Blood Magic

Version 1.1 (1/04/2012)
Script Download

What is Blood Magic? / What are Blood Mages?

“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 mana 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, or the health of allies, to fuel these abilities.” – Dragon Age: Origins, Blood Mage specialization description

Blood magic is a form of magic that uses the power inherent in blood to fuel spellcasting. To put it simply, Blood Magic is the ability to use HP to cast skills instead of MP. This essentially increases the battler’s effective MP.

What makes Blood Magic different from giving skills a simple HP cost?

The main reason why Blood Magic is incredibly effective in the Dragon Age series is the option to have the MP to HP conversion ratio become even more efficient through passive skills or equipment bonuses. However, these pieces of gear were generally hard to come by.

Blood Magic MP to HP conversions are done from a x:1 MP to HP ratio where x is the total blood magic bonus value of the caster. This means that the higher the bonus, the more “effective MP” the battler potentially has.

For example, if the caster’s Blood Magic MP to HP ratio is 3:1 and the caster has 30 health, the battler’s “effective MP” pool becomes 90.

Does this mean battlers can just heal themselves for infinite HP/MP?

Not necessarily. In the Dragon Age series, Blood Magic is a sustained state that can be freely activated and deactivated by the user. When activated, the user gains a significant penalty to conventional healing. In Dragon Age: Origins, the penalty is 90% reduced healing. In Dragon Age II, the user cannot be healed at all except through very specific means. VX Ace already has built-in options to change recovery effect rates.

Keep in mind that in the Dragon Age series, the maximum Health and Mana values for player characters were relatively small, never exceeding three digits each. Spell costs were also relatively high. Using the default Blood Magic settings in this script with the default VX Ace database values/settings is not recommended.

Many of the Blood Magic mechanics provided in this script go beyond what was allowed in the Dragon Age series. It is up to developers to choose how close they wish to stick to the source material.

How balanced Blood Magic can be in a game is left up to the developer.


  • v1.1
    • Bugfix update. (1/04/2012)
  • v1.0
    • Initial release. (1/03/2012)


Note: Some tags are given shorter tags for typing convenience. You only need to use one <tag> from a given group for a notebox.

The following Notetags are for Actors, Classes, Weapons, Armors, Enemies, and States:

<blood magic>

Activates Blood Magic for the given Actor, Class, or Enemy. If the Blood Magic tag is applied to a piece of equipment, it will activate Blood Magic when it is equipped. If the Blood Magic tag is applied to a State, it will activate Blood Magic when the battler is inflicted by it.

<blood magic bonus: +n>
<blood magic bonus: -n>

Provides a bonus to the battler’s Blood Magic Ratio for MP to HP conversions. n can be floating point values. (ex. 1.3, 0.5, etc.)


The following Notetags are for Skills and Items only:

<blood magic: required>

Forces the skill or item to only be usable when the battler has Blood Magic activated.

<blood magic: ignore cost>

Allows the MP skill to ignore whenever Blood Magic is activated, allowing the skill to stick to its original MP cost. Tag has no effect on items.

<blood magic: ignore penalty>

Allows the skill or item to ignore the Blood Magic healing penalty on the battler. Use with discretion.


This script does not overwrite any default VXA methods. All default methods utilized in this script are aliased.

This script has built-in compatibility with the following scripts:

  • Yanfly Engine Ace – Skill Cost Manager

Requests for compatibility with other scripts are welcome.

14 Responses to Blood Magic

  1. ctbolt says:

    AWESOME! Nice work! I will probably use this. Thanks for sharing.

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  3. Pingback: YEA.34 – LSP Punishment | Yanfly Channel

  4. emm there is a bug using this:

    if you mark a skill as magic attack will using both HP and MP ignoring if you hace blood magic active or not

  5. Mr. Bubble says:

    Miguel, are you using other custom scripts alongside Blood Magic? I can’t replicate that issue.

  6. So, I’m slightly confused on what this script actually does.
    Does it make all MP costs change to HP costs? Or does it change the HP to MP or something like that? I actually have a Blood Mage and am using Yanfly’s cost manager to just have some skills cost HP in addition to MP, so if this script can make this more efficient that’d be nice, I just don’t see how it works is all. Thanks ahead of time~

  7. Ok I just tested it out. Sorry that I asked a dumb question. It basically just did what I thought it would do. XD It’s really cool, and I think I’ll be using this. Thanks for the awesome script and for the Yanfly compatibility. :3

  8. BMASTER says:

    Hy there, I have the same problem like Miguel. And yes, I have a lot of other Scripts. If I use the Notetag ‘ignore cost’ it is ok, but thats kinda strange. I will sort out the Script that produce this problem. If I find it, I will post it here.

  9. BMASTER says:

    It happens even without other scripts, it seems it’s a bug.

  10. BMASTER says:

    Ok, another one. If I use magic without the tags ‘blood magic’ and ‘blood magic: required’ normal magic uses mp and hp. I think, there’s a problem by loading the notetags. Sry for all this posts and my bad english

  11. John says:

    i was wondering if u could post a demo for this or maybe a example of how to set it up? i might be a bit slow or something but when i tag a magic attack/heal with “blood magic: required” and enable blood magic nothing happens the spell becomes free costing nothing

  12. I understand this script may not be supported any more, but it would really help me out if you could address this minor issue?

    The Heal penalty does not seem to work on the healing from “Effects”, but only on the healing from the Formula bar. I was wondering if there was any way for you to include the Effects section? The Yanfly menu script shows how much an item heals the user but only based on the Effects section, which means I can’t actually use the formula bar on items or else I miss out on this feature entirely. The healing penalty is pretty major for keeping blood magic in line too, so it’d be of great help.

  13. Gage says:

    So, I am also having the same issue as Miguel. If I set any skill to use MP, it takes an equivalent amount of HP, even if I am not using blood magic. I am using custom scripts, but even after removing all but this one, it still occurs.

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