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The Blood Mage is an ascendancy of the Witch class in Path of Exile 2 (PoE 2) that utilizes their vitality to fuel their spells while siphoning the enemy's life force. Learn more about the Blood Mage's mechanics, skills, and base class in this guide!
List of Contents
The small passive skill before Sanguimancy has been removed, and Sanguimancy itself can now be allocated for free. Its skill effect has also been slightly changed, as it now spawns a Remnant upon hitting a target. The Gore Spike node also has a slight nerf and swapped places with the Sunder the Flesh node.
Between the Cracks is now known as Sanguine Tides and Open Sores is now named Whispers of the Flesh. Both skills have altered effects.
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| Skill | Effect | |
| 1 | Sanguimancy | ・Grants Skill: Life Remnants Life Remnants Drink the blood of your enemies to restore your Life. While active, enemies you kill have a chance to spawn a Life Remnant, and Hitting a target spawns a Life Remnant every few seconds. Picking up a Life Remnant grants you Life which can Overflow maximum Life.
・Skills gain a Base Life Cost equal to Base Mana Cost. |
| 2 | Vitality Siphon | ・10% of Spell Damage Leeched as Life. |
| 3 | Whispers of the Flesh | ・Enemies you Curse have at least 15% of Life Reserved. |
| 4 | Blood Barbs | ・Bleeding you inflict on Cursed targets is Aggravated
・Elemental Damage also Contributes to Bleeding Magnitude |
| 5 | Sanguine Tides | ・50% less Life Recovery from Flasks
・Gain 1 Life Flask Charge per 4% Life spent ・On Hitting an Enemy while a Life Flask is at full Charges, 40% of its Charges are consumed ・Gain 1% of damage as Physical damage for 3 seconds per Charge consumed this way. |
| 6 | Sunder the Flesh | ・Base Critical Hit Chance for Spells is 15%. |
| 7 | Gore Spike | ・1% increased Critical Damage Bonus per 50 Life. |
| 8 | Grasping Wounds | ・25% of Life Loss from Hits is prevented, then that much Life is lost over 4 seconds instead. |
| 9 | Crimson Power | ・Gain additional Maximum Life equal to 100% of the Energy Shield on Equipped Body Armour. |
| Skill | Effect |
|---|---|
| Gore Spike | ・1% increased Critical Damage Bonus per 40 life. |
| Grasping Wounds | ・25% of Life Loss from Hits is prevented, then that much Life is lost over 4 seconds instead. |
| Blood Barbs | ・Bleeding you inflict on Cursed targets is Aggravated
・Elemental Damage also Contributes to Bleeding Magnitude |
Currently, the Blood Mage's Gore Spike allows the subclass to excel in the current meta's reliance on Critical Hits. Since your critical damage bonus increases for every 40 Life, not only will your DPS increase, but also your survivability..
Grasping Wounds is an incredibly strong means of keeping yourself alive on both mapping and bosses due to the simple fact that you will have enough time to react whenever you receive damage.
Blood Barbs then has two implications that absolutely enable Bleed builds:
| Blood Mage Ascendancy Mechanics |
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Upon ascending as a Blood Mage, the Witch uses Sanguimancy, which replaces mana costs with Life, consuming HP to cast spells. To balance this, enemies killed drop Life Remnants, restoring the HP spent.
While the Blood Mage's Sanguimancy may seem detrimental at first, further progressing its tree will reveal nodes that synergize and boost the Blood Mage's self-damaging mechanic.
With Vitality Siphon, the Blood Mage gains the ability to leech 10% of her spell damage as life, turning her offensive power into a means of self-sustain. This skill ensures she can recover health during combat, even while casting high-damage spells.
Upon unlocking Open Sores, the Blood Mage gains the ability to maintain curses indefinitely, as they now have infinite duration. This allows her to keep enemies permanently cursed without needing to reapply debuffs, saving both time and resources in battle.
※ Select the latest patch for the latest builds, but click on the earlier versions if you want to see Legacy builds!

To become a Blood Mage, one must take on the Witch as their starting class and complete their Ascension Trials. The other ascended option of the Witch would be the Infernalist.
Due to the Witch's squishy and less mobile nature, it is recommended to take on Ascension Trials with minimal environmental hazards to minimize the risk of dying!
Witch Class Overview and Ascendancies

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| Class | Ascendancy Classes |
|---|---|
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| Templar | Shadow |
| Duelist | Marauder |
Blood Mage Ascendancy Overview and Skills

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