Hemomancy Spells
Hemomancy spells, also known as blood magic, are dark spells that allow one to affect other creatures blood or even their very life force. These spells are often kept secret, and for good reason.
Life Drain
Necromancy cantrip
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: 1 minute
You attempt to consume some of a creature's life force through touch. Make a melee spell attack against a creature you can reach. On a hit, the target takes 1d6 necrotic damage and you gain 2 temporary hitpoints. Temporary hitpoints you gain from this spell last for the duration.
At Higher Levels. This spell's damage increases by 1d6 and the temporary hitpoints you gain on a hit also increase by 1 when you reach 5th level (2d6 and 3), 11th level (3d6 and 4) and 17th level (4d6 and 5).
Spell lists. Sorcerer, warlock, wizard
Blood Syphon
1st level necromancy spell
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: 1 round
You attempt to syphon some of a creature's life force from afar. A creature of your choice within range must make a Constitution saving throw. On a failure, it takes 2d10 necrotic damage and has disadvantage on the next attack roll it makes before the end of your next turn. It takes half as much damage and doesn't suffer disadvantage on a success.
Creatures that don't have blood have advantage on the saving throw.
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.
Spell lists. Cleric, sorcerer, warlock, wizard
Sanguine Bond
4th level necromancy spell
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S, M
- Duration: Concentration, up to 1 minute
You forge a blood bond between you and another creature. A creature of your choice within range must succeed on a Constitution saving throw against your spell save DC, or have a dark connection forged between you for the duration. The creature can decided to fail the saving throw automatically.
For the duration, while the creature is within 120 feet of you you have resistance to all damage. Also, each time you take damage, the bonded creature takes necrotic damage equal to two times the amount of damage you took. The spell ends if you drop to 0 hit points or if you and the target become separated by more than 120 feet.
Odric, Blood-Cursed by Anna Pavleeva
Creatures that don't have blood have advantage on all saving throws they make against this spell.
Spell lists. Cleric, sorcerer, warlock, wizard
Crimson Vortex
5th level necromancy spell
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M
- Duration: Concentration, up to 1 minute
A swirling red vortex of blood appears in an unoccupied space you can see within range. When the vortex appears, each creature within 30 feet of it must make a Constitution saving throw, taking 4d10 necrotic damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw whenever it ends its turn within 30 feet of the vortex. While you’re within 60 feet of the vortex, you can move it up to 60 feet to an unoccupied space you can see as a bonus action on your turn.
At the start of your turn, if the vortex dealt damage since the end of your last turn, it becomes stronger. When it does, the range within which creatures must make saving throws to resist its effects and the range within which you can move it both increase by 10 feet, and the damage it deals increases by 1d10.
Creatures that don't have blood have advantage on all saving throws they make against this spell.
Spell lists. Sorcerer, warlock, wizard
Creatures that don't have blood
Your DM determines which creatures do and don't have blood. However, as a general rule, constructs and oozes don't usually have blood, nor do incorporeal spirits such as ghosts or shadow demons.