka. (You are going to do the Mages College quest line at level 20.)
When using Equilibrium remember to save 25% of your health bar.
Followers may be used (but I don't recommend), you can use them as "health slaves", hitting them 2~3 times with your Blood Dagger, allowing you to use equilibrium for more time.
As a Blood Mage, you must avoid restoration spells (Game-breaking).
Illusion spells cots lots and lots of magicka, only use high-level illusion spells in critical circumstances.
Destruction spells are "ok", but they can save your life if you know how to use them:
- Novice spells in close combat.
- Apprentice in ranged combat.
- Frost magic against "two-handed" warriors.
- Shock against and Mages.
Necromancy + Fury Spell is the best way to damage enemies, cast a fury spell to create fresh corpses and raise them. If you have Soul Cairn summons or a Dremora, cast a fear spell and summon one of them. Marked for Death and Soul Tear, the two shouts that you must learn soon as possible. With them you can create nasty combos like: MfD + Fear, Calm + Soul Tear and MfD + Blood Dagger.
Vampirism: With vampirism you gain a illusion boost, the spell Vampiric Drain, and the Vampire Lord Form. With Vampiric Drain (+ "Blood of the Ancients" ability) you can absorb health/Stamina/Magicka from enemies when you are in ranged combat. The weakness to fire is a real problem, and you may need to avoid the use of Equilibrium when fighting "fire" enemies. Ring of Namira: +50 Health and health regeneration when you feed on corpses.
Blood Magic The caster sacrifices health to power spells. Requires: Equilibrium.
(Use Equilibrium when your magicka is low.)
Blood Wound The blood of all hostile targets in the area boils within their veins, inflicting severe damage and reducing armor. Requires: Marked for Death + Rout.
(Use the MfD first and then cast Fear, giving you time to back up and prepare to fight again.)
Hostile targets are unwittingly trapped in a real nightmare, attacking anything nearby and being raised as zombies when dead. Requires: Frenzy + Necromancy Spell
(This one is fun. When you are fighting a large group of enemies use the spell Frenzy or Hysteria. When they are fighting under the frenzy effect, reanimate the ones that are dead. With this combo you can cause high damage to foes and win battles without effort)
~ Thank you for reading >3. This is an old (very old) build of mine that I deleted when I was deleted. Now it's back, without the fancy images because they became dead links. Also, the first image links to its creator's deviantart.