Skip to main content

Hemomancy Spells

Image by DALL·E

Art by DALL·E

The Forbidden Lore

In the shadowy depths of the Arcane Bear Library, hidden amidst towering shelves laden with ancient tomes and whispering parchments, lay a forbidden section dedicated to the enigmatic art of hemomancy. Hemomancy, a form of magic as potent as it was perilous, drew upon the very essence of life, the crimson fluid that coursed through the veins of all living beings. To wield such power was to tread a treacherous path, for it demanded a sacrifice of the caster's own blood, a price to be paid for the unleashing of arcane energies.

Within the hushed chambers of this forbidden section, tomes adorned with intricate blood-red sigils bore witness to the dark legacy of hemomancy. Their pages, penned in the very blood of their authors, whispered of spells that could heal or harm, spells that could bind or control, spells that could manipulate the very essence of life itself. The air hung heavy with the scent of iron and parchment, a lingering testament to the sacrifices made in the pursuit of this forbidden knowledge.

Legends murmured of hemomancers who had mastered their craft, wielding their own blood as a potent weapon, weaving intricate patterns of life and death. They spoke of sorcerers who could mend shattered bones and heal festering wounds with a mere touch, their hands imbued with the life-giving power of blood. Yet, the tales also warned of hemomancers consumed by their thirst for power, their bodies ravaged by the constant depletion of their lifeblood, their minds teetering on the brink of madness.

Spells

Blood Mana

Cantrip, Hemomancy

Casting TimeRangeComponentsDuration
1 actionSelfV, SInstantaneous

You can use your own blood to fuel your magic. You can spend hit dice to take damage, and recover a used spell of the level of the amount of hit dice used, divided by 2, rounded down.

Classes: Sorcerer, Warlock, Wizard

Sanguine Dart

Cantrip, Hemomancy

Casting TimeRangeComponentsDuration
1 action60 ftV,SInstantaneous

You make a ranged spell attack against a creature you can see within range. On a hit, the target takes 1d6 necrotic damage, and you gain temporary hit points equal to half the damage dealt.

The spell creates more darts when you reach higher levels: two darts at 5th level, three darts at 11th level, and four darts at 17th level. You can direct the darts to hit one creature or several.

Classes: Sorcerer, Warlock, Wizard