The School of Sangromancy
The Red Wizards of Thay were known for exploring every vile depth that the arcane had to offer, and with a single drop of blood, they unlocked an endless abyss.
Blood magic was quickly studied, and even faster was it spread upon the world. Hundreds of citizens were forced to become test subjects in this profane art. and such was the fate of any who dared to stop them.
But just as quickly as it emerged, Sangromancy vanished without a race. Deemed too dangerous to be written down into books or scrolls, the Red Wizards who secured this knowledge fell ill with seemingly no cure, and died shortly after. And the depths of arcane knowledge were once again lost.
That was until Hemoctus Jade, a new magic school renowned by its expert teachers, began expanding their building, announcing the addition of the Hall of Sangromancy. Few students are admitted, and even fewer truly get to learn these spells, but many say that these spells must once again vanish from our world, as their danger far outweighs the knowledge they bring.
Despite the odds, these once lost profane arts have somehow been unleashed into the world once more. Will you be one of the few foolish enough to delve into it's depths?
Learning Sangromancy Spells
While the art of Sangromancy is one that requires intense study and experimenting, Wizards aren’t the only ones that can step into the Hall of Sangromancy.
Sorcerers and Bards can begin learning Sangromancy spells upon level up once they have had experience with a Sangromancer. This can be a conversation where they learn how to channel this power, a fight where they experience it first-hand, or after finding a tome that details the art of Sangromancy.
Wizards that choose to transcribe a Sangromancy spell from a book or spell scroll to their spellbook also suffer a level of exhaustion once the spell has been copied.
Tainted Blood
Sangromancy spells come with a burden much greater than the scorn of society. When you know five or more Sangromancy spells, you begin to mutate, as a vampiric curse melds into your blood. You gain Lesser Sunlight Sensitivity, which can be healed by Greater Restoration or a Wish spell. This mutation does not return once healed. (While in sunlight, you have a -2 penalty on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.)
When you know ten or more Sangromancy spells, your blood becomes tainted, as your body refuses to indulge in any other type of spell. Whenever you cast a spell that is not from the Sangromancy list, you suffer 2d10 necrotic damage. The only way to cleanse Tainted Blood is through a Wish spell or through a ritual known only by the Markov family. (This quest will be released at a later date along with any updates to these spells)
Sangromancy in Your World
While the Red Wizards of Thay might not exist in your world, there are several other ways that this magic could have found itself in your world.
Maybe a Lich chose to create his own magical teachings, or perhaps a Vampire family began sharing their insight into the arcane.
Talk with your DM to find other ways in how these spells can be incorporated into your world.
Sangromancy Spells
Cantrips (3 Spells)
Blood Bolt
Necromancy Cantrip
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
You use your blood to create a vampiric arcane dart. Make a ranged spell attack against a creature you can see within range. On a hit, the target takes 1d6 necrotic damage. You gain temporary hit points equal to half of the damage dealt rounded up.
This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Crimson Haze
Conjuration Cantrip
- Casting Time: 1 action
- Range: Self (10-foot radius)
- Components: V, S
- Duration: Concentration, up to 1 minute
Your blood spurts out of your body, spreading into a thick fog. You take 1d6 necrotic damage, which can't be reduced in any way, and create a cloud centered on you that heavily obscures the area and stays in place for the duration. The damage dealt by this spell does not break concentration. Creatures with Keen Smell have disadvantage on Wisdom (Perception) checks while inside the cloud.
Sanguine Spray
Necromancy Cantrip
- Casting Time: 1 action
- Range: 10 feet
- Components: S
- Duration: Instantaneous
You spray your blood in an attempt to blind one creature you can see within range. You take 1d4 necrotic damage, which can't be reduced in any way. The target must succeed on a Constitution saving throw or become blinded until the end of your next turn.
1st Level Spells (4 Spells)
Blood Rush
1st-level abjuration
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: 10 minutes
Your blood begins flowing around you, forming a protective veil. You take 1d8 necrotic damage, which can't be reduced in any way, and gain a +2 bonus to AC for 10 minutes
Blood Spike
1st-level evocation
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S, M (an iron nail or a shard of glass)
- Duration: Instantaneous
You create a magical lance, empowering it with your life's essence. Make a ranged spell attack against a creature. You take 1d6 necrotic damage, which can't be reduced in any way, and the target creature takes 3d12 necrotic damage on a hit.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 and 1d12 for each slot level above 1st.
Filia’s Cruel Reflection
1st-level illusion (ritual)
- Casting Time: 1 minute
- Range: Self
- Components: V, S, M (a vial with the blood of a humanoid creature, which the spell consumes)
- Duration: 1 hour
You use the blood of a humanoid creature to become a near-perfect copy of them. You make yourself look like a Medium or smaller Humanoid--including clothing, armor, and weapons— whose blood you used to cast the spell. All items and clothing in your person is physical, but will vanish if removed from your body.
You learn the creature's armor class, maximum hit points, and any vulnerabilities and weaknesses it might have. A creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC with disadvantage.
Heart Surge
1st-level transmutation
- Casting Time: 1 action
- Range: 10 feet
- Components: V, S, M (a coffee bean)
- Duration: 10 minutes
You increase the heartbeat of any living creature you can see within range, allowing them to exert their body further. Target creature you can see within range takes 1d8 necrotic damage, which can't be reduced in any way, and has their movement speed increase by 30 feet for 10 minutes.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 10 feet of each other when you target them.
2nd Level Spells (4 Spells)
Frey’s Red Blade
2nd-level evocation
- Casting Time: 1 action
- Range: Self (15-foot cone)
- Components: S, M (a sharp weapon worth at least 1 sp)
- Duration: Instantaneous
You channel your blood into a magical slash that spreads out from you in a 15-foot cone. Each creature in the cone must make a Wisdom saving throw. A creature takes 3d10 necrotic damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
Ruby Bomb
2nd-level conjuration
- Casting Time: 1 minute
- Range: Touch
- Components: V, S, M (a fresh apple)
- Duration: Concentration, up to 1 Hour
You create a Tiny stationary orb of pulsing red energy, ready to explode. Whenever a creature other than you is within a 15-feet radius of the orb, it blows up, forcing each creature within range to succeed a Dexterity saving throw or take 4d10 necrotic damage. When you cast the spell, you can designate creatures that won't set off the orb.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
Sanguine Wager
2nd-level necromancy
- Casting Time: 1 action
- Range: 30 feet
- Components: S, M (a stained coin)
- Duration: Instantaneous
You wage a fight against another creature’s soul. Target creature you can see within range must make a Wisdom saving throw. On a failed save, they take 6d8 necrotic damage, and you take 1d8 necrotic damage, which can't be reduced in any way. On a successful save, they take half as much damage and you take twice as much damage. Constructs are immune to this spell.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage dealt to target creature increases by 1d8 for each slot level above 2nd.
Wreath of Blood
2nd-level transmutation
- Casting Time: 1 bonus action
- Range: Self
- Components: V, S, M (a ruby worth at least 100 gp)
- Duration: Concentration, up to 1 minute
You create a bloody cloak from the essence of all living beings around you. You gain the following benefits until the spell ends:
- Whenever a creature you can see hits you with a melee attack, you can use your reaction to deal 1d6 necrotic damage to the creature that damaged you.
- You gain resistance to necrotic damage.
- You have advantage on Constitution saving throws you make to maintain concentration on this spell.
3rd Level Spells (3 Spells)
Ruby’s Hemmoraging Curse
3rd-level enchantment
- Casting Time: 1 action
- Range: 60 feet
- Components: V, M (a vial of snake venom)
- Duration: Concentration, up to 1 hour
You link your bloodstream with that of another creature you can see within range. Until the spell ends, the target takes an extra 1d8 necrotic damage whenever it is hit with an attack, and you take 1d4 necrotic damage, which can't be reduced in any way. The damage dealt by this spell does not break concentration.
You also have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
At Higher Levels. When you cast this spell using a spell slot of 4th or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 6th level or higher, you can maintain your concentration on the spell for up to 24 hours.
Simmering Blood
3rd-level evocation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
You draw the blood out from surrounding creatures, creating a cloud of boiling blood in a 20-foot-radius sphere from a point within range. Each creature inside the radius makes a Constitution saving throw, taking 4d8 fire damage and 4d8 necrotic damage on a failed save, and half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, both instances of damage increase by 1d8 for each slot level above 3rd.
Twin Cell
3rd-level conjuration
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a jar worth at least 200 gp filled with your blood)
- Duration: 10 minutes
Drawing from your life’s essence, you create a blood clone of yourself. It manifests in an unoccupied space that you can see within range. You take 3d8 necrotic damage, which can't be reduced in any way. The Blood Clone has an AC of 18, half of your total hit points, and on your turn you can mentally move it up 30 feet in any direction (no action required).
Whenever you make an attack against one creature within 60 feet of your Blood Clone, you can use your reaction to have it make a ranged attack against that creature. It uses your spell attack modifier to hit, and deals 2d8 necrotic damage.
4th Level Spells (3 Spells)
Hemactic Sacrament
4th-level abjuration (ritual)
- Casting Time: 1 hour
- Range: 30 feet
- Components: V, S, M (A ruby-encrusted dagger worth at least 500 gp, which the spell consumes)
- Duration: 24 hours
You and up to 4 other willing creatures partake in a wicked ritual, gaining the following benefits for the duration:
- You gain advantage on death saving throws.
- You gain 15 temporary hit points
- You become immune to the charmed and frightened condition.
Ichor Toxin
4th-level illusion
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: 1 minute
You throw a mist of tainted blood that affects the mind. Each creature you choose in a 30-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw or become frightened of you for 1 minute.
Nerve Jolt
4th-level evocation
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S, M (a pickled brain in a jar)
- Duration: Instantaneous
You attempt to grip the bloodstream of a creature, crushing it. Make a ranged spell attack against a creature you can see within range. On a hit, the target takes 5d10 necrotic damage and suffers one level of exhaustion for 1 minute.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the necrotic damage increases by 1d10 for each slot level above 4th. The target also gains one extra level of exhaustion when you cast this spell using a spell slot of 7th, and another one at 9th level.
5th Level Spells (2 Spells)
Bastio’s Life Convergence
5th-level transmutation
- Casting Time: 1 action
- Range: 90 feet
- Components: S, M (A silver heart worth at least 500 gp)
- Duration: Instantaneous
You attempt to force a target creature’s life force within range to become the same as yours. The target must make a Constitution saving throw, on a failure, their hit points become equal to your maximum hit points, and you take necrotic damage equal to half of the difference, which can't be reduced in any way.
You do not take damage if the target of this spell has less hit points than you.
Pulsating Puppet
5th-level enchantment
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a small wooden puppet)
- Duration: Concentration, up to 1 minute
You pluck at the heart of a creature you can see within range, turning it into a puppet. Target creature must succeed on a Wisdom saving throw or become charmed by you for the duration.
The charmed creature must use its turn to move towards a creature of your choice and make a melee attack, or make a ranged attack towards a creature of your choice. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
Constructs and Undead creatures are immune to this spell
6th Level Spells (1 Spell)
Frey’s Crimson Wave
6th-level enchantment
- Casting Time: 1 action
- Range: Self (30-foot radius)
- Components: V, S, M (a chunk of crystallized blood)
- Duration: Instantaneous
Your blood explodes into a whirlpool of draining energy with a 30-foot radius. Each creature in that area must succeed a Constitution saving throw or suffer three levels of exhaustion. You have advantage on this saving throw.
7th Level Spells (1 Spell)
Power Word Bleed
7th-level enchantment
- Casting Time: 1 action
- Range: 60 feet
- Components: V
- Duration: Instantaneous
You utter a single word, and the blood of a single creature you can see within range freezes. If the target has 100 hit points or fewer, it becomes vulnerable to all types of damage and becomes incapacitated until the end of your next turn. If the target is immune to any type of damage, it loses that immunity for the duration of the spell. A target is unaffected if it is immune to being charmed.
A target affected by this bleeding pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the bleeding effect ends.
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