The Blood Mage’s class skills (and the key ability for each skill) are Concentration (con), Craft (int), Decipher Script (int), Diplomacy (cha), Gather Information (cha), Heal (wis), Intimidate (cha), Knowledge (all skills, taken individually) (int), and Profession (wis). Blood points can be spent to cast additional. Any number of hit points up to her Constitution score can be sacrificed each day. Sacrificing hit points for blood points is a move action that does not provoke attacks of opportunity.Blood points last 1 round/class level.
For every hit point sacrificed, she gains a blood point. At Higher Levels: When you cast this spell. A blood caster can sacrifice hit points to gain new spells per day. 1st level (4 slots): detect magic, mage armor, magic missile, shield.
The mage has the following wizard spells prepared: Cantrips (at will): fire bolt, light, mage hand, prestidigitation. To become a Blood Mage, the race of the player character must have blood of some form (for instance, most living things can become a Blood Mage, elementals could not, skeletons cannot, but vampires could). Bolstering yourself with a necromantic facsimile of life, you gain 1d4+4 temporary hit points for the duration. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks).