Blood Magic Spell List

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Blood Bond

1st-level necromancy (ritual)


Casting Time: 1 minute
Range: Touch
Components: V, S, M (a length of red silk ribbon)
Duration: : 10 minutes
You link the health of two creatures together. Any damage one creature takes is split evenly between the
two. An unwilling target must make a Dexterity saving throw in order to avoid the effects.

Caustic Wounds
1st-level transmutation
Casting Time: 1 reaction, which you take in response to being damaged by a creature with either
piercing or slashing damage
Range: Self
Components: V, S
Duration: 1 round
You infuse your blood with caustic acid. Until the start of your next turn, when you take piercing or
slashing damage, a spray of acidic blood bursts from the wound, including from the triggering response.
One creature in a 10-foot cone must make a Dexterity saving throw. A creature takes 2d10 acid damage
on a failed save, or half as much damage on a successful one. The acid destroys any susceptible objects
in the area that are not worn or carried.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases
by 1d10 for each slot level above 1st.

Blood Quill
2nd-level divination (ritual)
Casting Time: 1 action
Range: Touch
Components: V, S, M (a quill made from the feather of an exotic monstrosity worth at least 100 gp)
Duration: 1 day
You can attempt to learn a wizard spell from a spellcaster within 24 hours of his or her death. You pierce
the corpse with the specially prepared quill and as it siphons the blood from the cadaver, select one
wizard spell prepared or known to the deceased spellcaster.
The spell must be of a level for which you have a spell slot and you must make an Intelligence (Arcana)
check to determine whether the quill absorbs it successfully. The
DC equals 10 + the spell's level. On a failed check, the spell ends and consumes the quill.
Once the quill absorbs the spell, you may take the time to transcribe it into your spellbook using the
normal rules for copying a spell. The quill crumbles into dust at the end of the duration or once you copy
the absorbed spell into a spellbook, whichever happens first.

Crimson Blade (BM)


2nd-level necromancy (blood magic)
Casting Time: 1 bonus action
Range: Self
Components: V, S, M (a pint of the caster's blood)
Duration: Concentration, up to 10 minutes
You inflict a wound upon yourself and sculpt the flowing, crimson blood into a blade in your free hand.
The blade is similar in size and shape to a scimitar, and lasts for the duration. If you let go of the blade, it
splatters blood in a 5-foot radius and the spell ends. Each other creature in the radius must make a
Dexterity saving or suffer 1d6 necrotic damage. You can use you action to make a melee spell attack with
the crimson blade. On a hit, the target takes 4d6 necrotic damage and must succeed on a Wisdom saving
throw or become frightened until the end of its next turn.
While frightened by this spell, a creature must take the Dash action and move away from you by the
safest route available on its turn, unless there is nowhere to move.
At Higher Levels. When you cast this spell using a spell slot of 4th level or 6th level, the damage
increases by 2d6 for every two slots above 2nd.
Blood Magic. When you cast a spell with this tag you must expend and roll a number of your spellcasting
class Hit Dice equal to the spell slot used and take that amount as necrotic damage. This damage cannot
be reduced by resistances. Alternatively you may instead not take the damage and take instead a level of
exhaustion (as described in appendix A of the Player's Handbook).
This level of exhaustion lasts until you finish a short rest or long rest.

Reaping Strike
2nd-level necromancy
Casting Time: 1 reaction, which you take when you hit a living creature with a melee weapon attack and
it is a critical hit
Range: Self
Components: V
Duration: Instantaneous
The blood culled from a grievous wound of another binds your injuries. You deal an extra 1d6 damage
and regain hit points equal to the damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level, the extra damage is 1d8. When
you use a spell slot of 4th level, the extra damage is 1d10. When you cast this spell using a spell slot of
5th level or higher, the extra damage is 1d12.

Blood Rage (BM)


3rd-level enchantment (Blood Magic)
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a pint of the caster's blood)
Duration: Concentration, up to 1 minute
You choose a willing creature you can see within range and incite the blood within its veins with an
unquenchable fury. Until the spell ends, the target deals an extra 1d4 damage to the target whenever it
hits with a melee weapon attack. Until the spell ends, each time the target takes damage, increase the
extra damage one die step to a maximum of 1d12. You can also increase the extra damage one die step
as an action.
If the target drops to 0 hit points before the spell ends, you can use a bonus action on a subsequent turn
of yours to incite a new willing creature.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, increase the extra
damage by one die step to a maximum of 1d12 for every slot above 3rd.
Blood Magic. When you cast a spell with this tag you must expend and roll a number of your spellcasting
class Hit Dice equal to the spell slot used and take that amount as necrotic damage. This damage cannot
be reduced by resistances. Alternatively you may instead not take the damage and take instead a level of
exhaustion (as described in appendix A of the Player's Handbook).
This level of exhaustion lasts until you finish a short rest or long rest.

Agitate Wounds
4th-level necromancy
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a pinch of salt)
Duration: Instantaneous
You choose one creature that you see within range that has recently been injured by an edged weapon
(the creature must not be at full hit points). This spell will cause bound wounds to reopen and unbound
wounds to bleed profusely. The target takes 2d6 damage and must make a Constitution saving throw. On
a success, the target takes no more damage. On a failure, the target takes another 1d4 damage each
round until the wound is treated.

Boiling Blood
4th-level transmutation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (one ounce of flammable oil)
Duration: Concentration, up to 1 minute.
You attempt to boil the blood of one creature that you can see within range. If the body of the target has
blood, the creature must make a Constitution saving throw. On a failed save, it is poisoned and takes 2d6
fire damage as its blood begins to heat to a boil.
A creature poisoned by this spell must make another Constitution saving throw atthe end of each of its
turns. On a failed save, it takes 2d6 fire damage. If it successfully saves against this spell three times, the
spell ends. If it fails its save three times, it takes 2d6 damage at the end of each of its turns for the
duration. The successes and failure do not need to be consecutive; keep track of both until the target
collects three of a kind.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one
additional creature and the damage increases by 1d6 for each spell slot level above 4th.

Bone Seize
4th-level necromancy
Casting Time: 1 action
Range: 50 feet
Components: V, S
Duration: : Concentration, 1 minute
You choose one target within range that you can see that has bones. If the target is alive or undead, it
must make a Constitution saving throw. On a failure, you gain control of that target’s bones. You can
automatically take control of a corpse. You can make the target walk, lay or sit down, or sit or stand up.
You cannot make the creature speak, fight, cast spells, etc.

Burning Blood (BM)


4th-level necromancy (Blood Magic)
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a drop of blood and a punch of saltpeter)
Duration: : Concentration, 1 minute
You cause the open, bleeding wounds of one target you can see within range to burst into blood-red
flame. The target must make a Constitution saving throw each round. The creature takes 3d8 fire
damage on a failed saving throw, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases
by 1d8 for each slot level above 4th.
Blood Magic. When you cast a spell with this tag you must expend and roll a number of your spellcasting
class Hit Dice equal to the spell slot used and take that amount as necrotic damage. This damage cannot
be reduced by resistances. Alternatively you may instead not take the damage and take instead a level of
exhaustion (as described in appendix A of the Player's Handbook).
This level of exhaustion lasts until you finish a short rest or long rest.

Rain of Blood (BM)


5th-level necromancy (Blood Magic)
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (a vial of fresh blood)
Duration: : Concentration, 1 minute
A storm of sticky, life-leeching, brilliant red blood appears in a location you choose within range. The
area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube
must have at least once face adjacent to the face of another cube. Each creature in the area must make a
Dexterity saving throw. A creature takes 5d6 necrotic damage on a failed save, or half of much damage
on a successful one, each round that the creature ends its turn in the storm and for one round
afterwards.
Blood Magic. When you cast a spell with this tag you must expend and roll a number of your spellcasting
class Hit Dice equal to the spell slot used and take that amount as necrotic damage. This damage cannot
be reduced by resistances. Alternatively you may instead not take the damage and take instead a level of
exhaustion (as described in appendix A of the Player's Handbook).
This level of exhaustion lasts until you finish a short rest or long rest.

Animate Blood (BM)


6th-level necromancy (Blood Magic)
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (6 drops of your blood)
Duration: : Concentration, 10 minutes
You animate your own blood, creating six tiny, droplet-shaped constructs; these drop-lets are blood-red
and have small black eyes. Each of these droplets has AC 14, 2 hp, a speed of 60, Stealth +10, and the
ability to long-jump 20 feet and high-jump 10 feet. Any droplet that moves more than 150 feet away
from you becomes inert.
You are mentally linked to each of the droplets and may switch your perception to one of the creatures
in order to use their senses as your own by using your action.
You may also use your action to direct one of the droplets to attack, using your spell attack modifier. If
your attack succeeds, the droplet has hit, causing 3d10 acid damage and 3d10 necrotic damage.
Blood Magic. When you cast a spell with this tag you must expend and roll a number of your spellcasting
class Hit Dice equal to the spell slot used and take that amount as necrotic damage. This damage cannot
be reduced by resistances. Alternatively you may instead not take the damage and take instead a level of
exhaustion (as described in appendix A of the Player's Handbook).
This level of exhaustion lasts until you finish a short rest or long rest.

Arrow of Bone
6th-level necromancy
Casting Time: 1 action
Range: Touch
Components: V, S, M (a powdered sliver of bone mixed with acid or the blood of an acidic creature,
which is used to make the ink)
Duration: 1 minute
You paint runes of dire power on one missile or thrown weapon and it turns into chilling bone. You may
then throw or fire the missile yourself or give it to a companion to use.
This missile does normal weapon dam-age, plus 10d10 necrotic damage, plus the target must make a
Constitution saving throw or be poisoned for 1 minute. Creatures that are immune to necrotic damage
or poi-son are immune to this spell and only take normal damage from the missile.
If the sliver of bone you use comes from a close blood relative of the target (sibling, parent, or child),
then the person who is firing or throwing the missile has advantage on the attack

Rain of Terror (BM)


7th-level conjuration (Blood Magic)
Casting Time: 1 minute
Range: Touch (1-mile radius)
Components: V, S
Duration: Concentration, up to 6 hours
You draw a magical rune on the ground. An unusually dark, cursed storm develops over the next half-
hour (if a storm is already present, the spell takes place immediately). You choose the nature of the rain
from the following: ash, bats, blood and bits of flesh, centipedes, fish, lumps of gelatinous slime, putrid
black, yellow, or red water, salaman-ders, small birds, small lizards, small snakes, spiders, toads, or
worms. If the rain consists of living creatures, only around half of the animals will survive the fall. None
of these animals are capable of harming anyone.
Blood Magic. When you cast a spell with this tag you must expend and roll a number of your spellcasting
class Hit Dice equal to the spell slot used and take that amount as necrotic damage. This damage cannot
be reduced by resistances. Alternatively you may instead not take the damage and take instead a level of
exhaustion (as described in appendix A of the Player's Handbook).
This level of exhaustion lasts until you finish a short rest or long rest.

Seal of Destiny
7th-level abjuration (ritual)
Casting Time: 10 minutes
Range: 100 feet
Components: V, M (1 ounce of your blood)
Duration: Permanent
You seal a creature or object against any sort of divination that would reveal its destiny, fate, or role in
epic events.

Year Stealing
8th-level necromancy (ritual)
Casting Time: 1 hour
Range: 1 mile
Components: V, S, M (the blood of the intended victim, a glass screen, and a black candle)
Duration: Permanent
You take the blood and use it to inscribe ritualistic runes on the screen, all the while holding the lit
candle. At the end of the cast-ing, the creature’s whose blood you are using must make a Constitution
saving throw. The creature takes 6d6 necrotic damage and your age is reduced by a number of years
equal to half the amount of damage inflicted. If the creature takes enough damage to kill it, it will look as
though it died of old age.

Energy Drain
9th-level necromancy
Casting Time: 1 action
Range: Touch
Components: V, S, M (a pinch of dust from a slain vampire)
Duration: Instantaneous
You open a channel between the place where you stand and the Negative Plane, using yourself as a
conduit. You must then touch another living creature. That creature permanently has its Strength and
Constitution permanently reduced by 1d4 each and takes 6d10 necrotic damage. If this brings that
creature to 0 hit points, it dies and rises as a specter in 1d4 hours.
Each time you cast this spell, you must roll 1d20. If you roll a 1, your connection to the Negative Plane is
too strong and you lose the same amount of Strength, Constitution, and hit points.

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