You manipulate and wield blood as a tool or as a weapon. When you cast this spell, you choose one of following effects:
Blood Boil. You reach out with your blood magic and cause the blood within a creature to run hot with madness. Target a creature within 60 feet, and if the creature has blood, it takes 2d8 of fire damage, it must make a wisdom saving throw. On a failed save, the creature loses concentration and must make their next save at disadvantage. Until the spell ends, you can use this effect again on each of your turns as an action.
Blood Racing. You excite the blood of a creature and bolster their resiliency with your blood magic. Target a creature within 30 feet, and if that creature has blood it gains the following benefits:
- Resistance to all damage, except psychic damage.
- Their movement speed is doubled.
- When they take the attack action, they may make an additional attack (in addition to their extra attack or multiattack features).
When the target creature takes damage, the caster must make a concentration saving throw as if they had taken the damage (DC equal to 10 or half the triggering instance of damage calculated before resistances were applied.).
Rend Blood. You sunder the blood out from another creature. Target a creature within 30 feet, and if the creature has blood, it must make a constitution saving throw. On a failed save, the creature takes 4d6 of necrotic damage. On a successful save, the creature takes 2d6 of necrotic damage. Their blood pools in your hand and can be commanded to your will creating a Blood Blade weapon. Until the spell ends, you can use an action to make two melee spell attacks with this weapon. On hit, it deals 2d6 of necrotic damage. Additionally until the spell ends, you can use your bonus action to deal 2d6 of necrotic damage to yourself. You may add to the blood of the Blood Blade from your own wounds, any damage dice of necrotic damage you receive from Control Blood effects is added to the Blood Blade damage rolls, until this effect ends.
Bloodbending. You wrest control over another creature through the use of your blood magic. Target a creature within 30 feet, and if the creature has blood, it must make a constitution saving throw. On a successful save, its speed is halved. On a failed save:
- A creature of medium size or smaller is Paralyzed. While the creature is Paralyzed, you may use your action on following turns to cause the creature to hover and move the creature 30 feet in any direction.
- A creature of large size is Restrained. While the creature is Restrained, you may use your action on following turns to cause the creature to hover and move the creature 10 feet in any direction.
- A creature of huge size is Grappled.
- A creature of Gargantuan size automatically succeeds the saving throw.
At the start of the targetted creature's turn, the creature may make a constitution saving throw. On a successful save, the spell effect ends. Until the spell ends, you can use this effect again, designating a new or the same target.
Exorcise Blood. You cause blood to blossom forth from their mortal confines creating a haze of death. Target a point within 60 feet, and all creatures within 10 feet must make a constitution saving throw. On a failed save, they take 4d6 of necrotic damage, or half damage on a successful save. Until the spell ends, you can spend your action to use this effect again.
Bloody Regeneration. Control over blood, is control over the very life essence of creatures. Target a creature within 60 feet, and if that creature has blood, at the start of each of their turns they regain 3d6 hit points. Until the spell ends, you may use an action during your turn to Exsanguinate a recently dead creature, or a creature at 0 HP which dies upon being Exsanguinated. When you Exsanguinate a creature you heal 1d6 hit points, plus an additional 1d6 hit points for each size category of the exsanguination target above small (2d6 of healing from a medium creature, 3d6 for a large, etc.).
Maintaining Concentration. When you cast this spell, with any or all of the above effects, you maintain concentration and cannot lose concentration on this spell, until the duration of the spell has elapsed or until you die. If you attempt to cast a concentration spell, while concentrating on this spell, the casting fails and you maintain concentration on your casting of Control Blood. You must still make concentration saving throws as normal, but on a failed saved you do not lose concentration on the spell and instead take 1d12 of necrotic damage, plus an additional 1d12 of necrotic damage per spell level (total of 4d12 when cast at 3rd level, 5d12 when cast at 4th level, etc.).
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you may choose an additional effect for each slot level above 3rd.
When you cast this spell using a spell slot of 6th level or higher, creatures without blood can be affected by this spell and its spell effects as you manipulate a creature's life energy directly.
When you cast this spell using a spell slot of 9th level, you gain the following effect:
Master of Blood. When you use your action on your turn to use one of the on-going effects of Control Blood, you may use any other on-going effect(s) of Control Blood as part of the same action.
* - (Vial of Blood)
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