You create a magical orb in your hand and blood clumps around it. You can use your action to hurl the orb at a creature, making a ranged spell attack against a target of your choice within . If you hurl the orb, it returns to your hand at the end of your turn. On a hit, the attack deals 1d6 blood. damage and the orb grows bigger if the target has blood. Each time the orb hits a creature with blood, it keeps growing, and its damage increases by 1d6.
The orb disappears when the spell ends.
At Higher Levels. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
You target an unattended object or a surface within that is no larger than a 5-foot cube and coat it with blood. For the duration, the target looks as if it is drenched in blood. When a creature touches the blood coated area, it must succeed on a Charisma saving throw or take 1 blood damage. The creature repeats the saving throw at the start of each of its turns that it remains in contact with the blood-coated area, taking the same damage on a failed save. On a successful save, the creature understands that the blood is an illusion, ending the effect on itself.
The area you can coat with blood increases by a 15- foot cube when you reach 5th level (20-foot cube), 11th level (35-foot cube), and 17th level (50-foot cube).
This spell transmutes 1 gallon of water to a thick, red liquid that looks, smells, and tastes just like fresh humanoid blood. However, a successful Intelligence (Medicine or Nature) check made against your spell save DC reveals its true nature. The fake blood cannot replace real blood by any means, it is only guised as real blood.
Three little blood drops appear around your fist, whenever you punch a creature, the blood splatters and pierces the enemy.
Whenever you make a successful unarmed attack against a creature, you deal an extra piercing damage equal to the number of blood drops.
The number of blood drops created by the spell increases
At Higher Levels. to four drops at 5th level, to five drops at 11th level, and to six drops at 17th level.
You touch a creature and cleanse its blood of certain diseases. You can end either bowel fever or the hemophiliac condition if the creature is affected by at least one of them.
You conjure a sharp piece of angst and throw it at a creature within that you can see. Doing so, you target a creature with a ranged spell attack. On a hit, the crystal is lodged somewhere on the creature, who takes 2d6 piercing damage as well as 2d6 fire damage at the start of its next turn. The angst crystal disappears afterwards.
At Higher Levels.. When you cast this spell using a spell slot of 2nd level or higher, both piercing and fire damage increase by 1d6 for each slot level above 1st.
You establish a telepathic link with a creature if you have a vial of its blood on your person.
Once the link is established, you can talk to the target telepathically provided that you speak a common language. If the target's Intelligence score is 3 or lower, the target only communicates with simple words and concepts.
The spell ends if the target is dead, unconscious, more than 120 feet away from you or in a different plane of existence.
Your touch alters an undead creature's body for a moment, and its heart beats once more. This momentary change puts too much stress on the creature, making it remember what it was like to be alive. Make a melee spell attack against an undead. On a hit, the target takes 3d12 psychic damage, and it has disadvantage on Wisdom saving throws until the start of its next turn.
This spell has no effect on creatures that are not undead.
A creature you touch regains a number of hit points equal to 1d8+ your spellcasting ability modifier. This spell has no effect on creatures other than undead or constructs.
At Higher Levels.. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
A single silver needle springs at a creature of your choice within . Make a ranged spell attack against the target. On a hit, the target takes 4d4 piercing damage. After the hit, the silver needle falls on the ground, somewhere within 5 feet of the target.
Recall. A silver needle that has been used in the way described above remains for one minute. If there are 3 silver needles within 60 feet of you that you have used in this way, you can call them back as a bonus action. This does not require you to expend a spell slot. The silver needles fly towards you in a direct line and pierce creatures along the way. A creature in the line must succeed on a Dexterity saving throw or take 4d4 piercing damage. The silver needles disappear when they reach you.
At Higher Levels.. When you cast this spell using a spell slot of 2nd level or higher, the damage dealt by a silver needle increases by 1d4 for each slot level above 1st.
Choose a target within . Thorns protrude from the ground and grasp the target. The target must make a Dexterity saving throw. On a failed save, the target takes 1d8 necrotic damage plus 1d8 piercing damage and is restrained until the end of its next turn. On a successful save, the damage is halved and the target is not restrained.
At Higher Levels.. When you cast this spell using a spell slot of 3rd level or higher, the target is restrained for 1 minute. At the end of each of its turns, the target can repeat the saving throw, ending the effect on itself on a successful save. -Celestial. You gain resistance to radiant damage and your weapon attacks deal an extra 2d8 radiant damage.
Choose a point that you can see within . Warm blood rains in a 30-foot radius centered on that point. You can take a bonus action to move the center of the area by 10 feet in any direction of your choice.
When a creature enters the area for the first time or ends its turn within, it must make a Constitution saving throw. On a failed save, it takes 1d6 blood damage and is poisoned for 1 minute. On a successful save, the damage is halved and the creature is not poisoned.
Blood begins to circle you at an intense speed. Attack rolls against you are made with disadvantage, your speed increases by 10 feet, and you can't be grappled for the duration of the spell. Your weapon attacks deal an extra 1 blood damage on a hit, also for the duration.
You point at a creature you can see within . The target must succeed on a Constitution saving throw or become hemophiliac (p.63) until it regains a number of hit points equal to three times your proficiency bonus.
You enchant a silk robe and put it on yourself or another willing creature you touch. The robe fuses with the target and cloaks it. Sunlight counts as normal light for the target. This prevents vampires from taking damage from direct sunlight. Also, the target has resistance to radiant damage.
The spell lasts one day, or until the target takes 10 or more radiant damage in one round. 30-foot radius centered on a point of your choice within . Each creature in the area must make a Wisdom saving throw. On a failed save, a target takes 4d10 psychic damage and is frightened of you for the duration. On a successful save, the target takes half as much damage and is not frightened.
Tolia is a merciless region, in which only the strongest can survive. You call upon the merciless soul of the region and have it pass judgment on a wounded creature that you touch, who must then make a Constitution saving throw. On a failed save, it is deemed too weak to survive and takes blood damage equal to 5 times its proficiency bonus. On a successful save, it's deemed fit to survive and regains hit points equal to 10 times its proficiency bonus.
You sense the flow of blood within others' veins, which allows you to strike with more precision or to dodge an incoming attack more successfully. For the duration, you have advantage on the next 3 attack rolls you make, and the next 3 attack rolls against you are made with disadvantage.
Choose a creature within . Its throat is slashed open as if cut by a sharp piece of broken glass from the inside and is filled with blood. It must make a Constitution saving throw, taking 5d6 necrotic damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to affect the same target with the spell, forcing it to make another saving throw.
If a target fails the saving throw 3 times, it suffers 1 level of exhaustion.
Choose a target within . A blood leech appears within its body and starts to drink its blood slowly. The target must succeed on a Constitution saving throw when you first cast this spell as well as at the start of each of your turns for the duration, or it takes 3d6 necrotic damage. The blood leech can be removed by using an action to make a successful DC 15 Wisdom (Medicine) check. The target of the spell has disadvantage on this roll.
If the target fails the saving throw 5 times, the blood leech explodes, the target takes 6d6 necrotic damage, and the blood leech is magically transferred to another creature of your choice within 30 feet of the target for another 1 minute (which again requires your concentration).
Your blood becomes harmful for the duration. If a creature drinks your blood, it takes blood damage equal to the amount it has dealt you when it drank your blood. Its hit point maximum is also reduced by the same amount. The effects of this spell cannot be prevented by any means, as the spell ignores any resistances and immunities.
Also, when a creature within 5 feet of you hits you with a melee weapon attack, it must succeed on a Dexterity saving throw or take 2d6 blood damage, due to your blood that splatters on it
Sad, twisted, gothic classical music fills the air in a 30-foot radius centered on a point of your choice within . Each creature in the area must make a Wisdom saving throw. On a failed save, a target takes 4d10 psychic damage and is frightened of you for the duration. On a successful save, the target takes half as much damage and is not frightened.
You can touch an angst machine, tap into the hidden sentience within and telepathically communicate with it. If you stop touching the machine, the spell ends. You can learn the exact functions, flaws, and layout of the machine. You can also question it about events that transpired in it or 10 feet around it, gaining information about creatures that came in contact with the machine or operated it, the places the machine had been, and other such circumstances. For example, you can ask a train how many passengers it carried during a specific journey.
If the machine works properly, you can activate or deactivate it. A complex machine such as an automaton might resist being deactivated with a successful Charisma saving throw, but this and the mechanics that surround it are determined at the GM's discretion. A complex machine can use its creator's Charisma modifier plus the creator's proficiency bonus while resisting this effect.
You touch an unattended object and absorb it into your body. You can carry up to 5 items in your body in this way. Each item you absorb into your body must be at least one size smaller than you. For example, if you are Medium, you can absorb Small or smaller objects. As a bonus action, you can transmute the item you absorbed back to your hand, or vice versa. Absorbed items do not count as equipped. When the spell ends, any absorbed item falls on the ground. This is a painful experience, and you take 2d6 necrotic damage that cannot be lowered by any means.
The absorbed items count against your carrying capacity. Also, if you are immune to divination spells or other magical effects that can track you, the absorbed items are immune to them as well.
You create an aureola in an aura with a 30-foot radius, preventing blood damage. Until the spell ends, the aura moves with you, centered on you. A number of friendly creatures of your choice up to your Charisma modifier (a minimum of one creature) within the aura have resistance to necrotic and poison damage.
You taste a drop of blood that is one week old at the most. You divine information about the creature that the blood belongs to. You learn its creature type, age, emotions at the moment that the blood was spilled, and current physical condition (dead or alive).
At Higher Levels.. When you cast this spell using a spell slot of 7th level or higher, you can learn the creature's identity, its historically important ancestors (such as a military commander, city counselor, or a barbarian of legends), and one of its secrets.
V, S, M (an empty blood vial or something else that can store blood)You touch the corpse of a creature that has been dead for less than one minute. The creature must be a construct, ooze, plant, undead or another type of creature that has no blood.
You channel the corpse's fading life essence into yourself, then into the empty vessel you are holding in 'your hands.
The vessel fills with a number of false blood drops equal to the target's CR. One false blood drop is equal to a hit point worth of blood. A creature that feeds on blood can drink this false blood instead of regular blood and gain the exact same benefits.
Choose a creature within . It must succeed on a Wisdom saving throw or see you as a much more powerful being than you are and be frightened of you for the duration.
If you spill your blood by reducing your hit point maximum by 5 while casting the spell, the target takes an extra 3d6 psychic damage from your successful spell attacks and weapon attacks for the duration on a failed save, in addition to the effect described above. This reduction lasts until you finish a long rest.
You take either a drop of your own blood or someone else's, and sacrifice it to become more aware. For the duration, you can sense the exact location of creatures with blood within 30 feet of you, even if they are invisible or unseen by any other means.
At Higher Levels.. When you cast this spell using a spell slot of 5th level or higher, you can understand the creature types of the creatures you can sense using this spell.
A dark-red sphere of death and decay fills a 30-foot- radius sphere centered on a point of your choice within range. The sphere spreads around corners and remains for the duration of the spell. Tortured spirits of the dead scream and attack all who are inside the sphere while blood-sucking worms crawl, squirming on the ground. The creatures in the sphere can see each other, but cannot see or be seen through the boundaries of the sphere. Additionally, the area within the sphere counts as difficult terrain.
When the sphere appears, the creatures within must make a Wisdom saving throw or take 2d10 psychic damage. If this damage reduces a creature to 0 hit points, the worms on the ground crawl inside its body, and the creature rises as a ghoul.
Roll initiative for the ghoul, which has its own turns. The ghoul always attacks the nearest creature. It remains for 1 minute or until it is destroyed.
You target a creature within and use your action to stab the heart you hold in your hands. On your consecutive turns, you can take a bonus action to stab the heart again. You can stab the heart three times before it gets consumed by the spell.
Each time the heart is stabbed, the target must make a Constitution saving throw, taking 6d10 necrotic damage on a failed save, or half as much damage on a successful one.
If the target fails the saving throw 3 times, it falls unconscious for 1 minute or until it receives magical healing.
A splash of warm blood erupts out of your hands. Each creature in a 60-foot cone must make a Constitution saving throw. On a failed save, a creature takes 6d8 blood damage and becomes hemophiliac (p.63) until the end of its next turn. On a successful save, the damage is halved and the creature does not become hemophiliac.
At Higher Levels.. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.
You summon a bloodwork automaton (p.194) of a type of your choice, in an unoccupied space that you can see, within . The automaton disappears when it drops to 0 hit points or when the spell ends.
The bloodwork automaton is an ally to you and your companions. In combat, the automaton shares your initiative count, and it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels.. When you cast this spell using a spell slot of 7th level or higher, you summon two bloodwork automatons instead of one.
You touch the corpse of a creature that has been dead for less than one minute. The creature can't be a construct or undead, and its size must be Small or larger. The body explodes and blood erupts out, covering a 15-foot radius centered on the body. You and your allies regain 1d6 hit points when you enter the area for the first time or start your turn within.
A wave of restoring energy washes out from a point of your choice within . Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8+ your spellcasting ability modifier. This spell has no effect on creatures other than the undead or constructs.
At Higher Levels.. When you cast this spell using a spell slot of 6th level or higher, the hit points regained increase by 1d8 for each slot level above 5th.
You sit in front of a shattered mirror and drink one drop of the blood of a creature of your choice. Then, in a transformation that takes one minute, your blood changes and alters your body. At the end of the minute, you gain one of the following benefits (based on the type of creature you drank from) for the duration of the spell:
-Aberration. You gain resistance to psychic damage and have advantage on saving throws against spells and other magical effects.
-Beast. You gain resistance to poison damage and you grow beast-like fangs. You can use your action to make an unarmed attack to bite a creature. The bite deals 4d6 piercing damage.
-Dragon. You gain resistance to acid or lightning damage (one of your choice). Also, as a bonus action, you can use a breath weapon in a 15-foot cone stretching out from you in a direction of your choice. The creatures within the cone must make a Dexterity saving throw, taking 2d6 damage on a failed save, or half as much damage on a successful one. The breath weapon's
damage type is determined by the type of dragon you drank from to cast the spell. For example, if you drank from a black dragon, your breath weapon deals acid damage.
-Fey. You gain immunity to being charmed and frightened. You can also use your action to charm a creature that you can see within 60 feet of you. The creature must make a Wisdom saving throw, and does so with advantage if you or your allies are fighting it. If the target fails the saving throw, it is charmed by you until the spell ends or until you or your allies harm the creature in some way. The charmed creature regards you as a friend.
-Fiend. You gain resistance to cold or fire damage (one of your choice) and your spell attacks deal an extra 2d8 damage of the chosen type on a hit.
-Giant. Your Strength score becomes 25, your size is doubled in all dimensions, and your weight is multiplied by eight. This growth increases your size by one category - from Medium to Large, for example. If there isn't enough room for you to double your
size, you attain the maximum possible size in the space available.
-Humanoid. You gain resistance to all damage from nonmagical attacks and you can take a bonus action to bolster your transformed blood. When you do, you regain 1d4 hit points.
-Monstrosity. You gain resistance to necrotic damage and you grow a tail or a tentacle. As a bonus action, you can make a melee weapon attack with your tail, which you are proficient with, dealing 2d6 bludgeoning damage on a hit. Also as a bonus action, you can try to grapple a creature that is Medium or smaller with your tail.
Concentration, up to 10 minutes Your veins become invulnerable. You gain immunity to necrotic, piercing, poison and slashing damage for the duration. Any attempt to drain or draw your blood automatically fails.
You form a ruby circlet around your head to protect yourself against powers that use blood. As long as the ruby circlet is on your head, you gain the following benefits:
-You are immune to divination spells that can read your mind such as the detect thoughts spell.
-Your blood doesn't spill under any circumstance. Thus, a creature like a vampire cannot regain hit points by biting you. Also, you gain resistance to bludgeoning, piercing and slashing damages from nonmagical attacks.
-Your hit point maximum can't be reduced by any
You send a creature you can see within into an enchanting hallucination, in which it experiences its deepest desires. The creature must succeed on a Wisdom saving throw or be stunned until the spell ends or until it takes any damage. On each of your turns, you can use a bonus action to send the creature deeper into the vision, taking it further and further away from actual reality. Each time you do so, the target takes 8d8 psychic damage.
This damage doesn't end the stunned condition. However, the target can repeat the saving throw each time it takes damage in this way, ending the effects of this spell on itself on a success.
If the creature drops to o hit points as a result of the psychic damage dealt by this spell, it falls into a coma where it experiences its wishes and desires over and over, and is paralyzed. The target dies when it takes damage in the coma, or wakes up with 1 hit point if it is affected by the remove curse spell. Creatures immune to being charmed are also immune to the effects of this spell.
You choose a creature within that you can see and fill its body with sunlight. The target must succeed on a Charisma saving throw or take 90 radiant damage and radiate sunlight for three turns. This light escapes the target's body from all of its orifices, shedding bright light in a 20-foot radius and dim light for an additional 20 feet.
You could also forsake your limb completely while casting the spell. If you do so, your limb that was consumed by this spell can't regrow by any means, but the target of the spell no longer makes a saving throw and is automatically affected by the spell.
You touch an unattended object that is no larger than a 5-foot cube within so that it gains the properties of angst crystals. Technological devices that require angst can be used with such objects. However, although items made of angst are generally magic items, the objects affected by this spell are not considered magical.
If you cast this spell on a weapon, it deals an extra 3d6 fire damage on a hit for the duration of the spell.
You take a drop of blood from a creature that you want to learn more about. The blood must be one week old at the most. You mix the blood with holy water and focus on the mixture for 1 minute. Then, the following takes place. Whether these are applicable or not is determined by the GM.
-You learn the exact location of the owner of the blood. If it is in another plane of existence, you learn what plane it is on, instead of its exact location. If the creature is moving, you learn the direction of its movement.
-You receive a sign about the creature's short-term possible actions. For example, you may receive an encrypted message about a specific place where the creature intends to go the day after the spell is cast. The reliability of this sign is determined by the GM.
-You understand which damage types are more effective or less effective against this creature.
You create a small vortex that siphons the souls of creatures in the palm of your hands, and you unleash the energy you've collected upon your enemies. Each creature in a 30-foot cone in a direction of your choice must make a Constitution saving throw. A creature takes 5d12 necrotic damage on a failed save as its soul bursts out of its body, or half as much damage on a successful one.
Once a vortex created by this spell has dealt a total of 75 necrotic damage, the siphoned souls of the creatures slam back into their bodies, dealing 10 force damage and pushing them 10 feet away from you.
You start to radiate pure magical energy in a 10-foot- radius sphere around you. This area can't be divorced from magical energy. Until the spell ends, the sphere moves with you, centered on you.
If any of this spell's area overlaps with an area of antimagic, both this spell and the spell that created the antimagic ends.
You touch a creature and force its body to become whole again. The target regains all its hit points. If the creature is charmed, frightened, paralyzed, or stunned, the condition ends. If the creature is prone, it can take a reaction to stand up. This spell has no effect on creatures other than undead or constructs.
You conjure a Gargantuan illusory swarm made of Medium or smaller creatures of your choice. The swarm circles around you and attacks everyone and everything except friendly creatures.
At the start of each of your turns, each non-friendly creature within 120 feet of you takes 10 psychic damage and each unattended object and structure within takes 10 force damage. The swarm also attacks illusions. All other illusions within are automatically dispelled.
You conjure a pair of tungsten testicles on a creature withing range