So I'm working on a blood magic school of magic. Mutation, corruption, healing. "Growing bone claws" is its equivalent of "magic missile". I'm working on some rules customizations, would love some feedback (please and thank you).
Range: Blood Magic range may not be increased past medium .
Augment Concentration: Blood Mages get one free Concentrate maneuver every turn to use to Concentrate on an Augment spell. They may still not take more than two maneuvers in a turn. Note: This is intended to balance out the fact that Red Mages do not get the Attack spell.
Basically, in combat, they lack an Attack spell, so to use magic they should rely on their equivalent of Primal Fury , but I'm thinking it would be nice to not have to worry about Strain / Advantage.
Is it still too broad? Should I just narrow it down to Primal Fury? I want a school whose shtick is close-in change and mutation, and I'd like it to be longer. I recognize a permanent +1 ability die could be... too much.
Please help!