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I've looked over your points Detect Magic and they make sense for balance reasons and to just enhance the practicality of the class.
1.) I've changed Dark mark to only apply to blood mage spells as it is quite powerful.
2.) Assumed Control was meant to be only physical anyhow I must of just forgotten to change it beforehand and now it does gain a new name when (if) the deal is broken at 10th level.
3.) Interesting thought I had not thought about making it like their summons but I like it. My concern with using their summons is the percentage will deter some users from ever using this ability.
4.) I had remembered the vile damage type from my days in D&D but I wasn't sure if it around anymore but since its not I went with your suggestion to grant a little healing as it'll give them a reason to actual use their natural attacks and something unique apart from other classes.
5.) Sorry about the confusion i've adapted it to make more sense. It is DR/good so it's penetrated by what gets through that.
6.) I originally was going to have it be a full domain but did not have enough ideas for 9 levels of blood spells so yes it is a subdomain. I've now detailed at the beginning of the class that tells that the blood mage gains either the evil domain or an alignment domain of their patron but they must take the blood subdomain.
7.) I agree it being HD is a little strong so I'm going to change it to caster level as they already take a minor hit to it being a blood mage and as it only heals up to half health I feel as though it will work fine for actual play. If you feel this is still to strong let me know,
Thank you for your feedback it was very helpful, it's quite advantageous to have more than just my mind making this. Anything else you or anyone else has questions or suggestions about please let me know.
The blood mage spells are always open to change and i'm not quite set on what I want the 9th level one to be.