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.
**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.
**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
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. ## Credits Art (in order of appearance) by: - [Nadine Oestreich](https://www.artstation.com/artwork/klxJ6x) - [Seraphandreyl](https://www.reddit.com/r/ImaginaryCharacters/comments/sd3vuz/ruby/) - [Talexior](https://www.deviantart.com/talexior/art/Blood-Magic-677609056) - [Nyxaurelia](https://www.deviantart.com/nyxaurelia/art/Bloodbend-866970279)