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# Ichormuter Spells This section lists all spells to be utilized by the Ichormuter class. This begins with the general Ichormuter spell list. The remainder contains spell descriptions, presented in alphabetical order and by the level of the spell. ### Ichormuter Spells ##### Cantrips (0 Level) ___ - Blood Orb - Blood Blade - Chill Touch - Lacerate - Minor Blood Magic - Mage Hand - Umbraturgy ##### 1st Level ___ - Bane - Cause Fear - Cold Blooded - Cure Wounds - Detect Magic - False Life - Lesser Bloodsight - Minor Drain - Ray of Sickness - Septic Touch - Water to Blood ##### 2nd Level ___ - Aid - Analyze Blood - Blood Shield - Clinging Shadows - Gentle Repose - Hold Person - Invigorate - Lesser Restoration - Vanta's Blood Arrows - Necromantic Burst - Nystul's Magic Aura - Ray of Enfeeblement ##### 3rd Level ___ - Animate Dead - Bestow Curse - Control Blood - Coalesce Humors - Feign Death - Glyph of Blood - Hemorrhage - Life Transference - Revitalize - Sanguine Pool - Tides of Blood - Vampiric Touch - Umbral Form ##### 4th Level ___ - Army of the Dead - Aura of Decay - Banishment - Blight - Bloodburn - Bloodletting - Bloodsight - Death Ward - Healing Stone - Mordenkainen's Private Sanctum - Observance ##### 5th Level ___ - Broken Heart - Danse Macabre - Enervation - Greater Restoration - Legend Lore - Midnight - Plague - Rary's Telepathic Bond - Ray of Fatigue - Teleportation Circle ##### 6th Level ___ - Bloodcurse - Create Undead - Disintegrate - Eyebite - Harm - Investiture of Shadow - Mrykul's Power - Rain of Blood ##### 7th Level ___ - Erythropoiesis - Hemoplague - Marrowmelt - Mordenkainen's Magnificent Mansion - Simulacrum - Teleport - Vampiric Aura - Umbral Assault ##### 8th Level ___ - Blood Moon - Maze - Memento Mori - Mighty Fortress - Sanguine Tsunami ##### 9th Level ___ - Exsanguinate - Gate - Replicate - True Blood \pagebreak ## Spell Descriptions The spells are presented in order of spell level. ### *Cantrips* #### Blood Orb *Necromancy cantrip* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (blood) - **Duration:** Instantaneous You hurl a small ball of blood at a creature within range. Make a ranged spell attack against the creature, on a hit the creature takes 1d4 necrotic damage and gains the poisoned condition for one round. This spells damage increases 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). #### Blood Blade *Necromancy cantrip* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V, S, M (blood) - **Duration:** 1 minute You summon any simple melee weapon but it is made of pure blood. The weapon deals regualar damage but as necrotic damage. The weapons damage die increase by 1 die when you reach 5th level, 2 at 11th level, 3 at 17th level. #### Chill Touch *Necromancy cantrip* ___ - **Casting time:** 1 Action - **Range:** 60 feet - **Components:** V, S - **Duration:** 1 round You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn. #### Lacerate *Necromancy cantrip* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** Instanteous You target a creature with range, they erupt in cuts taking 1d8 peicing damage and are effected by the bleeding condition. This spells damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). #### Mage Hand *Conjuration cantrip* ___ - **Casting time:** 1 Action - **Range:** 30 feet - **Components:** V, S, M (blood) - **Duration:** 1 minute A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can’t attack, activate magical items, or carry more than 10 pounds. #### Minor Blood Magic *Necromancy cantrip* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, M (blood) - **Duration:** Instantaneous This low level blood magic allow the caster to do one of a few blood magic related things: * You cause the veins of a person to become extremely defined such as that one a body builder * You create a small pool of blood no bigger then a 5 foot diameter * You create an effect such as a spurt of blood, the smell of blood, or the sound of a heart beating * You shape blood in a manner that it becomes simple shapes or symbols * You slightly increase someone's heart rate Any effects that are not instantaneous and create blood last until you dispel them. #### Umbraturgy *Transmutation cantrip* ___ - **Casting Time:** 1 action - **Range:** 15 feet - **Components:** V, S - **Duration:** Up to 1 hour You compel shadows to create one of the following effects at a point you can see within range: - The shadow of a creature or object changes size or shape, up to a maximum of double or half its normal size. This effect lasts for up to 1 hour. - You cause shadows to conceal up to 2 creatures within a 15- foot radius area of dim light or darkness, allowing them to hide as a bonus action on their next turn if they remain in the area. - The shadow of a creature or object becomes either blurred or unblurred, making its form either easier or harder to discern from the shape of the shadow. This effect lasts for up to 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. \pagebreak ### *1st level* #### Bane *1st-level Enchantment* ___ - **Casting time:** 1 Action - **Range:** 30 feet - **Components:** V, S, M (A drop of blood) - **Duration:** Concentration, up to 1 minute Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw. **At higher level** When you cast this spell using a spelslot of 2nd level or higher, you can target one aditional creature for each slot level above 1st. #### Cause Fear *1st-level Necromancy* ___ - **Casting time:** 1 Action - **Range:** 60 feet - **Components:** V - **Duration:** Concentration, up to 1 minute You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. **At higher level** 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 lst. The creatures must be within 30 feet of each other when you target them. #### Cold Blooded *1st-level necromancy* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (blood) - **Duration:** 1 hour You touch a creature granting it cold-blood they gain resistance to cold and fire damage for the duration. **At Higher Levels.** For each level above 1st you can grant this effect to an additional creature within 30 feet of the first. #### Cure Wounds *1st-level Evocation* ___ - **Casting time:** 1 Action - **Range:** Touch - **Components:** V, S - **Duration:** Instantaneous A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. **At higher level** 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.
#### Detect Magic *1st-level Divination (Ritual)* ___ - **Casting time:** 1 Action - **Range:** Self - **Components:** V, S - **Duration:** Concentration, up to 10 minutes For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. #### False Life *1st-level Necromancy* ___ - **Casting time:** 1 Action - **Range:** Self - **Components:** V, S, M (a small amount of alcohol or distilled spirits) - **Duration:** 1 hour Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration. **At higher level** When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st. #### Lesser Bloodsight *1st-level Divination (ritual)* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** S - **Duration:** Concentration, up to 1 minute Your eyes take on a crimson hue. For the duration, you can see the life force of nearby creatures within the spell’s range. When a creature is at full health, they appear perfectly normal, but as they become more wounded a red aura begins to surround them. You can notice when a creature’s current hitpoints are below their hitpoint maximum and half their hitpoint maximum. When a creature falls below their maximum, they glow red, and can be seen behind materials of 3 inches thick or less. Once a creature is below half of their maximum, you can see them even through walls. #### Minor Drain *1st-level necromany* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, M (blood) - **Duration:** Concentration, up to 1 minute You draw the blood from a creature, make a ranged spell attack against a creature within range. On a hit, you deal 2d4 necrotic damage to the creature and on each of your turns for the duration, you can use your action to deal 2d4 necrotic damage to the target automatically. You heal for half the damage dealt. The spell ends if you use your action to do anything else. **At Higher Levels.** The damage increases by 1d4 each level above 1st. \pagebreak #### Ray of Sickness *1st-level Necromancy* ___ - **Casting time:** 1 Action - **Range:** 60 feet - **Components:** V, S - **Duration:** Instantaneous A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn. At higher level When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. #### Septic Touch *1st-level necromancy* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (blood) - **Duration:** 1 minute You touch a creature's wound attempting to poison their blood. They must make a Constitution saving throw or they take 1d8 poison damage at the start of each of their turns. The target can repeat the saving throw at the end of each of its turns, ending the effect of the spell on a success. **At Higher Levels.** For each level above 1st, the damage increases by 1d8. #### Water to Blood *1st-level transmutation (ritual)* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, M (blood) - **Duration:** Instantaneous, Until dispelled You turn up to 50 gallons of water into pure blood or up to 50 gallons of blood into clean water. You can turn the blood back to water and vice versa by dispelling the spell. The blood can not be currently in a creature. **At Higher Levels.** For each level above 1st you can turn an additional 50 gallons of water into blood or blood into water. ### *2nd level* #### Aid *2nd-level Abjuration* ___ - **Casting time:** 1 Action - **Range:** 30 feet - **Components:** V, S, M (a tiny strip of white cloth) - **Duration:** 8 hours Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration. #### Analyze Blood *2nd-level divination (ritual)* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (1 ounce of blood) - **Duration:** Instantaneous You are able to learn a number of qualities from one ounce of fresh blood, no more than 24 hours old. Roll a d4 and choose a number of qualities to learn from the list below, equal to the result: - Learn the creature's type - Learn the creature's age (if applicable) - Learn the creature's gender (if applicable) - Learn if the blood carries any traces of poison or disease - Learn if the creature is within 20 miles of your location - Learn if the creature is still on your plane of existence If you cast this spell using a spell slot, in addition to the information learned above, you will also see a brief glimpse of the moment right before the creature shed blood, from its perspective. #### Blood Sheild *2nd-level necromancy* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S, M (blood) - **Duration:** Up to 2 rounds You create a sheild of blood around yourself, gaining 16 temporary hit points. If atleast 1 of these hit points remain at the end of two rounds (including the one you cast it in) then creatures within 10 feet of you take 2d8 necrotic damage removing any remaining hit points. **At Higher Levels.** The sheild gains 8 temporary hit poitns, the damage increases by 1d8, and the time until the shield explodes increases by 1 round. #### Clinging Shadows *2nd-level transmutation* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M - **Duration:** Concentration, up to 1 minute You choose an area of dim light or darkness that you can see within range and that fits within a 20-foot cube. Each creature within the area must succeed on Strength saving throw or be restrained by shadows until the spell ends. A creature restrained by the shadows can use its action to make a Strength check against your spell save DC. On a success, it frees itself. Until the spell ends, you can use an action on each of your turns to cause a tendril of shadow to reach out and grab a creature within 15 feet of the area. The creature must repeat the saving throw. On a failed save, the creature is pulled into the area and becomes restrained. #### Gentle Repose *2nd-level Necromancy (Ritual)* ___ - **Casting time:** 1 Action - **Range:** Touch - **Components:** V, S, M (a pinch of salt and one copper piece placed on each of the corpse’s eyes) - **Duration:** 10 days You touch a corpse or other remains. For the duration, the target is protected from decay and can’t become undead. \pagebreak The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don’t count against the time limit of spells such as raise dead. #### Hold Person *2nd-level Enchantment* ___ - **Casting time:** 1 Action - **Range:** 60 feet - **Components:** V, S, M (a small, straight piece of iron) - **Duration:** Concentration, up to 1 minute Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. 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. **At higher level** When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them. #### Invigorate *2nd-level necromancy* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, M (blood) - **Duration:** Concentration, up to 1 minute You fill the blood of an ally with adrenaline granting temporarty hit points equal to your Constitution modifier, advantage on Dexterity saving throws and increaseing their movemement speed by 10 feet. **At Higher Levels.** You can target an additional creature for each level above 2nd. #### Lesser Restoration *2nd-level Abjuration* ___ - **Casting time:** 1 Action - **Range:** Touch - **Components:** V, S - **Duration:** Instantaneous You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned. #### Vanta’s Blood Arrow *2nd-level Conjuration* ___ - Casting time: 1 Action - Range: 60 feet - Components: V, S, M (a drop of blood and an adder’s stomach) - Duration: Instantaneous A sharp red arrow streaks toward a target within range and bursts in a spray of caustic blood. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn. **At higher level** When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd. #### Necromantic Burst *2nd-level necromancy* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** Instantaneous You cause the corpse of a creature to explode into a burst of necrotic energy. Choose a corpse within range. The creature and everything it is wearing and carrying, except magic items, are reduced to black dust. The creature can be restored to life only by means of a reincarnate, true resurrection, or a wish spell. Each creature within 5 feet of the target must succeed on a Dexterity saving throw or take 3d8 necrotic damage. **At Higher Levels** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. #### Nystul’s Magic Aura *2nd-level Illusion* ___ - **Casting time:** 1 Action - **Range:** Touch - **Components:** V, S, M (a small square of silk) - **Duration:** 24 hours You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn’t being carried or worn by another creature. When you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled. **False Aura:** You change the way the target appears to spells and magical effects, such as detect magic, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object’s magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item. **Mask:** You change the way the target appears to spells and magical effects that detect creature types, such as a paladin’s Divine Sense or the trigger of a sym bol spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment. #### Ray of Enfeeblement *2nd-level Necromancy* ___ - **Casting time:** 1 Action - **Range:** 60 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends. \pagebreak At the end of each of the target’s turns, it can make a Constitution saving throw against the spell. On a success, the spell ends. ### *3rd level* #### Animate Dead *3rd-level Necromancy* ___ - **Casting time:** 1 Minute - **Range:** 10 feet - **Components:** V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust) - **Duration:** Instantaneous This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature’s game statistics). On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain the control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one. **At higher level** When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones. #### Bestow Curse *3rd-level Necromancy* ___ - **Casting time:** 1 Action - **Range:** Touch - **Components:** V, S - **Duration:** Concentration, up to 1 minute You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options: * Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score. * While cursed, the target has disadvantage on attack rolls against you. * While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing. * While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target. A remove curse spell ends this effect. At the DM’s option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse’s effect. **At higher level** If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn’t require concentration. #### Coalesce Humours *3rd-level conjuration* ___ - **Casting Time:** 1 minute - **Range:** 45 feet - **Components:** V, S - **Duration:** Concentration, up to 8 hours Choose a corpse with blood or a large volume of blood within range. You extract the blood, which comes to life, so that it becomes a blood ooze under your control for the duration of the spell. The coalesced creature is friendly to you and your companions. It acts on your initiative and has its own actions. It obeys any verbal commands you issue to it. If you don’t issue any commands, the blood ooze defends itself from hostile creatures, but otherwise takes no actions. If your concentration is broken, the ooze doesn’t disappear. Instead, you lose control of the blood ooze, it becomes hostile towards all non-ooze creatures, and might attack. An uncontrolled blood ooze can’t be dismissed by you and it disappears 8 hours after you coalesced it. If it drops to 0 hitpoints, it loses life and splashes into a pool of blood that can be coalesced once more for this spell. **The statistics for the Blood Ooze are at the end of the document.** #### Control Blood *3rd-level transmutation* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, M (blood) - **Duration:** Concentration, Up to 10 minutes You gain control of blood gaining the ability to do a varity of things. You cause the bloodflow to slow to a part of a creature. The creature must make a Constitution saving throw or be effected in a way specfic to the body part choosen. * Eye: The creature becomes blinded * Ear: The creature becomes deafened * Arm: The creature must make a Constitution saving throw in order to use an action requiring that arm, if both arms are effected they drop everything they are holding and can not take actions, unless that action is the dash or dodge action \pagebreak * Leg: The creature's speed is reduced by half, if both legs are effected the creatures movement speed is reduced to 0, if the creature tries to move they fall prone or if they must make a Dexterity saving they automatically fail Each turn you can choose a new body part and at the start of the creatures turn they can make a new saving throw against one effect currently effecting them. #### Feign Death *3rd-level Necromancy (ritual)* ___ - **Casting time:** 1 Action - **Range:** Touch - **Components:** V, S, M (a pinch of graveyard dirt) - **Duration:** 1 hour You touch a willing creature and put it into a cataleptic state that is indistinguishable from death. For the spell’s duration, or until you use an action to touch the target and dismiss the spell, the target appears dead to all outward inspection and to spells used to determine the target’s status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you cast the spell, or becomes diseased or poisoned while under the spell’s effect, the disease and poison have no effect until the spell ends. #### Glyph of Blood *3rd-level necromancy* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (blood) - **Duration:** Until dispelled or triggered When you cast this spell, you inscribe a glyph that harms other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most commontriggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends. You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password. You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration. **At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, you can store any spell of up to one level lower than the slot you use for Glyph of Blood. #### Hemorrhage *3rd-level necromancy* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, M (blood) - **Duration:** Instantaneous Make a ranged spell attack against a creature within range. On a hit the creature hemorrhages causes them to bleed internally. They take 3d6 necrotic damage initually and then 2d6 at the start of their next turn and then 1d6 at the start of the turn after that. **At Higher Levels.** The initial damage increases by 1d6 per level above 3rd. #### Life Transference *3rd-level Necromancy* ___ - **Casting time:** 1 Action - **Range:** 30 feet - **Components:** V, S - **Duration:** Instantaneous You sacrifice some of your health to mend another creature’s injuries. You take 4d8 necrotic damage, and one creature of your choice that you can see within range regains a number of hit points equal to twice the necrotic damage you take. **At higher level** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. #### Revitalize *3rd-level necromancy* ___ - **Casting Time:** 1 action - **Range:** 10ft - **Components:** V, S, M (blood) - **Duration:** Concentration, up to 1 minute You touch a creature and begin to revitalize them by channeling your blood. You heal a creature 3d4 hit points. You may use your action to continue the channel. Each round spent channeling increases in amount healed by 1d4. While healing in this way, you can only cast another spell if it is a cantrip. \pagebreak #### Sanguine Pool *3rd-level necromancy* ___ - **Casting Time:** 1 Reaction or 1 bonus action - **Range:** Self - **Components:** V, S, M (blood) - **Duration:** 1 round You melt into a misty pool of blood with a 5 foot radius as a result of taking damage or a precaution against it. You take half damage from the triggered attack, if applicable, and gain resistance to all damage while you are a pool of blood. You can move while in this form and can move through a space as narrow as 1 inch wide without squeezing. Creatures the move through your space take 1d6 necrotic damage and you heal half the damage dealt. #### Tides of Blood *3rd-level necromancy* ___ - **Casting Time:** 1 action - **Range:** Self (20-foot radius) - **Components:** V, S - **Duration:** 1 round You draw out your own blood as well as the blood of corpses and enemies within 20 feet of you, not including those of constructs, elementals, and undead into a sphere of energized lifeblood. As a bonus action on your next turn, you can release the blood. Each creature within 20 feet of you must make a Dexterity saving throw. On a failed save, they take 4d6 + the number of bodies drained as necrotic damage. On a successful save, they take half as much damage. **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. #### Vampiric Touch *3rd-level Necromancy* ___ - **Casting time:** 1 Action - **Range:** Self - **Components:** V, S - **Duration:** Concentration, up to 1 minute The touch of your shadow-wreathed hand can siphon force from others to heal your wounds. Make a melee spell attack against a creature within your reach. On a hit, the target takes 3d6 necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action. **At higher level** 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. #### Umbral Form *3rd-level transmutation* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (a drop of black ink) - **Duration:** Concentration, up to 1 hour You transform a willing creature you touch, along with everything it’s wearing and carrying, into an animated shadow for the duration. The spell ends if the creature drops to 0 hit points. While in this form, the target has an AC of 18, its only method of movement is a walking and climbing speed of 20 feet, and it cannot jump or otherwise remove itself from the surface it moves on. This movement is completely noiseless, and allows the target to move up, down, and across vertical surfaces and upside down on ceilings. The target can enter and occupy the space of another creature. It has advantage on Dexterity saving throws, Dexterity (Stealth) checks, and is always hidden in darkness. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains on the surface it was on even when stunned or otherwise incapacitated. While in the shadowy form, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast spells. ### *4th level* #### Army of the Dead *4th-level necromancy* ___ - **Casting Time:** 1 action - **Range:** 45 feet - **Components:** V, S, M (a vial of blood and a handful of bone dust, which are consumed by the spell) - **Duration:** Concentration, up to 1 minute This spell creates 2d4 undead servant skeletons. Choose piles of humanoid bones within range. Your spell imbues the targets with a foul mimicry of life, raising them as undead skeletons (the DM has the creature's game statistics). The skeletons act immediately after your turn on the initiative order. On each of your turns, you can use a bonus action to mentally command any creatures you made with this spell if the creature is within 60 feet of you (issuing the same command to each one). You decide what action the creatures will take and where they will move during their next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creatures only defend themselves against hostile creatures. Once given an order, the creatures continue to follow it until their task is complete. The creatures are under your control for 1 minute, after which point the spell ends and they collapse to the ground, lifeless. **At Higher Levels** When you cast this spell using a spell slot of 5th level or higher, you are able to add an addition 1d4 to the total number of skeletons raised by this spell for every slot higher than 4th level. #### Aura of Decay *4th-level necromancy* ___ - **Casting Time:** 1 action - **Range:** Self (30-foot radius) - **Components:** S - **Duration:** Concentration, up to 10 minutes \pagebreak A diseased aura radiates from you within range. Until the spell ends, the aura moves with you, centered on you. Each hostile creature that ends its turn, or is within the radius at the end of your turn, has disadvantage on death saving throws and must make a Constitution saving throw or take 5d6 necrotic damage. **At Higher Levels.** When you cast this spell using a spell slot of 5th level or higher, the spell’s radius increases by 15 feet for each spell slot above 4th. #### Banishment *4th-level Abjuration* ___ - **Casting time:** 1 Action - **Range:** 60 feet - **Components:** V, S, M (an item distasteful to the target) - **Duration:** Concentration, up to 1 minute You attempt to send one creature that you can see within range to another place of existence. The target must succeed on a Charisma saving throw or be banished. If the target is native to the plane of existence you’re on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. If the target is native to a different plane of existence that the one you’re on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn’t return. **At higher level** 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 #### Blight *4th-level Necromancy* ___ - **Casting time:** 1 Action - **Range:** 30 feet - **Components:** V, S - **Duration:** Instantaneous Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs. If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it. If you target a nonmagical plant that isn’t a creature, such as a tree or shrub, it doesn’t make a saving throw; it simply withers and dies. **At higher level** When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
#### Bloodburn *4st-level evocation* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Instantaneous You inflict a burning, excruciating pain upon your enemies as you begin to heat up their blood to a boiling point. The creature must then make a Constitution saving throw. On a failed save, the creature takes 6d8 fire damage, and immediately falls prone as they become wracked with pain. On a successful save, the target takes half as much damage and doesn’t fall prone. Constructs, elementals, and undead are immune to this spell. **At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. #### Bloodletting *4th-level necromancy* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (blood) - **Duration:** Instantaneous You target a creature within range making a ranged spell attack against them. On a hit, the creature becomes covered in laceration taking 4d6 slashing damage and gain the bleeding condition. **At Higher Levels.** The damage increases by 2d6 for each level above 4th. #### Bloodsight *4th-level necromancy* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V, M (blood) - **Duration:** Concentration, up to 1 minute When you cast this spell your eyes turn blood red and the cardiovascular systems of creatures are highlighted of any creature you can see within 15 feet, so long as they have blood. Your attack and spell attack rolls score a critical hit on a roll of 19 to 20 for creatures whom you can see in this way. Additionally you gain advantage on Wisdom(Medicine) checks and Wisdom(Insight) checks while you can see a creature in this way. **At Higher Levels.** When you cast this spell using at 5th level or higher the radius increases by 15 feet and you can maintain your concentration for 1 hour. When cast at a 6th level you can maintain you conentration for up to 8 hours. When cast at 7th level or higher you can maintain your concentration for 24 hours. #### Death Ward *4th-level Abjuration* ___ - **Casting time:** 1 Action - **Range:** Touch - **Components:** V, S - **Duration:** 8 hours \pagebreak You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends. If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spells ends. #### Healing Stone *4th-level transmutation (ritual)* ___ - **Casting Time:** 1 hour - **Range:** Touch - **Components:** V, S, M (incense worth 50gp, which the spell consumes, and a bloodstone worth 300gp) - **Duration:** Up to 10 days You infuse a bloodstone with restorative magics. As an action on your turn within the next 10 days, you can use the stone to heal yourself or a creature within 5 feet of you for 6d4 + 6 hit points, returning the stone to its non-magical state. You may only infuse one bloodstone with this magic at a time #### Observance *4th-level enchantment* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** Concentration, up to 10 minutes You heighten the senses of one of your allies by imbuing their blood with your magic. Select a creature that you can see within range and grant them advantage on all Wisdom (Perception) and Intelligence (Investigation) skill checks for the duration. Additionally, the target can attack twice, instead of once, whenever it makes an attack of opportunity using its reaction for the duration. **At Higher Levels** When you cast this spell using a spell slot of 5th level or higher, you can select one additional creature for each slot level above 4th. ### *5th level* #### Broken Heart *5th-level necromancy* ___ - **Casting Time:** 1 action - **Range:** 50 feet - **Components:** V, S, M (blood, the heart of a small or larger creature) - **Duration:** 1 day When you cast this spell you infuse a creature's heart with blood magic. Anytime when the magic is still present, if you pull it out and crush or sqeeze the heart, you can target a creature within range. If that creature has 30 or less hit points they instantly die, otherwise the spell has no effect and the magic is lost and the heart consumed. **At Higher Levels.** When you cast this spell using at 6th level or higher, the duration the magic remains increases. 7 days at 6th level, 3 weeks at 7th level, half a year at 8th level, and until dispelled at 9th level
#### Danse Macabre *5th-level Necromancy* ___ - **Casting time:** 1 Action - **Range:** 60 feet - **Components:** V, S - **Duration:** Concentration, up to 1 hour Threads of dark power leap from your fingers to pierce up to five Small or Medium corpses you can see within range. Each corpse immediately stands up and becomes undead. You decide whether it is a zombie or a skeleton (the statistics for zombies and skeletons are in the Monster Manual), and it gains a bonus to its attack and damage rolls equal to your spellcasting ability modifier. You can use a bonus action to mentally command the creatures you make with this spell, issuing the same command to all of them. To receive the command, a creature must be within 60 feet of you. You decide what action the creatures will take and where they will move during their next turn, or you can issue a general command, such as to guard a chamber or passageway against your foes. lf you issue no commands, the creatures do nothing except defend themselves against hostile creatures. Once given an order, the creatures continue to follow it until their task is complete. The creatures are under your control until the spell ends, after which they become inanimate once more. **At higher level** When you cast this spell using a spell slot of 6th level or higher, you animate up to two additional corpses for each slot level above 5th. #### Enervation *5th-level Necromancy* ___ - **Casting time:** 1 Action - **Range:** 60 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save, the target takes 2d8 necrotic damage, and the spell ends. On a failed save, the target takes 4d8 necrotic damage, and until the spell ends, you can use your action on each of your turns to automatically deal 4d8 necrotic damage to the target. The spell ends ifyou use your action to do anything else, if the target is ever outside the spell’s range, or if the target has total cover from you. Whenever the spell deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes. **At higher level** 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. #### Greater Restoration *5th-level Abjuration* ___ - **Casting time:** 1 Action - **Range:** Touch - **Components:** V, S, M (diamond dust worth at least 100 gp, which the spell consumes) - **Duration:** Instantaneous \pagebreak You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target’s exhaustion level by one, or end one of the following effects on the target: * One effect that charmed or petrified the target * One curse, including the target’s attunement to a cursed magic item * Any reduction to one of the target’s ability scores * One effect reducing the target’s hit point maximum #### Legend Lore *5th-level Divination* ___ - **Casting time:** 10 Minutes - **Range:** Self - **Components:** V, S, M (incense worth at least 250 gp, which the spell consumes, and four ivory strips worth at least 50 gp each) - **Duration:** Instantaneous Name or describe a person, place, or object. The spell brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn’t of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is. The information you learn is accurate but might be couched in figurative language. For example, if you have a mysterious magic axe on hand, the spell might yield this information: Woe to the evildoer whose hand touches the axe, for even the haft slices the hand of the evil ones. Only a true Child of Stone, lover and beloved of Moradin, may awaken the true powers of the axe, and only with the sacred word Rudnogg on the lips. #### Midnight *5th-level evocation* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (Bat fur and a drop of pitch or piece of coal) - **Duration:** Up to 1 hour Magical darkness spreads from a point you choose within range to fill a 60-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell's area overlaps with an area of light created by a spell of 5th level or lower, the spell that created the light is dispelled
#### Plague *5th-level necromancy* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Instantaneous You point at a creature within range, causing a dark green glow to pass over their body. The creature must make a Constitution saving throw or take 4d10 poison damage and become diseased; suffering disadvantage on all attack and skill checks for the duration as their skin begins to slowly develop pustules all over their body. If the disease is not removed within 1 hour, the creature must make another Constitution saving throw or die. If a creature dies as the result of this spell, every creature within 10 feet must make a Constitution saving throw or become affected by this spell, as if it was initially cast on them. Constructs and undead are immune to the spell #### Rary’s Telepathic Bond *5th-level Divination (Ritual)* ___ - Casting time: 1 Action - Range: 30 feet - Components: V, S, M (pieces of eggshell from two different kinds of creatures) - Duration: 1 hour You forge a telepathic link among up to eight willing creatures of your choice within range, psychically linking each creature to all the others for the duration. Creatures with Intelligence scores of 2 or less aren’t affected by this spell. Until the spell ends, the targets can communicated telepathically through the bond whether or not they have a common language. The communication is possible over any distance, though it can’t extend to other planes of existence. #### Ray of Fatigue *5th-level necromancy* ___ - **Casting Time:** 1 action - **Range:** 15 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute You cause a creature of your choice to be overtaken by exhaustion. The creature must make a Constitution saving throw. On a failed save, the creature gains a level of exhaustion. On a successful save, the creature suffers no effect and the spell ends. At the start of each of their turns, the creature must repeat the saving throw. It gains a level of exhaustion on a failed save, and the spell ends on a successful one. The spell ends if the target’s exhaustion level becomes 4 or greater. #### Teleportation Circle *5th-level Conjuration* ___ - **Casting time:** 1 Minute - **Range:** 10 feet - **Components:** V, M (rare chalks and inks infused with precious gems with 50 gp, which the spell consumes) - **Duration:** 1 round \pagebreak As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied. Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence – a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, determined by the DM. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 1 minute. You can create a permanent teleportation circle by casting this spell in the same location every day for one year. You need not use the circle to teleport when you cast the spell in this way. ### *6th level* #### Bloodcurse *6th-level necromancy* ___ - **Casting Time:** 1 minute - **Range:** Touch - **Components:** S - **Duration:** Varies (see below) You touch a creature’s open wound and bestow a curse. As you spend a number of hit points to cast the spell, that creature must succeed on a Wisdom saving throw or become cursed. During the casting of the spell, you can make a Charisma (Deception) check against the target’s Wisdom (Insight) check to attempt to conceal the spell’s true nature with advantage, such as pretending to bandage their wound. The curse has no effect until after 1 hour. Thereafter, the curse lasts for a number of days equal to the number of hit points spent. For that duration the cursed creature can’t regain hit points and is poisoned. Every 8 hours the creature is cursed, they take 4d4 necrotic damage as the curse rots away at them. A remove curse spell ends this effect. **At Higher Levels** When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d4 for each slot level above 6th. #### Create Undead *6th-level Necromancy* ___ - Casting time: 1 Minute - Range: 10 feet - Components: V, S, M (one clay pot filled with grave dirt, one clay pot filled with brackish water, and one 150 gp black onyx stone for each corpse) - Duration: Instantaneous You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. (The DM has game statistics for these creatures.) As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating new ones. **At higher level** When you cast this spell using a 7th-level spell slot, you can animate or reassert control over four ghouls. When you cast this spell using an 8th-level spell slot, you can animate or reassert control over five ghouls or two ghasts or wights. When you cast this spell using a 9th-level spell slot, you can animate or reassert control over six ghouls, three ghasts or wights, or two mummies. #### Disintegrate *6th-level Transmutation* ___ - **Casting time:** 1 Action - **Range:** 60 feet - **Components:** V, S, M (a lodestone and a pinch of dust) - **Duration:** Instantaneous A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force. A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damage. If this damage reduces the target to 0 hit points, it is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell. This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell. \pagebreak **At higher level** When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th. #### Eyebite *6th-level Necromancy* ___ - **Casting time:** 1 Action - **Range:** Self - **Components:** V, S - **Duration:** Concentration, up to 1 minute For the spell’s duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends, you can use your action to target another creature but can’t target a creature again if it has succeeded on a saving throw against this casting of eyebite. **Asleep** The target galls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake. **Panicked** The target is frightened of you. On each of its turns, the frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, this effect ends. **Sickened** The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another Wisdom saving throw. If it succeeds, the effect ends. #### Harm *6th-level Necromancy* ___ - **Casting time:** 1 Action - **Range:** 60 feet - **Components:** V, S - **Duration:** Instantaneous You unleash a virulent disease on a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can’t reduce the target’s hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature’s hit point maximum to return to normal before that time passes. #### Investiture of Shadow *6th-level transmutation* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S - **Duration:** Concentration, up to 10 minutes Until the spell ends, shadows swirl around you, and you gain the following benefits: • At the start of each of your turns, you turn invisible. If you attack or cast a spell, this invisibility ends. • You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. • You can use your action to create a 15-foot radius sphere of magical darkness centered on a point you can see within 60 feet of you, as per the darkness spell. This darkness lasts for the duration, or until you activate this ability again. #### Myrkul's Power *6th-level necromancy* ___ - **Casting Time:** 1 action - **Range:** Self (30-foot cone) - **Components:** V, S - **Duration:** Instantaneous You hold your hands with fingers spread, drawing forth life force into your outstretched fingertips. Each creature in a 30-foot cone must make a Constitution saving throw. A creature takes 5d6 necrotic damage on a failed save, or half as much damage on a successful one. You regain hit points equal to half of the total damage dealt. **At Higher Levels** When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. #### Rain of Blood *6th-level necromancy* ___ - **Casting Time:** 1 action - **Range:** Self, 60 feet - **Components:** V, S, M (blood) - **Duration:** Concentration, up to 1 hour You conjure a storm that rains your enemies blood. The storm covers a 500 feet area centered on you or on a point you choose within range, the storm follows you if center upon you. People within the storm must make a Wisdom saving throw or be frightened of all creatures, objects, and buildings within the storm regardless of friend or foe. People unable to be touch by the rain are uneffected. Once a create succeeds they are immune to the effect for 8 hours. **At higher levels** Each level above 6th increases the radius of the storm by 100 feet and the duration by 1 hour. ### *7th level* #### Erythropoiesis *7th-level necromancy* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (blood) - **Duration:** 1 minute You touch a creature causing a surge in thier erythropoiesis, causing an increase in the production of blood. While under the effects of this spell the creature gains 1d12 + your Constitution modifer hit points at the start of their turn, for the duration of the spell. \pagebreak #### Hemoplague *7th-level necromancy* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, (a poison or venom) - **Duration:** Concentration, up to 1 minute You draw out a portion of your blood, infecting it with a vile poison before causing it to streak towards creatures within range. You can target a number of creatures equal to your Constitution modifier. Each creature must make a Constitution saving throw. On a failed save, a target takes 6d8 necrotic damage and is also infected for the duration. On a success, the target takes half damage and suffers no additional effect. An infected target can’t regain hit points, and whenever they take bludgeoning, piercing, or slashing damage, they take an additional 2d8 necrotic damage as they bleed profusely. A creature repeats the saving throw at the end of each of its turns, ending the effect on a success. **At Higher Levels** When you cast this spell using a spell slot of 8th level or higher, the initial damage increases by 1d8 for each slot level above 7th. #### Marrowmelt *7th-level transmutation* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** S - **Duration:** Instantaneous You snap your fingers and attempt to cause the spine of a creature within range to break in half and melt in their body. The target chosen must make a Constitution saving throw. On a failure, they are permanently paralyzed. This paralysis can only be cured by a regenerate spell of 9th level. #### Mordenkainen’s Magnificent Mansion *7th-level Conjuration* ___ - **Casting time:** 1 Minute - **Range:** 60 feet - **Components:** V, S, M (a miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon, each item worth at least 5 gp) - **Duration:** 24 hours You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet w ide and 10 feet tall. You and any creature you designate when you cast the spell can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While closed, the portal is invisible. Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm. You can create any floor plan you like, but the space can’t exceed 50 cubes, each cube being 10 feet on each side. The place is furnished and decorated as you choose. It contains sufficient food to serve a ninecourse banquet for up to 100 people. A staff of 100 near-transparent servants attends all who enter. You decide the visual appearance of these servants and their attire. They are completely obedient to your orders. Each servant can perform any task a normal human servant could perform, but they can’t attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can go anywhere in the mansion but can’t leave it. Furnishings and other objects created by this spell dissipate into smoke if removed from the mansion. When the spell ends, any creatures inside the extradimensional space are expelled into the open spaces nearest to the entrance. #### Simulacrum *7th-level Illusion* ___ - **Casting time:** 12 Hours - **Range:** Touch - **Components:** V, S, M (snow, ice, or blood in quantities sufficient to made a life-size copy of the duplicated creature; some hair, fingernail clippings, or other piece of that creature’s body placed inside the snow, ice, or blood; and powdered ruby worth 1,500 gp, sprinkled over the duplicate and consumed by the spell) - **Duration:** Until dispelled You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature’s hit point maximum and is formed without any equipment. Otherwise, the illusion uses all the statistics of the creature it duplicates. The simulacrum is friendly to you and creatures you designate. It obeys your spoken commands, moving and acting in accordance with your wishes and acting on your turn in combat. The simulacrum lacks the ability to learn or become more powerful, so it never increases its level or other abilities, nor can it regain expended spell slots. If the simulacrum is damaged, you can repair it in an alchemical laboratory, using rare herbs and minerals worth 100 gp per hit point it regains. The simulacrum lasts until it drops to 0 hit points, at which point it reverts to snow and melts instantly. If you cast this spell again, any currently active duplicates you created with this spell are instantly destroyed. \pagebreak #### Teleport *7th-level Conjuration* ___ - **Casting time:** 1 Action - **Range:** 10 feet - **Components:** V - **Duration:** Instantaneous This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can’t be held or carried by an unwilling creature. The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls d100 and consults the table. | Familiarity | Mishap | Similar Area | Off Target | On target | |:----:|:----:|:----:|:----:|:----:| | Permanent circle | — | — | — |1-100 | | Associated oject | — | — | — |1-100 | | Very familiar | 01-05 | 06-13 | 14-24 | 25-100 | | Seen casually | 01-33 | 34-43 | 44-53 | 54-100 | | Viewed once | 01-43 | 44-53 | 54-73 | 74-100 | | Description | 01-43 | 44-53 | 54-73 | 74-100 | | False destination | 01-50 | 51-100 | — | — | **Familiarity** "Permanent circle" means a permanent teleportation circle whose sigil sequence you know. "Associated object" means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard's library, bed linen from a royal suite, or a chunk of marble from a lich's secret tomb. "Very familiar" is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell. "Seen casually" is someplace you have seen more than once but with which you aren't very familiar. "Viewed once" is a place you have seen once, possibly using magic. "Description" is a place whose location and appearance you know through someone else's description, perhaps from a map. "False destination" is a place that doesn't exist. Perhaps you tried to scry an enemy's sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists. **On Target** You and your group (or the target object) appear where you want to. **Off Target** You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 x 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The DM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble. **Similar Area** You and your group (or the target object) wind up in a different area that's visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard's laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane. **Mishap** The spell's unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time). #### Vampiric Aura *7th-level necromancy* ___ - **Casting Time:** 1 bonus action - **Range:** Self (30-foot-radius) - **Components:** V, S - **Duration:** Up to 1 minute A necrotic aura emanates from you, leeching the life out of your foes. When you cast this spell, you can designate any number of allies you can see to receive its benefit. When you or any allies within 30 feet of you damage an enemy, they gain half of the damage done as temporary hit points. **At Higher Levels** When you cast this spell using a spell slot of 8th level or higher, you can extend the radius by 10 feet for each slot level above 7th. ### Umbral Assault *7th-level transmutation* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** Instantaneous You target a creature within range. The shadows of creatures within 5 feet of the target then turn against the first creature, attacking them from all sides. The target must make a Dexterity saving throw. The creature takes 3d6 necrotic damage for every creature within 5 feet of it of size Small or larger, up to a maximum of 24d6 on a failed save, or half damage on a successful one. ### *8th level* #### Blood Moon *8th-level necromancy* ___ - **Casting Time:** 1 hour - **Range:** Self - **Components:** V, S, M (blood) - **Duration:** Until dawn This spell can only be cast at night, but when cast the moon becomes a blood red color,bolstering you and any other casters with blood magic power. Any caster you choose that basks in the light of the blood moon gains an amount of temporary hit points equal to the level of a spell they cast for the duration of the spell. If you would gain more temporary hit points than you currently have, the higher amount replaces the amount you currently have. \pagebreak #### Maze *8th-level Conjuration* ___ - **Casting time:** 1 Action - **Range:** 60 feet - **Components:** V, S - **Duration:** Concentration, up to 10 minutes You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze. The target can use its action to attempt to escape. When it does so, it makes a DC 20 Intelligence check. If it succeeds, it escapes, and the spell ends (a minotaur or goristro demon automatically succeeds). When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space. #### Memento Mori *8th-level necromancy* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute This spell dominates the minds and bodies of humanoids, consuming them in an extremist frenzy of death. Roll 14d8 + your Ichormuter level; the total is how many hit points of creatures this spell can affect. Humanoids within 30 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell is under your control until the spell ends. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Creatures immune to being charmed aren’t affected by this spell. On each of your turns, you can issue commands to the creatures under your control, directing them where to move and attack. If a creature doesn’t receive orders from you, they attack the closest creature to them. If a creature hasn’t made an attack by the end of its turn, the spell ends for them. If you maintain your concentration on this spell for its whole duration, each creature that is still under the spell’s effect when the spell ends, makes a Constitution saving throw or it dies. #### Mighty Fortress *8th-level Conjuration* ___ - **Casting time:** 1 Minute - **Range:** 60 feet - **Components:** V, S, M (a diamond worth at least 500 gp, which the spell consumes) - **Duration:** Instantaneous A fortress of stone erupts from a square area of ground of your choice that you can see within range. The area is 120 feet on each side, and it must not have any buildings or other structures on it. Any creatures in the area are harmlessly lifted up as the fortress rises. The fortress has four turrets with square bases, each one 20 feet on a side and 30 feet tall, with one turret on each corner. The turrets are connected to each other by stone walls that are each 80 feet long, creating an enclosed area. Each wall is 1 foot thick and is composed of panels that are 10 feet wide and 20 feet tall. Each panel is contiguous with two other panels or one other panel and a turret. You can place up to four stone doors in the fortress’s outer wall. A small keep stands inside the enclosed area. The keep has a square base that is 50 feet on each side, and it has three floors with 10-foot-high ceilings. Each of the floors can be divided into as many rooms as you like, provided each room is at least 5 feet on each side. The floors of the keep are connected by stone staircases, its walls are 6 inches thick, and interior rooms can have stone doors or open archways as you choose. The keep is furnished and decorated however you like, and it contains sufficient food to serve a nine-course banquet for up to 100 people each day. Furnishings, food, and other objects created by this spell crumble to dust if removed from the fortress. A staff of one hundred invisible servants obeys anycommand given to them by creatures you designate when you cast the spell. Each servant functions as if created by the unseen servant spell. The walls, turrets, and keep are all made of stone that can be damaged. Each 10 foot by 10 foot section of stone has AC 15 and 30 hit points per inch of thickness. It is immune to poison and psychic damage. Reducing a section of stone to 0 hit points destroys it and might cause connected sections to buckle and collapse at the DM’s discretion. After 7 days or when you cast this spell somewhere else, the fortress harmlessly crumbles and sinks back into the ground, leaving any creatures that were inside it safely on the ground. Casting this spell on the same spot once every 7 days for a year makes the fortress permanent. #### Sanguine Tsunami *8th-level necromancy* ___ - **Casting Time:** 1 minute - **Range:** 60 feet - **Components:** V, S, M (blood) - **Duration:** Concentration, up to 6 rounds A wall of blood springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 150 feet high, and 50 feet thick. The wall lasts for the duration. When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 3d10 necrotic damage and 3d10 bludgeoning damage, or half as much damage on a successful save. At the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 30 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 5d10 bludgeoning damage. A creature can take this damage only once per round. \pagebreak At the end of the round, the wall's height is reduced by 30 feet, and the damage creatures take from the spell on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends. A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful Strength (Athletics) check against your spell save DC in order to move at all. If it fails the check, it can't move. A creature that moves out of the area falls to the ground. ### *9th level* #### Exsanguinate *9th-level Necromancy* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (blood) - **Duration:** Instantaneous Using a single drop of your blood, you clench your fist, creating a conduit that instantly drains a creature completely of life. A creature within range must make a Constitution saving throw or immediately drop to 0 hitpoints with two failed death saves, as its very life essence is ripped from it body. #### Gate *9th-level Conjuration* ___ - **Casting time:** 1 Action - **Range:** 60 feet - **Components:** V, S, M (a diamond worth at least 5,000 gp) - **Duration:** Concentration, up to 1 minute You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration. The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal. Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains. When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn’t work). If that creature is on a plane other than the one you are on, the portal opens in the named creature’s immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the Dm deems appropriate. It might leave, attack you, or help you.
#### Replicate *9th-level conjuration* ___ - **Casting Time:** 12 hours - **Range:** Self - **Components:** V, S, M (Some hair, fingernail clippings, or other piece of your body; and a ruby worth 4,500 gp, which is consumed by the spell) - **Duration:** Permanent You create a duplicate of yourself that is similar to you in every way at the time of casting. You can communicate with your duplicate telepathically, and it obeys all of your commands. Your duplicate has all of the same abilities (though none of your equipment), spells and features that you do, but these become shared resources between you both. If your duplicate casts a spell, you both lose the corresponding spell slot, for example. Your duplicate ages at the same rate as you do and is immune to the dispel magic spell. You may only have one duplicate active at a time, and your duplicate is not able to cast the replicate spell. The duplicate dies when it drops to 0 hit points, ending the spell. If you die while your duplicate is still alive, your soul is transferred to it, and it becomes your new form, ending the spell. #### True Blood *9th-level necromancy* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S, M (your blood) - **Duration:** Concentration, up to 1 minute You fill yourself with the ultimate powers of blood magic. Until the spell ends, you gain the following benefits * Blood swirls around you in a 10-foot radius, this area become difficult terrrain for everyone but you. When a creature enters the area, they take 1d8 necrotic damage and you increase the radius of the spell by 5 feet. * Any damaging spell you cast does an additional 1d12 necrotic damage * You regain 1d12 + your Constitution modifier hit points at the beginning of your turn. Immediately after the spell ends, you must succeed on a Death saving throw or suffer three levels of exhaustion. \pagebreak ___ > ## Blood Ooze >*Large Ooze, unaligned* > ___ > - **Armor Class** 8 > - **Hit Points** 76(9d10 + 27) > - **Speed** 15ft, climb 15ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|17 (+3)|7 (-2)|16 (+3)|2 (-4)|6 (-2)|1 (-5)| >___ > - **Dammage Immunities** lightning, slashing > - **Damage Resistances** acid, necrotic > - **Condition Immunities** blinded, charmed, deafened, ehaustion, frightened, prone > - **Senses** blindsight 60ft (blind beyond radius), passive Perception 8 > - **Languages** none > - **Challenge** 3 ( 700 XP) > ___ > ***Amorphous.*** The ooze can move through a space as narrow as 1 inch wide without squeezing. > > ***Changing Form.*** When the ooze is reduced to half of its maximum hit points, its size becomes Medium. When it is reduced to a fourth of its maximum hit points, its size becomes Small. If the ooze's hit points are restored above a fourth or a half, its size becomes Medium or Large, respectively. > > ***Regeneration.*** The ooze regains 10 hit points at the start of its turn if it has at least 1 hit point. Ifthe ooze takes radiant damage, this trait doesn't function at the start of the ooze's next turn. > > ***Sticky Climb.*** The ooze can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. > > ### Actions > ***Pseudopod.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (1d6+3) bludgeoning damage plus 3 (2d6) acid damage for each size category of the ooze above Small. > > ### Reactions > ***Bloodshed.*** If the ooze's size changes and it becomes smaller, it can cause its lost mass to explode outward. Each creature within 5 feet of the ooze (based on the ooze's size before its size changed) must make a DC 13 Dexterity saving throw. A creature takes 7 (2d6) acid damage on a failed save, or half as much damage on a successful one.
## Conditions #### Bleeding * A bleeding creature takes 1d4 damage at the end of each of its turns until a successful DC 11 Constitution saving throw. If the creature is unconcious, they fail a death saving throw if they have to make one. A creature without blood is immune to this condition. ## Multiclassing **Prerequisites.** To qualify for multiclassing as a blood mage, you must meet the following prerequisit: Constitution 13, Intelligence 13 **Proficiencies.** When you multiclass as a blood mage, you gain the following proficiencies: simple weapons and either Herbalism Kit or Poisoner's Kit