Version 1.1 (1/04/2012)
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.
- Bugfix update. (1/04/2012)
- 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:
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.
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:
Forces the skill or item to only be usable when the battler has Blood Magic activated.
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.
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.