Severn's Seven-Spell Series, Vol.1, Chapter 7: Blood Magic

by Lucian Astaroth

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Blood Magic

The Vampires that rest in the dark corners of the earth have mastered blood magic like no other, able to transmute their own and manipulate others. A deadly endeavor, Severn only managed to acquire a handful of spells before beating a hasty retreat.

Extract Blood Elemental

6th Level Conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (Water and sand; A ruby worth 100gp, which the spell consumes)
  • Duration: Concentration, up to 10 minutes

You attempt to extract blood from a target creature within range and coalesce it around the ruby, which acts as the heart of a water elemental which is then summoned as part of the casting to create a fiendish hybrid.

The targeted creature must succeed on a Constitution saving throw or suffer 6d8 necrotic damage, or half on a success. Either way, you summon a blood elemental though it appears at half health if the target succeeded. It has the statistics of a water elemental, except the whelm ability deals an additional 4d6 necrotic damage to the target, and heals the elemental for the same amount.


The elemental is friendly to you and your companions for the duration. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions.

If your concentration is broken, the elemental doesn’t disappear. Instead, you lose control of the elemental, it becomes hostile toward you and your companions, and it might attack. An uncontrolled elemental can’t be dismissed by you, and it disappears 1 hour after you summoned it. The DM has the elemental’s statistics.


At Higher Levels When you cast this spell using a spell slot of 7th level or higher, the damage dealt to the target increases by 1d8 and the damage of the whelm ability by 1d6 for each slot level above 6th.


Classes: Druid, Wizard

Rekindle Heartbeat

5th Level Necromancy


  • Casting Time: 1 reaction
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

As a reaction to a creature dying within range from failed death saving throws, you can sacrifice some of your own lifeblood to restore them temporarily, although as a husk of their former selves.

You can choose to take up to 10d6 damage, and the target gains temporary hit points equal to double that amount. This damage cannot be reduced in any way.

When revived this way, the target takes a -4 penalty to attack rolls, ability checks and saving throws, cannot be healed, and when the temporary hit points are expended they die and cannot be revived be a spell cast at 5th level or lower.


Classes: Cleric, Druid, Paladin

Volume 1 | Blood Magic 1

Transmute Blood

3rd Level Transmutation


  • Casting Time: 1 action
  • Range: Self (30 foot radius)
  • Components: V, S, M (Sulphur for ignite, an ice crystal for freeze or a vial of acid for caustic)
  • Duration: Concentration, up to 1 minute

You alter the properties of your blood so that it is more acidic, or so that when exposed to the air it spontaneously combusts or freezes (your choice when you initially cast the spell).

When you take piercing or slashing damage, you spray blood back at the direct of the attacker out to 5ft., with the following effects depending on the element chosen:

  • Ignite: The target must succeed on a Dexterity saving throw or take 3d6 fire damage and are coating in searing pain, suffering disadvantage on attack rolls until the start of their next turn.
  • Freeze: The target must succeed on a Constitution saving throw or take 3d6 cold damage and have their speed reduced by 10ft. until the start of their next turn.
  • Caustic: The target must succeed on a Dexterity saving throw or take 3d6 acid damage and must roll a d10, on a 1 corroding their armour and reducing its AC by 1.

At Higher Levels When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.


Classes: Sorcerer, Warlock, Wizard

Blood Oath

2nd Level Necromancy


  • Casting Time: 1 minute
  • Range: Self
  • Components: V, S, M (A silver blade worth 200gp)
  • Duration: Special (see text)

When you cast this spell, you cut yourself and swear an Oath to fulfill, choosing to take damage and reduce your maximum hit points by up to 10.

When you make an attack roll, ability check or saving throw that pertains to the Oath and serves to fulfill it, you gain a bonus to the roll equal to a fifth of the damage you took, up to a maximum of +5.

Equivalently, if you take an action that goes against your Oath, you take a penalty equal to the same amount.

The GM decides if your action is affected by either of these effects, and the spell ends when you complete your Oath, or when you choose to forsake it.


At Higher Levels When you cast this spell using a spell slot of 3rd level or higher, the maximum amount of damage you can take increases by 5 for each slot level above 2nd.


Classes: Cleric, Paladin

Volume 1 | Blood Magic 2

Peel

6th Level Necromancy


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You make a melee spell attack against a creature with skin or hide, flaying it from their body on a success.

The target takes 8d10 necrotic damage and must make a Constitution saving throw or be stunned until the start of their next turn.

At the start of each of their turns thereafter, they take half of the damage they previously took as they bleed out and must succeed on a Constitution saving throw to end the spell.


At Higher Levels When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th.


Classes: Cleric, Sorcerer, Warlock, Wizard

Overload Healing

4th Level Necromancy


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (A handful of rare healing herbs worth 25gp, which the spell consumes)
  • Duration: Concentration, up to 1 minute

You amplify the natural healing rate of a creature beyond its limits. An unwilling creature must succeed on a Constitution saving throw or be affected.

After it takes piercing or slashing damage, the target regains hit points equal to half the damage they took, but the wounds encrusts over with a thick layer of scabs.

For every 2 scabs, the target suffers a -1 penalty to Strength and Dexterity based attack rolls, ability checks and saving throws.

At the end of each of the targets' turns, they may make a Constitution saving throw to reduce the number of scabs by an amount equal to their Constitution modifier.


Classes: Cleric, Druid, Paladin

Fold Person

9th level Transmutation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You choose a humanoid you can see within range and attempt to bend and break their body. The target must make a Constitution saving throw or suffer an effect based on its current hit points:

  • 150 hit points or fewer: The targets limbs distort and twist, but do not break. It suffers disadvantage on all attack rolls, ability checks and saving throws.
  • 100 hit points or fewer: A single limb snaps. The target takes a -10 penalty to all checks or rolls with that limb, and the incredible pain prevents it from being able to concentrate.
  • 50 hit points or fewer: The target is intantly killed as their body folds in on itself multiple times into a mush of body parts.

If the targets hit points fall below a threshold whilst you maintain concentration on the spell, the appropriate effect occurs.


Classes: Cleric, Sorcerer, Warlock


  • This is v1.0 of Blood Magic, the 7th Chapter of Severn's Seven-Spell Series
  • Created by u/LucianAstaroth
  • Art: Blood Demon by Matias Tapia and Blood Magic by nebezial
Volume 1 | Blood Magic 3
 

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