blood magic
鲜血魔法
Screenshots 1 screenshots
About this mod Machine translation
Added a spell that allows players to toggle a mode where the spell uses health instead of magic.
Note: This mod is designed for Requiem-Roleplaying overhaul. I tested it while using Requiem and balanced it accordingly (you'll notice that I wrote this description assuming you also use Requiem). That said, I didn't make any explicit dependencies on Requiem, and in theory the scripted effect I made was generalized enough that it would work in the stock version and work with spells added by other mods. Therefore, I did not mark Requiem as a required mod. However, SKSE is still required.
Blood magic was easily my favorite mage feat in Dragon Age Origins and Dragon Age II, and I've always wanted to do something similar in Requiem. Converting blood works, but why try to convert health into magicka (needing help in the process) instead of using it directly to cast spells like a DA?
Most blood magic mods I can find either apply a health cost based on the spell's base cost (rather than the actual cost after taking into account mass effects or cost reductions), or simply cost a portion of health. They also tend to add a bunch of OP spells that I don't want (I just want patterns). Therefore, I decided to make the mod myself. Considering I've never made a mod involving extensive scripting before this, I say it worked out pretty well (although it took a lot of work and tweaking).
What this MOD does:
This spell toggles blood devil mode. While active, the cost of the spell is reduced by half, but health is used instead of Magicka. There are some safeguards in place to prevent you from using spells that will kill you (I recommend not relying on this system and playing it safe so you don't kill yourself.) Additionally, most potions and restoration spells have no effect on the healing they do while Blood Magic is active. Of course, you can disable the spell at any time to make them work. The vampire does not receive half the spell cost to offset its massive health gain and other sources of healing (see below). Regardless, vampires are undead and shouldn't be able to draw as much power from their blood. Don’t want them to get any more broken!
Effective healing sources when "Blood Magic" is activated:
Absorb Spells (Absorb Grasp, Vampire, Absorb Health, Absorb Essence)
Beyond potions
life force
Hiskin
Regeneration (Alchemy perk)
Enhances healthy regeneration effects*
Becoming void with eternal spiritual power
(Vampires only) Feed from corpses or victims
(Vampires only) Blood Elixir (100 health and regenerates health over time)
*I added an additional effect to the Enhanced Life Regeneration enchantments and potions that reduce spell costs by 10% (multiplied) while activating blood magic. Hopefully this makes this special effect more useful, as Requiem makes it quite stunning.
All other sources of healing (that should be blocked) are blocked. Any effects (over potions) using the "MagicAlchRestoreHealth" and "MagicRestoreHealth" keywords will be blocked if specific information is required. To get this spell, I placed the spell tome near all the "Transmute Blood" spell tomes. There are 4 locations. You probably know where to find at least one, and if not, you can add a tome or spell via the console (the spell's name is "Blood Magic").
Known errors:
The Palladium/Guardian Circle can still help you. I haven't been able to figure out how its healing effects are applied so I can block it. Any insight would be greatly appreciated.
Spells cast by staff do not consume staff energy. This is a side effect of the fact that the magicka cost is reduced to 0 with Blood Magic enabled. I was going to fix this, but since no one uses staves, it's a lower priority :P
The spell costs in the magic menu are all listed as 0. Again, this is a side effect of magicka costing 0. Health costs are still applied correctly, but you can't just look at the menu to tell how expensive a spell is going to be before casting. You can equip and unequip a spell (or deactivate Blo …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.