You launch a jet of boiling blood from your eyes at a creature within range. You take 1d6 necrotic damage and make a ranged spell attack against the target. If the attack hits, the target takes 2d10 fire damage plus 2d8 psychic damage.
At Higher Levels. When you cast this spell using a slot of 3rd level or higher, the fire damage increases by 1d10 for each slot level above 2nd.
For the duration, whenever a creature is damaged within range, you can suspend the blood they have lost midair. You can suspend a number of blood pools equal to your Intelligence modifier (minimum of 1). You can use an action to unleash a bolt made of the blood pools from the wounded creatures.
Make a ranged spell attack. On a hit you deal damage equal to 1d4 times the blood pools you had suspended.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the maximum blood pools you can suspend increase by 1 for each level higher than level 1.
Blood erupts from your veins, violently escaping your body and forms a number of needles that attack an enemy of your choice within range. You suffer 1d4, 1d6, 1d8, 1d10 or 1d12 damage (your choice). You create a number of blood needles equal to your proficiency bonus.
Each needle deals as much damage as you suffered when using Blood Shot. You roll one ranged spell attack for all the blood needles. You can only target one creature with Blood Shot.
1 reaction, which you take when a creature you can see within 30 feet takes damage.
As part of casting this spell, you must expend two hit
dice or the spell automatically fails. If you do, roll the hit dice and the creature takes necrotic damage equal to the result, then you gain a number of temporary hit points equal to the triggering damage plus this necrotic damage you dealt, to a maximum of 25.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum number of temporary hit points you can gain from casting it increases by 10 for each slot level above 2nd
You touch one object that is no larger than 10 feet in any dimension and specify any number of creatures you can see within 10 feet. Until the spell ends, the object sheds bright silvery light in a 20-foot radius and dim light for an additional 20 feet.
This light is only visible to the creatures you specified during the initial casting of the spell, all other creatures perceive the area affected by the ghost lantern as they regularly would.
As part of casting this spell, you must expend a hit die or the spell automatically fails. If you do, a writhing lash of coagulated blood springs from your hand.
This magic weapon lasts until the spell ends. It counts as a simple weapon with which you are proficient, and it has the light, finesse, and reach properties. You can choose to add your spellcasting modifier, instead of your Strength or Dexterity modifier, to attack and damage rolls with this weapon. Its damage die is equivalent to the hit die expended casting this spell, and the damage dealt is necrotic. Each time a creature takes damage from this magic weapon, its maximum hit points are reduced by an amount equal to the damage it took.
At Higher Levels. When you cast this spell using a
spell slot of 3rd or 4th level, when you take the Attack action, you can make two weapon attacks, provided both are with this magic weapon. When you use a spell slot of 5th level or higher, when you take the Attack action you make three weapon attacks, provided all are with this magic weapon.
As part of casting this spell, you must expend a hit die or the spell automatically fails. If you do, choose a creature within range and roll the hit die. The creature loses a number of hit points equal to the result.
For the duration of the spell, the creature must make a Constitution saving throw at the end of each of its turns. On a failure, roll the hit die expended to cast this spell again, and the creature loses hit points equal to the result. On a success, this effect ends for the creature.
At Higher Levels. When you cast this spell using
a spell slot of 2nd level or higher, choose an additional target for the spell for each slot level above 1st
You detach your hand at the wrist, transforming it into a spider. While the spider is within 100 feet of you, you can communicate with it telepathically.
Additionally, as an action, you can see through its
eyes and hear what it hears until the start of your next turn. During this time, you are deaf and blind with regard to your own senses. If the spider is killed or prevented from returning to you, your hand is restored, but you take 1d6 points of psychic damage. If you command the spider to return, it crawls back to your wrist, and the spell ends