A simplistic scroll rolled up in parchment and held by two wooden rods; contains a long lost, or just discovered, school of magic. The Ancient Scroll of Mana & Blood reveals a plethora of fresh spells, branching from a school of magic known as Hemomancy.
Hemomancy spells introduce a new required component for casting, your own blood. Most Hemo spells have a B in the Components section, requiring a dice roll of self infliction to activate.
There are 1 cantrip and 9 spells in total, written in ascending Spell Level order, found below:
Moonlit Harvest
Hemomancy cantrip
Casting Time: 1 action
Range: 60 feet
Components: S
Duration: Instantaneous
Blood is a very important component for your spells, but it isn't infinite. Others may have the blood you need. Choose a target within range, then manipulate their blood in one of the following ways:
- You draw some of their blood towards yourself, the target makes a Constitution saving throw. On a failed save their blood travels to you as they take 1d4 Piercing damage, if they have any open wounds they fail the save automatically.
- You direct all their blood to a single point in their body, the target makes a Constitution saving throw. On a failed save, they must subtract 1d4 on their next Ability check or Save.
- You cause bruising on their body in any 2 dimensional shape such as letters or a message.
Blood Transfusion
1st level Hemomancy
Casting Time: 1 action
Range: 60 feet
Components: V, S, B (10)
Duration: 1 minute
You prick your finger, sapping 10 hitpoints, and point it at a target you can see within range. The target regains hit points equal to 10 + your spellcasting ability modifier. At the end of each of it's turns for the duration of the spell, the target must make a Constitution saving throw. On a failed save it takes 1d4 Necrotic damage. On a successful save, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the blood cost and hit points regained both increase by 10, and the damage dealt increases by 1d4 for each slot level above 1st.
Exsanguinate
2nd level Hemomancy
Casting Time: 1 reaction, which you make when a creature within 30 feet of you that can bleed; bleeds.
Range: 30 feet
Components: V, S
Duration: 1 minute
When a creature nearby begins to bleed, you magically accelerate their bleeding. The target takes 3d8 Necrotic damage, if the creature takes 14 or more damage, it must make a Constitution saving throw or fall unconscious for the duration of the spell.
Hemorrhagic Eruption
3rd level Hemomancy
Casting Time: 1 Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You tug on the blood of a creature you can see within range. The creature must make a Constitution saving throw. On a failed save, the creature takes 4d8 Necrotic damage, or half as much as a successful save.
The necrotic energy of the spell causes the target's blood to erupt outwards in a 20 foot radius sphere. Every creature within this sphere except the original target of the spell must make a Dexterity saving throw or take half the Necrotic damage the original target took. If you target a creature without blood or a bodily fluid with a similar function, the spell fails.
At Higher Levels. 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.
Red Scale
4th level Hemomancy
Casting Time: 1 action
Range: Self
Components: V, S, B (Your choice)
Duration: 1 minute
You take control of your blood, filling up your muscles, making them stronger and more durable. You gain temporary hit points equal to the amount of blood sacrificed. If you sacrifice 10 or more hitpoints, you also temporarily gain a +1 bonus to your AC. When the spell ends, you keep any temporary hitpoints until a rest, yet your AC bonus dissappears.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, an additional +1 bonus to your AC can be added for each interval of 10 hitpoints sacrificed, up to a maximum of 50 hitpoints; for a converted bonus of +5 to your AC.
Blood Beam
5th level Hemomancy
Casting Time: 1 Action
Range: 30 feet <
Components: V, S
Duration: Instantaneous, or concentration
A complicated spell. Using Concentration and time to increase the output of a thin, yet highly dangerous line of compressed blood. This spell has four attributes that should be taken in order, as written below:
- Damage. Releasing the spell instantly deals 2d12 magical Piercing damage. Otherwise, you can choose to keep compressing the blood, increasing the damage by 1d12 for each round spent Concentrating.
- Range. When released and fired, you must choose a target within 30ft, of which you can see. Each round spent on Concentration increases the range by 10ft.
- Target. The chosen target must make a Dexterity saving throw against your spell save DC. Although, each round that you spend Concentrating on the spell, the DC increases by 1. If the target is successful on their save, you miss.
- After Effect. After you've attacked your target, you take 1d12 Necrotic damage.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the DC and damage increase by 1 tier of Concentration, for each slot level above 5th.
Vampiric Circle (ritual)
6th level Hemomancy
Casting Time: 1 minute
Range: 10 feet
Components: V, S, B (8d10)
Duration: Until dispelled
As you cast the spell, you draw a 10-foot-diameter circle on the ground with your blood inscribed with arcane runes. Any creature that enters the circle must make a Constitution saving throw, on a failure they become unconscious and gain a level of Exhaustion, on a success they stay conscious and not exhausted.
Every six seconds, all creatures in the circle take 1d6 Piercing damage as their blood is magically drawn out of their body. As long as you are within 100 miles of the circle you regain hit points equal to half the damage the circle deals, rounded down.
Sanguine Defender
7th level Hemomancy
Casting Time: 1 Bonus Action
Range: Self (60 feet)
Components: S, B (your choice)
Duration: concentration, up to 10 minutes
You spill some of your own blood as it floats into a mass that hovers by your shoulder. The mass has hit points equal to twice the hit points you sacrificed. [Keep Track]
Whenever a creature within 60 feet of you makes an attack, as a Reaction, you can make a ranged spell attack against the creature making the attack, as the mass by your shoulder shoots a bolt of solidified blood at it. On a hit, the attacker takes 6d6 Piercing damage.
Whenever you cast another spell with a blood cost, the “mass” siphons off of the bloodpool you sacrificed, and the next attack it makes deals additional Necrotic damage equal to the hit points it took to cast that other spell.
The mass of blood fades when the spell ends, you lose concentration, or spend all of its hitpoints.
At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the blood cost of the spell becomes 1d12 + your choice, and the damage increases by 2d6 for each level above 7th.
Philosopher's Stone (ritual)
8th level Hemomancy
Casting Time: 8 hours
Range: Touch
Components: V, S, M (a crystal ball worth at least 200gp), B (minimum 25 hit points each from at least 4 creatures)
Duration: Until dispelled
Over the course of casting the spell, you imbue all of the blood into the crystal ball, turning it a deep red color. The crystal ball has a pool of hit points equal to the hit points that were sacrificed. As an Action, you can touch a creature with the ball and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount of 40 hit points per turn.
Additionally, when you cast a spell with a blood cost, you can use your Bonus Action to draw the necessary hit points from the pool. The Necromancy spell being cast this way deals an additional +25 Necrotic damage. Once all hit points in the pool are consumed, the crystal ball cracks and breaks, and the spell ends.
Crimson Scent
9th Level Hemomancy
Casting Time: 1 minute
Range: Self
Components: V, S, M (a drop of a creature's blood)
Duration: Concentration, up to 10 days
This 9th level spell allows you to track down any creature for several days with just a single drop of its blood.
You know the exact direction and distance to your target. You always know the shortest, most direct physical route to the target as long as you are on the same plane of existence.
If the spell hasn't ended upon finding the target, all attacks made towards it by you individually, are made with Advantage, and the creature is deemed Vulnerable to these attacks.
If the target is dead, you know the exact whereabouts of the body. If the target is on another plane of existence, or shrouded by an extremely strong odor, the spell fails.
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