Blood Magic
Blood magic is a Utility type spell that boasts large reductions to both cast delay and recharge time, while also giving you a mana-boosting effect better than three Add Mana. What's the catch? This spell extracts its toll not in mana... but in blood, sapping -4 per cast.
It cannot kill you, but it will drain all but 1 of your health. Once at 1
the spell continues to function as before. The health draining effect is not considered damage, and so cannot be mitigated via means like Stainless Armour or Ambrosia.
A wand with the Blood Magic spell (and projectiles fired by it) are enhanced with a vein-like particle effect of cosmetic blood. This doesn't pool (or give you the Bloody effect) but does stain the ground around you, leaving a lingering reminder of the sacrifices you have made...
Tips
- -4
per cast is -240
per second at maximum firing rate (60 casts/s) - for comparison, Healing Bolt provides +8.75
per cast (+525
per second at maximum firing rate).
- Blood Magic can be used with Add Trigger and Divide By to copy Modifier type spells many times, for zero mana cost.
- Because this spell makes a wand shoot faster, be cautious when using it as this can easily make a wand fire at rapid speeds, draining your health very quickly.
- If using Chainsaw for cast delay reduction, try to place Blood Magic *after* the Chainsaw. Since Chainsaw sets cast delay to zero, if Blood Magic comes first and reduces it from 0 to -0.33s, Chainsaw will in effect *add* 0.33s of cast delay in bringing it back to zero, wasting the effect from Blood Magic.
- If used alongside perks like Glass Cannon and Living on the Edge, this spell can be very valuable for no-hit runs.
- It is important to note that the -4
comes per cast of Blood Magic, not per projectile (which goes against the description), so using things like Triple Spell will allow you to cast this spell alongside a large number of other spells and still only cost -4
.
- You can throw a wand containing this spell (and a projectile spell) at an enemy which can hold wands (generally the Hiisi, Mages, and Robots) and can cause them to bring themselves down to 1
very quickly. Putting a projectile spell with zero charges on a wand will work very well. This strategy can also easily be used to make Hiisi healers heal you.
Trivia
- Even though this spell lowers your health, it is not considered taking damage and will not trigger any of the revenge-type perks, or change cost with % damage reduction perks (e.g. Stainless Armour).
- Ambrosia does not stop the health loss from blood magic.
- Losing health from this spell does not count as getting hit and as such will still let you complete the damageless achievement.
Gallery


History
- Apr 8 2024: Changed the spawn probability on tier 5 from 0.1 to 0.3.