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Sanguine Horror

  • casting time 1 action
  • range 5 feet

  • components V, S, M
  • duration Concentration, up to 1 hour

A miniature dagger

When you cast this spell, you prick yourself with the material component, taking 1 piercing damage. The spell fails if this damage is prevented or negated in any way. From the drop of blood, you conjure a blood elemental (see Creature Codex). The blood elemental is friendly to you and your companions for the duration. It disappears when it’s reduced to 0 hit points or when the spell ends.

Roll initiative for the elemental, which has its own turns. It obeys verbal commands from you (no action required by you). If you don’t issue any commands to the blood elemental, it defends itself but otherwise takes no actions. If your concentration is broken, the blood elemental doesn’t disappear, but you lose control of it and it becomes hostile to you and your companions. An uncontrolled blood elemental cannot be dismissed by you, and it disappears 1 hour after you summoned it.






Blood Magic 5th-level Conjuration

Exsanguinating Cloud

  • casting time 1 action
  • range 100 feet

  • components V, S
  • duration Concentration, up to 5 minutes

When you cast this spell, a rose-colored mist billows up in a 20-foot radius, centered on a point you indicate within range, making the area heavily obscured and draining blood from living creatures in the cloud. The cloud spreads around corners. It lasts for the duration or until strong wind disperses it, ending the spell.

This cloud leaches the blood or similar fluid from creatures in the area. It doesn’t affect undead or constructs. Any creature in the cloud when it’s created or at the start of your turn takes 6d6 necrotic damage and gains one level of exhaustion, a successful Constitution saving throw halves the damage and prevents the exhaustion.

Blood Magic 5th-level Necromancy

Exsanguinate

  • casting time 1 action
  • range 30 feet

  • components V, S, M
  • duration Concentration, up to 1 minute

A desiccated horse heart

You cause the body of a creature within range to become engorged with blood or ichor. The target must make a Constitution saving throw. On a successful save, it takes 2d6 bludgeoning damage. On a failed save, it takes 4d6 bludgeoning damage each round, it is incapacitated, and it cannot speak, as it vomits up torrents of blood or ichor. In addition, its hit point maximum is reduced by an amount equal to the damage taken. The target dies if this effect reduces its hit point maximum to 0. At the end of each of its turns, a creature can make a Constitution saving throw, ending the effect on a success—except for the reduction of its hit point maximum, which lasts until the creature finishes a long rest.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th.

Blood Magic 5th-level Necromancy

Cruor of Visions

  • casting time 1 minute
  • range Self

  • components V, S, M
  • duration Concentration, up to 5 minutes

A bone needle and a catch basin

You prick your finger with a bone needle as you cast this spell, taking 1 necrotic damage. This drop of blood must be caught in a container, such as a platter or a bowl, where it grows into a pool 1 foot in diameter. This pool acts as a crystal ball for the purpose of scrying.

If you place a drop (or dried flakes) of another creature’s blood in the container, the creature has disadvantage on any Wisdom saving throw to resist scrying. Additionally, you can treat the pool of blood as a crystal ball of telepathy.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the pool of blood acts as either a crystal ball of mind reading or a crystal ball of true seeing (your choice when the spell is cast).

Blood Magic 5th-Level Divination

Boiling Blood

  • casting time 1 action
  • range 30 feet

  • components V, S, M
  • duration Concentration, up to 1 minute

A vial of blood

You cause the blood within a creature’s body to boil with supernatural heat. Choose one creature that you can see within range that isn’t a construct or an undead. The target must make a Constitution saving throw. On a successful save, it takes 2d6 fire damage and the spell ends. On a failed save, the creature takes 4d6 fire damage and is blinded. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends. On a failure, the creature takes an additional 2d6 fire damage and remains blinded.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.

Blood Magic 4th-level Necromancy

Blood Spoor

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration Concentration, up to 10 minutes

A drop of the quarry's blood

By touching a drop of your quarry’s blood (spilled or drawn within the past hour), you can follow the creature’s trail unerringly across any surface or underwater, no matter how fast you are moving. If your quarry takes flight, you can follow its trail along the ground—or through the air, if you have the means to fly.

If your quarry moves magically (such as by way of a dimension door or a teleport spell), you sense its trail as a straight path leading from where the magical movement started to where it ended. Such a route might lead through lethal or impassable barriers. This spell even reveals the route of a creature using pass without trace, but it fails to locate a creature protected by nondetection or by other effects that prevent scrying spells or cause divination spells to fail. If your quarry moves to another plane, its trail ends without trace, but blood spoor picks up the trail again if the caster moves to the same plane as the quarry before the spell’s duration expires.

Blood Magic 4th-level Divination

Blood Puppet

  • casting time 1 action
  • range 100 feet

  • components V, M
  • duration Concentration, up to 1 minute

A drop of blood from the target

With a sample of its blood, you are able to magically control a creature’s actions, like a marionette on magical strings. Choose a creature you can see within range whose blood you hold. The target must succeed on a Constitution saving throw, or you gain control over its physical activity (as long as you interact with the blood material component each round). As a bonus action on your turn, you can direct the creature to perform various activities. You can specify a simple and general course of action, such as, “Attack that creature,” “Run over there,” or, “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability. The target is aware of being controlled. At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends.

Blood Magic 4th Level Transmutation

Blood and Steel [1/2]

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Concentration, up to 1 minute

When you cast this spell, you cut your hand and take 1d4 slashing damage that can’t be healed until you take a long rest. You then touch a construct, it must make a successful Constitution saving throw or be charmed by you for the duration. If you or your allies are fighting the construct, it has advantage on the saving throw. Even constructs that are immune to charm effects can be affected by this spell. While the construct is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as, “Attack the ghouls,” “Block the bridge,” or, “Fetch that bucket.” If the construct completes the order and doesn’t receive further direction from you, it defends itself.

You can use your action to take total and precise control of the target. Until the end of your next turn, the construct takes only the actions you specify and does nothing you haven’t ordered it to do. During this time, you can also cause the construct to use a reaction, but doing this

Blood Magic 4th-level Transmutation

Blood and Steel [2/2]

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Concentration, up to 1 minute

requires you to use your own reaction as well. Each time the construct takes damage, it makes a new Constitution saving throw against the spell. If the saving throw succeeds, the spell ends.

If the construct is already under your control when the spell is cast, it gains an Intelligence of 10 (unless its own Intelligence is higher, in which case it retains the higher score) for 4 hours. The construct is capable of acting independently, though it remains loyal to you for the spell’s duration. You can also grant the target a bonus equal to your Intelligence modifier on one skill in which you have proficiency.

At Higher Levels. When you cast this spell using a 5th‑level spell slot, the duration is concentration, up to 10 minutes. When you use a 6th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 7th level or higher, the duration is concentration, up to 8 hours.

Blood Magic 4th-level Transmutation

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Vital Mark (Ritual)

  • casting time 10 minutes
  • range Touch

  • components V, S
  • duration 24 hours

You mark an unattended magic item (including weapons and armor) with a clearly visible stain of your blood. The item’s magical abilities don’t function for anyone else as long as the bloodstain remains on it. For example, a +1 flaming longsword with a vital mark functions as a nonmagical longsword in the hands of anyone but the caster, but it still functions as a +1 flaming longsword for the caster who placed the bloodstain on it. A wand of magic missiles would be no more than a stick in the hands of anyone but the caster.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher on the same item for 28 consecutive days, the effect becomes permanent until dispelled.

Blood Magic 3rd-level Transmutation

Caustic Blood

  • casting time 1 reaction, which you take when an enemy's attack deals piercing or slashing damage to you
  • range Self (30-foot radius)

  • components V, S
  • duration Instantaneous

Your blood becomes caustic when exposed to the air. When you take piercing or slashing damage, you can use your reaction to select up to three creatures within 30 feet of you. Each target takes 1d10 acid damage unless it makes a successful Dexterity saving throw.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the number of targets increases by one for each slot level above 2nd, to a maximum of six targets.

Blood Magic 2nd-level Transmutation

Bloodshot

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration Instantaneous

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 spell slot of 3rd level or higher, the fire damage increases by 1d10 for each slot level above 2nd.






Blood Magic 2nd-level Conjuration

Blood Armor

  • casting time 1 bonus action
  • range Self

  • components V, S (you must have just struck a foe with a melee weapon
  • duration 1 hour

When you strike a foe with a melee weapon attack, you can immediately cast blood armor as a bonus action. The foe you struck must contain blood, if the target doesn’t bleed, the spell ends without effect. The blood flowing from your foe magically increases in volume and forms a suit of armor around you, granting you an Armor Class of 18 + your Dexterity modifier for the spell’s duration. This armor has no Strength requirement, doesn’t hinder spellcasting, and doesn’t incur disadvantage on Dexterity (Stealth) checks.

If the creature you struck was a celestial, blood armor also grants you advantage on Charisma saving throws for the duration of the spell.

Blood Magic 3rd-level Necromancy

Blood Lure

  • casting time 1 action
  • range 10 feet

  • components V, S, M
  • duration 1 minute

A container or pool of blood

You point at any location (a jar, a bowl, even a puddle) within range that contains at least a pint of blood. Each creature that feeds on blood and is within 60 feet of that location must make a Charisma saving throw. (This includes undead, such as vampires.) A creature that has Keen Smell or any similar scent-boosting ability has disadvantage on the saving throw, while undead have advantage on the saving throw. On a failed save, the creature is attracted to the blood and must move toward it unless impeded.

Once an affected creature reaches the blood, it tries to consume it, foregoing all other actions while the blood is present. A successful attack against an affected creature ends the effect, as does the consumption of the blood, which requires an action by an affected creature.






Blood Magic 2nd-level Enchantment

Weapon of Blood

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration Concentration, up to 1 hour

A pinch of iron shavings

When you cast this spell, you inflict 1d4 slashing damage on yourself that can’t be healed until after the blade created by this spell is destroyed or the spell ends. The trickling blood transforms into a dagger of red metal that functions as a +1 dagger.

At Higher Levels. When you cast this spell using a spell slot of 3rd to 5th level, the self-inflicted wound deals 3d4 slashing damage and the spell produces a +2 dagger. When you cast this spell using a spell slot of 6th to 8th level, the self-inflicted wound deals 6d4 slashing damage and the spell produces a +2 dagger of wounding. When you cast this spell using a 9th-level spell slot, the self-inflicted wound deals 9d4 slashing damage and the spell produces a +3 dagger of wounding.

Blood Magic 1st-Level Transmutation

Stanch

  • casting time 1 action
  • range Touch

  • components V, S
  • duration 1 hour

The target’s blood coagulates rapidly, so that a dying target stabilizes and any ongoing bleeding or wounding effect on the target ends. The target can’t be the source of blood for any spell or effect that requires even a drop of blood.






Blood Magic 1st-Level Transmutation

Blood Scarab

  • casting time 1 action
  • range 30 feet

  • components V, M
  • duration Instantaneous

A drop of the caster's blood, and the exoskeleton of a scarab beetle

Your blood is absorbed into the beetle’s exoskeleton to form a beautiful, rubylike scarab that flies toward a creature of your choice within range. The target must make a successful Constitution saving throw or take 1d6 necrotic damage. You gain temporary hit points equal to the necrotic damage dealt.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the number of scarabs increases by one for each slot level above 1st. You can direct the scarabs at the same target or at different targets. Each target makes a single saving throw, regardless of the number of scarabs targeting it.

Blood Magic 1st-Level Necromancy

Bloody Hands

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration Concentration, up to 1 minute

You cause the hands (or other appropriate body parts, such as claws or tentacles) of a creature within range to bleed profusely. The target must succeed on a Constitution saving throw or take 1 necrotic damage each round and suffer disadvantage on all melee and ranged attack rolls that require the use of its hands for the spell’s duration.

Casting any spell that has somatic or material components while under the influence of this spell requires a DC 10 Constitution saving throw. On a failed save, the spell is not cast but it is not lost, the casting can be attempted again in the next round.

Blood Magic 1st-Level Necromancy

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Bloody Smite

  • casting time 1 bonus action
  • range Self

  • components V
  • duration Concentration, up to 1 minute

The next time during the spell’s duration that you hit a creature with a melee weapon attack, your weapon pulses with a dull red light, and the attack deals an extra 1d6 necrotic damage to the target. Until the spell ends, the target must make a Constitution saving throw at the start of each of its turns. On a failed save, it takes 1d6 necrotic damage, bleeds profusely from the mouth, and can’t speak intelligibly or cast spells that have a verbal component. On a successful save, the spell ends. If the target or an ally within 5 feet of it uses an action to tend the wound and makes a successful Wisdom (Medicine) check against your spell save DC, or if the target receives magical healing, the spell ends.

Blood Magic 1st-level Necromancy

Blood Tide

  • casting time 1 action
  • range 24 feet

  • components
  • duration 4 rounds

When you cast this spell, a creature you designate within range must succeed on a Constitution saving throw or bleed from its nose, eyes, ears, and mouth. This bleeding deals no damage but imposes a –2 penalty on the creature’s Intelligence, Charisma, and Wisdom checks. Blood tide has no effect on undead or constructs.
A bleeding creature might attract the attention of creatures such as stirges, sharks, or giant mosquitoes, depending on the circumstances.
A cure wounds spell stops the bleeding before the duration of blood tide expires, as does a successful DC 10 Wisdom (Medicine) check.
The spell’s duration increases to 2 minutes when you reach 5th level, to 10 minutes when you reach 11th level, and to 1 hour when you reach 17th level.

Blood Magic Necromancy Cantrip

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