Classes & Ascendancies

Blood Mage

Blood Mage is an Ascendancy class for the Witch.

3 min read·Updated 2026-07-10·Editor score 87/100
Blood Mage screenshot 1
Editor's TakeMedium87/100

Our editors rank Blood Mage for league-start viability, passive synergy, and how forgiving it feels when you mis-spec early.

Best for: Anyone picking a main or planning a league start

⚡ Pro Tips

  • Melee ascendancies level safer; casters scale harder but need positioning discipline.
  • Pick ascendancy based on your first skill gem, not hype — gems define your early clear.

✓ Quick Checklist

  • Review the core blood mage mechanics in this guide
  • Check requirements for your current character level
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Blood Mage is an Ascendancy class for the Witch.

Overview

The Blood Mage puts her Life on the line in exchange for power. The Blood Mage must take Sanguimancy as her first skill, causing skills to have a life cost on top of mana cost, but also causing killed monsters to drop Life Remnants that recover life which can Overflow. From there on, she gains access to passives that grant powerful bonuses to Critical Hits and life-based defenses and recovery, the ability to have elemental damage to scale Bleeding, curses that reserve enemy life and prevent life regeneration, and turning life flask charges into a source of damage.

Passive skills

Minor skills

This class has the following minor passive skills:

NameStats
Bleed on Critical Chance15% chance to inflict Bleeding on Critical Hit
Curse Effect6% increased Curse Magnitudes
Life3% increased maximum Life
Life Flasks15% increased Life Flask Charges gained
Life Leech12% increased amount of Life Leeched
Spell Critical Chance12% increased Critical Hit Chance for Spells

Notable skills

This class has the following notable passive skills:

SkillModifiersPrerequisitePreceding Passive
SanguimancyGrants Skill: Life RemnantsSkills gain a Base Life Cost equal to Base Mana Cost
Sunder the FleshBase Critical Hit Chance for Spells is 15%SanguimancySpell Critical Chance
Gore Spike1% increased Critical Damage Bonus per 50 current LifeSunder the FleshSpell Critical Chance
Vitality Siphon20% of Spell Damage Leeched as LifeSanguimancyLife Leech
Blood BarbsBleeding you inflict on Cursed targets is AggravatedElemental Damage also Contributes to Bleeding MagnitudeSanguimancyBleed on Critical Chance
Sanguine TidesGain 1 Life Flask Charge per 2% Life spentOn Hitting an Enemy while a Life Flask is at full Charges, 40% of its Charges are consumedGain 1% of damage as Physical damage for 5 seconds per Charge consumSanguimancyCritical Chance
Whispers of the FleshTargets Cursed by you have at least 15% of Life ReservedTargets Cursed by you have 100% reduced Life Regeneration RateSanguimancyCurse Effect
Grasping Wounds25% of Life Loss from Hits is prevented, then that much Life is lost over 4 seconds insteadSanguimancyLife
Crimson PowerGain additional maximum Life equal to 100% of the Item Energy Shield on Equipped Body ArmourGrasping WoundsLife

Version history

VersionChanges
0.5.0The Vitality Siphon Notable Passive Skill now grants 20% of Spell Damage Leeched as Life (previously 10%). The Sanguine Tides Notable Passive Skill now grants Gain 1 Life Flask Charge per 2% Life spen
0.4.0Whispers of the Flesh now also grants Targets Cursed by you have 100% reduced Life Regeneration Rate.
0.3.0The small Life Passive Skill prior to Sanguimancy has been removed. The Sanguimancy Notable Passive Skill is now free to allocate. The Gore Spike Passive Skill now grants 1% increased Critical Damage
0.2.0Added a new Between the Cracks Ascendancy Passive Skill that causes Critical Hits to ignore Monster Armour. Requires Sanguimancy.
0.1.0Introduced to the game.
Blood Mage screenshot 1
Blood Mage screenshot 2

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