You touch the blood of a creature, attempting to create a trail that leads to the creature from whom it originated. The caster can choose whether only they can see the trail, or if everyone (including the target creature) can see it. The fresher the blood, the more accurate the spell; have the GM roll a d100 on the table below to determine the outcome.
| Time Since Blood Exuded | Mishap | Wrong | Near | On Target |
| <1 Hour | --- | --- | 01 - 10 | 11 - 100 |
| 1<8 Hours | --- | 01 - 10 | 11 - 25 | 26 - 100 |
| 8<24 Hours | 01 - 10 | 11 - 25 | 26 - 50 | 51 - 100 |
| 24<240 Hours | 01 - 25 | 26 - 50 | 51 - 74 | 75 - 100 |
| 240+ Hours | 01 - 50 | 51 - 75 | 75 - 100 | --- |
Mishap. The caster must make a save against the Malediction feature, then the spell ends.
Wrong. The trail leads to a different creature
Near. The trail peters out 100 to 1000 feet away from the target creature.
On Target. The trail leads to and touches the creature.
Malediction. For the duration of the spell, if you are within 90 feet of the target of the spell and you can see the target, you can try to corrupt its blood as an action. The target must make a Constitution saving throw, taking 8d8 necrotic damage and becoming poisoned for 1 minute on a failure, or taking half as much damage and not being poisoned on a success. A creature poisoned in this way can repeat the saving throw at the end of each of its turns, ending the poison on a success. Success or failure, the spell ends when you use this action.
At Higher Levels. 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.
Credit to Loot Tavern
* - (blood of the target creature)
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