Wondrous Item, legendary (requires attunement by a character with at least 10 levels of Wizard)

While holding this spellbook, you can use it as a spellcasting focus for your Wizard spells, and gain a +3 to spell attack rolls and to the saving throw DCs of your Wizard Spells

Spell Absorption: 
While holding the spellbook, when you are targeted by a spell that affects only you, you can take a Reaction to absorb the spell, canceling its effect and gaining a number of charges equal to half the spell’s level. If this brings the Grimoire's charges to 50 or more and you have not activated Crimson Consumption today, you must immediately activate the ability as part of this reaction targeting every available creature within range. If you have already activated Crimson Consumption, the spell is cancelled as normal but you do not gain charges as long as the number of charges remain above 50. 

Secrets of the Red Moon:
All Sangromancy spells in your spellbook are considered always prepared. 

Sangromancy spells you cast expend only half (rounded up) the amount of Hit Dice required to cast the spells

Crimson Consumption: 
As a Bonus Action, you pull on the vitality of creatures within 120ft of you. All creatures of your choice within 120ft must make a Constitution saving throw against your spell save DC and expend 2d4+1 Hit Dice. On a failure, the creature takes 1d12 necrotic damage for each hit die expended. On a success, the creature takes no damage. The Grimoire will gain charges equal to the total number of Hit Dice consumed in this way. This ability can only be used once, and resets daily at dawn. 

While holding this spellbook, you can expend charges to fuel the following abilities. Regardless of the accumulated charges, this item’s charges reset to 30 daily at dawn. 

  • Blood-Drenched Spellcasting:
    Whenever you cast a spell that does not deal Necrotic damage, you can spend 1 charge to convert the spell’s damage to Necrotic. Additionally, whenever you cast a spell, you can expend charges up to your Proficiency Bonus to deal additional Necrotic damage to one creature affected by the spell. Each charge spent adds 1d12 Necrotic damage. 
  • Flense Weave:
    As a Bonus Action, you can expend 5 charges and target a magical effect of 8th level or lower within 120ft that you can see and cause it to end. 
  • Sanguine Disintegration:
    As an Action, you can expend 10 charges to evoke the roiling energies stored within the spellbook. Make a ranged spell attack against one creature within 90ft. On a hit, the target takes 12d12 Force damage plus 12d12 Necrotic damage. Additionally the creature must make a Constitution saving throw against your Spell Save DC. On a failure, the creature must expend 2d4+1 Hit Dice. The creature takes 1d12 necrotic damage for each hit die expended. If a creature is killed by this ability, it disintegrates into a pile of soft red sand, and can only be revived with True Resurrection or a Wish spell.

Notes: Bonus: Wizard Spell Save DC, Bonus: Wizard Spell Attacks, character with at least 10 levels of Wizard

Previous Versions

Name Date Modified Views Adds Version Actions
6/8/2026 6:10:34 PM
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6/15/2026 8:15:33 AM
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6/23/2026 3:37:48 AM
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6/24/2026 3:30:23 AM
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Submission
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6/24/2026 8:00:08 AM
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Final
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7/8/2026 8:42:42 AM
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Grumio_Pater

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