Level
Cantrip
Casting Time
1 Action
Range/Area
30 ft.
Components
S, M *
Duration
Concentration 1 Minute
School
Transmutation
Attack/Save
None
Damage/Effect
Control

You tap into your mastery of blood magic to manipulate or analyze fresh blood within a 5-foot cube around you. Choose one of the following effects when you cast this spell. Once chosen, you cannot change the effect until you cast the spell again.

Manipulative Effects:

  1. Malleable Blood: You can shape the blood into simple, non-living objects, tools, or symbols. These creations cannot be more intricate than what you could normally carve or draw within a minute. They last for 1 minute or until you dispel them.

  2. Blood Sculptor: You can alter the consistency of the blood, making it either as hard as wood or as fluid as water. These alterations persist for 1 minute or until you dispel them.

Combat Effects:

  1. Blood Arsenal: You form a simple melee weapon from the blood. This weapon deals 1d6 slashing, piercing, or bludgeoning damage (your choice) and uses your spellcasting ability for attack and damage rolls. It deals an additional 1 point of necrotic damage on a hit. The weapon lasts for 1 minute or until you drop it.

  2. Blood Armor: You create a protective barrier of blood around yourself or an ally within 5 feet, granting temporary hit points equal to your spellcasting ability modifier (minimum of 1). These temporary hit points last for 1 minute or until depleted.

Medical Effects:

  1. Blood Heal: You use the manipulated blood to promote healing. You or an ally within 5 feet regains hit points equal to your spellcasting ability modifier (minimum of 1). This effect can stabilize a dying creature, but it does not provide additional hit points beyond the stabilization.

  2. Blood Clot: As a reaction when you or an ally within 5 feet takes damage, you can reduce the damage by 1d4. This effect can only be used once per casting of the spell.

  3. Blood Diagnosis: You perform a quick diagnostic scan of a creature's bloodstream, identifying any poisons, diseases, or other ailments. As an action, make a Wisdom (Medicine) check against a DC equal to 10 + the ailment's level of complexity (DM's discretion). On a success, you gain basic information about the target's medical condition.

* - (a drop of fresh blood)

Previous Versions

Name Date Modified Views Adds Version Actions
5/20/2024 1:47:57 PM
3
1
1
Coming Soon

Spell Tags: Control

Available For: Cleric (Legacy) Druid (Legacy) Sorcerer (Legacy) Warlock (Legacy) Wizard (Legacy) Cleric (Legacy) - Blood Domain Wizard (Legacy) - Blood Magic

Gamerworf

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