



Among the most obscure, grey, and secretive of the dark arts, blood magic is an art of sacrifice and cruelty for its spells and rites are drenched in the crimson of the living, donated or stolen. The oldest accounts of blood magic use date to antiquity in the elder mage wars of Aegis where sorcerers hurled great elemental spells across scorched and devastated battlefields. There are few powers as raw and primitive as blood magic, an ancient art which predates most existing schools and studies. (Pending acceptance to a series of IC events that will be executed to introduce this iteration to blood mages) “There is no power more pure than what hides in blood.” We also hope for the magic to appeal for the first time to players usually outside of ‘magic’ circles with the removal of dreadknights that once filled this niche (with their own issues not worth mentioning in this post) displaced by the new berserker and rogue archetypes found at the bottom of this thread. In its place we hope for this to combine elements worth keeping from each and do away with excess power and fluff, balancing the magic out with the drawback of it acting as a ‘crutch’ (see augmentation). In a sense this does away with not only the previous generation of blood magic, but also awakened blood magic, blood rifts and the already shelved dreadknight lore. Neither of these versions side by side seemed conducive to roleplay that could be enjoyed or witnessed by the wider server - being far too combat centric on one end and at the other, hidden away and inconsequential to the non-awakened blood mage playerbase - which we mean to rectify with the rewrite. The latter, with no inhand abilities and a swathe of rituals - often in their own right problematic overpowered and very much so behind closed doors - also suffered from inactivity and an overreliance on a playerbase it couldn’t muster atop staff interaction for large scale feats. It came to encourage a mentality of ‘being powerful’ with no real drawbacks. The former, with limitless power form augmentations and blood bending coupled with a plethora of often hoarded, poorly roleplayed and powergamed runes were problematic. Blood magic and its more recent awakened blood magic counterpart have a problematic history.
