The Teachings of Sangromancy
The Teachings of Sangromancy The Red Wizards of Thay longed to explore every depth of magical knowledge, and with a single drop of blood, everything changed. Blood magic was studyied, experimented, twisted by the hands of its creators, and unleashed upon the world like a plague. And just as quickly as it emerged, it vanished, without a trace. Deemed too dangerous to be written down into books or scrolls, the Red Wizards who secured this power slowly died out, until there was no one left to spread its knowledge. That was until Hemoctus Jade, a new magic school renowned by its expert teachers, recently began expanding their building, announcing the Hall of Sangromancy. The once lost profane art has somehow been unleashed into the world once more. and while many brave or and the world asks a single question: do they know the curse behind these powers? Learning Sangromancy Spells While the art of Sangromancy is one that requires intense study and experimenting, Wizards aren’t the only ones that can step into the Hall of Sangromancy. Sorcerers can begin learning Sangromancy spells upon level up once they have had experience with a Sangromancer. This can be a conversation where they learn how to channel this power, a fight where they experience it first-hand, or after finding a tome that details the art of Sangromancy. Wizards that choose to transcribe a Sangromancy spell from a book or spell scroll to their spellbook also suffer a level of exhaustion once the spell has been copied. Tainted Blood Sangromancy spells come with a burden much greater than the scorn of society. When you know five or more Sangromancy spells, you begin to mutate, as a vampiric curse melds into your blood. You gain Lesser Sunlight Sensitivity, which can be healed by Greater Restoration or a Wish spell. This mutation does not return once healed. (While in sunlight, you have a -2 penalty on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.) When you know ten or more Sangromancy spells, your blood becomes tainted, as your body refuses to indulge in any other type of spell. Whenever you cast a spell that is not from the Sangromancy list, you suffer 2d10 necrotic damage. The only way to cleanse Tainted Blood is through a Wish spell or through a ritual known only by the Markov family. (This quest will be released at a later date along with any updates to these spells) Sangromancy in Your World Write something hereeeeeeeeeeeeeeeee Part 1 | Introduction 2 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Sangromancy Spells Cantrips Blood Bolt Necromancy Cantrip Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You use your blood to create a vampiric arcane dart. Make a ranged spell attack against a creature you can see within range. On a hit, the target takes 1d4 necrotic damage. You gain temporary hit points equal to half of the damage dealt at the start of your next turn. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Crimson Haze Conjuration Cantrip Casting Time: 1 action Range: Self (5-foot radius) Components: V, S Duration: Concentration, up to 1 minute Your blood spurts out of your body, creating a thick fog around you. You take 1d4 necrotic damage, which can't be reduced in any way, and create a cloud centered on you that heavily obscures the area. Creatures with Keen Smell have disadvantage on Wisdom (Perception) checks while inside the cloud. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Sanguine Spray Necromancy Cantrip Casting Time: 1 action Range: 10 feet Components: S Duration: Instantaneous You create a spraying cloud of blood that attempts to blind one creature you can see within range. You take 1d4 necrotic damage, which can't be reduced in any way. The target must succeed on a Constitution saving throw or become blinded until the end of your next turn. This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). 1st Level Spells Blood Rush 1st-level abjuration Casting Time: 1 action Range: Self Components: V, S Duration: 1 minute Your blood begins flowing around you, forming a protective veil. You take 1d8 necrotic damage, which can't be reduced in any way, and gain a +2 bonus to AC for 1 minute Blood Spike 1st-level evocation Casting Time: 1 action Range: 90 feet Components: V, S, M (an iron nail or a shard of glass) Duration: Instantaneous You create a magical lance using your blood, increasing its power. Make a ranged spell attack against a creature. You take 1d6 necrotic damage, which can't be reduced in any way, and the target creature takes 3d10 necrotic damage on a hit. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 and 1d10 for each slot level above 1st. Filia’s Cruel Reflection 1st-level illusion (ritual) Casting Time: 1 action Range: Self Components: V, S, M (a vial with the blood of a humanoid, which the spell consumes) Duration: 1 hour You use the blood of a humanoid creature to become a nearperfect copy of them. You make yourself look like a Medium or smaller Humanoid whose blood you used to cast the spell. You gain its armor class and learn any vulnerabilities and weaknesses the creature might have, along with its hit points. A creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC with disadvantage. Heart Surge 1st-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a coffee bean) Duration: 1 minute You increase the heartbeat of any living creature, allowing them to exert their body further. Target creature you can see within range takes 1d8 necrotic damage, which can't be reduced in any way, and has their movement speed increase by 30 feet for 1 minute. 2nd Level Spells Frey’s Red Blade 2nd-level evocation Casting Time: 1 action Range: Self (15-foot cone) Components: S, M (a sharp weapon worth at least 1 sp) Duration: Instantaneous You channel your blood into a magical slash that spreads out from you in a 15-foot cone. Each creature in the line must make a Wisdom saving throw. A creature takes 2d10 necrotic damage on a failed save, or half as much damage on a successful one. Part 2 | Spell List 3 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd. Ruby Bomb 2nd-level conjuration Casting Time: 1 minute Range: Touch Components: V, S, M (a fresh apple) Duration: Concentration, up to 1 Hour You create a Tiny orb of pulsing red energy, ready to explode. Whenever a creature other than you is within a 15-feet radius of the orb, it blows up, forcing each creature within range to succeed a Dexterity saving throw or take 4d10 necrotic damage. When you cast the spell, you can designate creatures that won't set off the orb. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd. Sanguine Wager 2nd-level necromancy Casting Time: 1 action Range: 30 feet Components: S, M (a stained coin) Duration: Instantaneous You wage a fight against another creature’s soul. Target creature you can see within range must make a Wisdom saving throw. On a failed save, they take 4d8 necrotic damage, and you take 1d8 necrotic damage, which can't be reduced in any way. On a successful save, they take half as much damage and you take twice as much damage. Constructs are immune to this spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, increase both instances of damage by 1d8 for each slot level above 2nd. Wreath of Blood 2nd-level transmutation Casting Time: 1 bonus action Range: Self Components: V, S, M (a ruby worth at least 100 gp) Duration: Concentration, up to 1 minute You create a bloody cloak from the essence of all living beings around you. You gain the following benefits until the spell ends: Whenever a creature you can see hits you with a melee attack, you can use your reaction to deal 1d6 necrotic damage to the creature that damaged you. You gain resistance to necrotic damage damage You have advantage on Constitution saving throws you make to maintain concentration on this spell. 3rd Level Spells Ruby’s Hemmoraging Curse 3rd-level enchantment Casting Time: 1 action Range: 60 feet Components: V, M (a vial of snake venom) Duration: Concentration, up to 1 hour You link your bloodstream with that of another creature you can see within range. Until the spell ends, the target takes an extra 1d8 necrotic damage whenever it is hit with an attack, and you take 1d4 necrotic damage, which can't be reduced in any way. You also have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature. At Higher Levels. When you cast this spell using a spell slot of 4th or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 6th level or higher, you can maintain your concentration on the spell for up to 24 hours. Simmering Blood 3rd-level evocation Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You draw the blood out from surrounding creatures, creating a cloud of boiling blood in a 20-foot-radius sphere from a point within range. Each creature inside the radius makes a Constitution saving throw, taking 3d8 fire damage and 3d8 necrotic damage on a failed save, and half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the fire damage or the necrotic damage (your choice) increases by 1d8 for each slot level above 3rd. Part 2 | Spell List 4 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Twin Cell 3rd-level conjuration Casting Time: 1 action Range: 30 feet Components: V, S, M (a jar worth at least 200 gp filled with your blood) Duration: Instantaneous Drawing from your life’s essence, you create a blood clone of yourself. It manifests in an unoccupied space that you can see within range. You take 3d8 necrotic damage, which can't be reduced in any way. The Blood Clone has an AC of 18, half of your total hit points, and on your turn you can mentally move it up 30 feet in any direction (no action required). Whenever you make an attack against one creature within 60 feet of your Blood Clone, you can use your reaction to have it make a ranged attack against that creature. It uses your spell attack modifier to hit, and deals 2d8 necrotic damage. 4th Level Spells Hemactic Sacrament 4th-level abjuration (ritual) Casting Time: 1 hour Range: 30 feet Components: V, S, M (A ruby-encrusted dagger worth at least 500 gp, which the spell consumes) Duration: 24 hours You and up to 4 other willing creatures partake in a wicked ritual, gaining the following benefits for the duration: You gain advantage on death saving throws. You gain 15 temporary hit points You become immune to the charmed and frightened condition. Ichor Toxin 4th-level illusion Casting Time: 1 action Range: 60 feet Components: V, S Duration: 1 minute You throw a mist of tainted blood that affects the mind. Each creature you choose in a 30-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw or become frightened of you for 1 minute. Nerve Jolt 4th-level evocation Casting Time: 1 action Range: 90 feet Components: V, S, M (a pickled brain in a jar) Duration: Instantaneous You attempt to grip the bloodstream of a creature, crushing it. Make a ranged spell attack against a creature you can see within range. On a hit, the target takes 4d8 necrotic damage and suffers one level of exhaustion for 1 minute. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the necrotic damage increases by 1d8 for each slot level above 4th. The target also gains one extra level of exhaustion when you cast this spell using a spell slot of 7th, and another one at 9th level. 5th Level Spells Bastio’s Life Convergence 5th-level transmutation Casting Time: 1 action Range: 90 feet Components: S, M (A silver heart worth at least 500 gp) Duration: Instantaneous You attempt to force a target creature’s life force within range to become the same as yours. The target must make a Constitution saving throw, on a failure, their hit points become equal to your maximum hit points, and you take necrotic damage equal to the difference, which can't be reduced in any way. You do not take damage if the target of this spell has less hit points than you. Pulsating Puppet 5th-level enchantment Casting Time: 1 action Range: 30 feet Components: V, S, M (a small wooden puppet) Duration: Concentration, up to 1 minute You pluck at the heart of a creature you can see within range, turning it into a puppet. Target creature must succeed on a Wisdom saving throw or become charmed by you for the duration. The charmed creature must use its turn to move towards a creature of your choice and make a melee attack, or make a ranged attack towards a creature of your choice. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. Constructs and Undead creatures are immune to this spell 6th Level Spells Frey’s Crimson Wave 6th-level enchantment Casting Time: 1 action Range: Self (30-foot radius) Components: V, S, M (a chunk of crystallized blood) Duration: Instantaneous Your blood explodes into a whirlpool of draining energy with a 30-foot radius. Each creature in that area must succeed a Constitution saving throw or suffer three levels of exhaustion. You have advantage on this saving throw. Part 2 | Spell List 5 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
7th Level Spells Power Word Bleed 6th-level enchantment Casting Time: 1 action Range: 60 feet Components: V Duration: Instantaneous You utter a single word, and the blood of a single creature you can see within range freezes. If the target has 100 hit points or fewer, it becomes vulnerable to all types of damage and becomes incapacitated until the end of your next turn. If the target is immune to any type of damage, it loses that immunity for the duration of the spell. A target is unaffected if it is immune to being charmed. A target affected by this bleeding pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the bleeding effect ends. Credits Art (in order of appearance) by: Nadine Oestreich Seraphandreyl Talexior Part 2 | Spell List This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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