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Valley of Worlds

Valley of Worlds
Writing, Formatting, Design, Playtesting

Marián Goldschmied
Artwork and Graphic Design

The Bloodsong Grimoire is published by Valley of Worlds s.r.o.


Valley of Worlds © 2023

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of
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SPELL LISTS ........................................................................................................................4
Bard Spells ................................................................................................................4
Cleric Spells ..............................................................................................................4
Druid Spells ..............................................................................................................5
Paladin Spells ...........................................................................................................6
Ranger Spells ...........................................................................................................6
Sorcerer Spells ........................................................................................................6
Warlock Spells .........................................................................................................7
Wizard Spells ...........................................................................................................8

SPELL DESCRIPTIONS ....................................................................................................9


Cantrips ......................................................................................................................9
1st Level ..................................................................................................................10
2nd Level .................................................................................................................12
3rd Level .................................................................................................................14
4th Level ..................................................................................................................16
5th Level ..................................................................................................................17
6th Level ..................................................................................................................18
7th Level ..................................................................................................................20
8th Level ..................................................................................................................20
9th Level ..................................................................................................................21

3
BARD SPELLS 7th Level
Crimson Tears (Necromancy)
Cantrips Greater Simulacrum (Illusion)

Arterial Lock (Transmutation)


Blood Needle (Evocation) 8th Level
Visions of the Bloodsong (Enchantment)
1st Level
Borrowed Life (Necromancy) 9th Level
Lacerating Strike (Evocation)
Veinburst (Necromancy) The Bloodsong: First Verse (Evocation)
Written in Blood (Transmutation)

2nd Level CLERIC SPELLS


Crimson Shackles (Conjuration)
Curse of Bloodletting (Necromancy) Cantrips
Hematic Regeneration (Necromancy) Arterial Lock (Transmutation)
Hemobomb (Evocation) Minor Transfusion (Necromancy)
Lesser Simulacrum (Illusion)
Purifying Transfusion (Transmutation)
1st Level
3rd Level Blood of the Ancestors (Abjuration)
Borrowed Life (Necromancy)
Life Tether (Abjuration) Forbidden Fruit (Conjuration)
Sanguinated Form (Transmutation) Lacerating Strike (Evocation)
Written in Blood (Transmutation)
4th Level
Black Wing Cloud (Conjuration) 2nd Level
Curse of Bloodletting (Necromancy)
5th Level Crimson Shackles (Conjuration)
Hematic Regeneration (Necromancy)
Curse of Bloodlust (Enchantment) Hemobomb (Evocation)
Sanguine Deluge (Conjuration) Purifying Transfusion (Transmutation)
Sanguine Edge (Necromancy)
Standard of the Vampiric Lord (Necromancy)
3rd Level
6th Level Brand of the Bloodfallen (Necromancy)
Hemosphere (Necromancy)
Boiling Circulation (Necromancy) Life Tether (Abjuration)
Heartstring Puppet (Enchantment)
Mark of the Bloodsong (Enchantment)

4
4th Level 2nd Level
Blackened Veins (Necromancy) Hematic Infestation (Necromancy)
Scarlet Wings (Necromancy) Hematic Regeneration (Necromancy)
Hemobomb (Evocation)
Purifying Transfusion (Transmutation)
5th Level
Curse of Bloodlust (Enchantment)
Sanguine Deluge (Conjuration) 3rd Level
Standard of the Vampiric Lord (Necromancy) Brand of the Bloodfallen (Necromancy)
Sanguinated Form (Transmutation)
6th Level
Boiling Circulation (Necromancy) 4th Level
Heartstring Puppet (Enchantment)
Blackened Veins (Necromancy)
Hemovivification (Necromancy)
Black Wing Cloud (Conjuration)
Mark of the Bloodsong (Enchantment)
Scarlet Wings (Necromancy)

7th Level
5th Level
Crimson Tears (Necromancy)
Curse of Bloodlust (Enchantment)
Sanguine Deluge (Conjuration)
8th Level
Dome of True Blood (Conjuration) 6th Level
Visions of the Bloodsong (Enchantment)
Boiling Circulation (Necromancy)
Heartstring Puppet (Enchantment)
9th Level Hemovivification (Necromancy)
The Bloodsong: First Verse (Evocation)
7th Level
Crimson Tears (Necromancy)
DRUID SPELLS
9th Level
Cantrips The Bloodsong: First Verse (Evocation)
Arterial Lock (Transmutation)
Minor Transfusion (Necromancy)
Scent of Blood (Transmutation)

1st Level
Blood of the Ancestors (Abjuration)
Blood Tracing (Divination)
Borrowed Life (Necromancy)
Forbidden Fruit (Conjuration)
Written in Blood (Transmutation)

5
PALADIN SPELLS

1st Level 3rd Level


Blood of the Ancestors (Abjuration) Bloodthron Volley (Transmutation)
Borrowed Life (Necromancy)
Lacerating Strike (Evocation)
Written in Blood (Transmutation)
4th Level
Black Wing Cloud (Conjuration)
2nd Level
Crimson Shackles (Conjuration)
5th Level
Hematic Regeneration (Necromancy) Sanguine Edge (Necromancy)
Purifying Transfusion (Transmutation) Standard of the Vampiric Lord (Necromancy)

3rd Level
Brand of the Bloodfallen (Necromancy) SORCERER SPELLS
Life Tether (Abjuration)

4th Level Cantrips


Scarlet Wings (Necromancy) Arterial Lock (Transmutation)
Blood Needle (Evocation)
5th Level Scent of Blood (Transmutation)

Sanguine Edge (Necromancy) 1st Level


Standard of the Vampiric Lord (Necromancy)
Blood Tracing (Divination)
Bloodfire Bolt (Evocation)
Borrowed Life (Necromancy)
RANGER SPELLS Veinburst (Necromancy)
Written in Blood (Transmutation)

1st Level 2nd Level


Blood Tracing (Divination) Crimson Shackles (Conjuration)
Forbidden Fruit (Conjuration) Curse of Bloodletting (Necromancy)
Lacerating Strike (Evocation) Hematic Infestation (Necromancy)
Hemobomb (Evocation)
Lesser Simulacrum (Illusion)
2nd Level
Bloodstrand Arrow (Transmutation) 3rd Level
Crimson Shackles (Conjuration)
Hematic Infestation (Necromancy) Hemosphere (Necromancy)
Purifying Transfusion (Transmutation) Sanguinated Form (Transmutation)
Vital Reservoir (Transmutation)

6
4th Level 1st Level
Blackened Veins (Necromancy) Blood Tracing (Divination)
Black Wing Cloud (Conjuration) Bloodfire Bolt (Evocation)
Frigid Vessels (Transmutation) Borrowed Life (Necromancy)
Living Blood Barrier (Conjuration) Veinburst (Necromancy)
Scarlet Wings (Necromancy) Written in Blood (Transmutation)

5th Level 2nd Level


Curse of Bloodlust (Enchantment) Crimson Shackles (Conjuration)
Sanguine Deluge (Conjuration) Curse of Bloodletting (Necromancy)
Hematic Infestation (Necromancy)
Hemobomb (Evocation)
6th Level Lesser Simulacrum (Illusion)
Boiling Circulation (Necromancy)
Heartstring Puppet (Enchantment) 3rd Level
Brand of the Bloodfallen (Necromancy)
7th Level Hemosphere (Necromancy)
Sanguinated Form (Transmutation)
Breath of the Blood Dragon (Evocation)
Vital Reservoir (Transmutation)
Crimson Tears (Necromancy)
Greater Simulacrum (Illusion)
4th Level
8th Level Blackened Veins (Necromancy)
Black Wing Cloud (Conjuration)
Dome of True Blood (Conjuration)
Frigid Vessels (Transmutation)
Visions of the Bloodsong (Enchantment)
Living Blood Barrier (Conjuration)
Scarlet Wings (Necromancy)
9th Level
Bloodweaver’s Wrath (Necromancy)
5th Level
The Bloodsong: First Verse (Evocation)
Curse of Bloodlust (Enchantment)
Sanguine Deluge (Conjuration)

6th Level
Boiling Circulation (Necromancy)
WARLOCK SPELLS Heartstring Puppet (Enchantment)
Hemovivification (Necromancy)

Cantrips
Arterial Lock (Transmutation)
Blood Needle (Evocation)
Minor Transfusion (Transmutation)
Scent of Blood (Transmutation)

7
7th Level 3rd Level
Breath of the Blood Dragon (Evocation) Brand of the Bloodfallen (Necromancy)
Crimson Tears (Necromancy) Hemosphere (Necromancy)
Greater Simulacrum (Illusion) Sanguinated Form (Transmutation)
Vital Reservoir (Transmutation)
8th Level
4th Level
Dome of True Blood (Conjuration)
Visions of the Bloodsong (Enchantment) Blackened Veins (Necromancy)
Black Wing Cloud (Conjuration)
Frigid Vessels (Transmutation)
9th Level Living Blood Barrier (Conjuration)
Scarlet Wings (Necromancy)
Bloodweaver’s Wrath (Necromancy)
The Bloodsong: First Verse (Evocation)
5th Level
Curse of Bloodlust (Enchantment)
WIZARD SPELLS Sanguine Deluge (Conjuration)

6th Level
Cantrips
Boiling Circulation (Necromancy)
Arterial Lock (Transmutation) Heartstring Puppet (Enchantment)
Blood Needle (Evocation) Hemovivification (Necromancy)
Scent of Blood (Transmutation) Mark of the Bloodsong (Enchantment)

1st Level 7th Level


Blood Tracing (Divination) Breath of the Blood Dragon (Evocation)
Bloodfire Bolt (Evocation) Crimson Tears (Necromancy)
Borrowed Life (Necromancy) Greater Simulacrum (Illusion)
Veinburst (Necromancy)
Written in Blood (Transmutation) 8th Level
2nd Level Dome of True Blood (Conjuration)
Visions of the Bloodsong (Enchantment)
Crimson Shackles (Conjuration)
Curse of Bloodletting (Necromancy) 9th Level
Hematic Infestation (Necromancy)
Hemobomb (Evocation) Bloodweaver’s Wrath (Necromancy)
Lesser Simulacrum (Illusion) The Bloodsong: First Verse (Evocation)

8
Cantrips MINOR TRANSFUSION
Necromancy cantrip
Casting Time: 1 action
ARTERIAL LOCK Range: 30 feet
Transmutation Cantrip Components: V, S
Casting Time: 1 action Duration: Instantaneous
Range: 30 feet Classes: Cleric, Druid, Warlock
Components: V, S You target a strand of blood in a vein of a
Duration: Instantaneous creature you can see within range. The creature
Classes: Bard, Cleric, Druid Sorcerer, Warlock, has to make a Constitution saving throw, or a
Wizard small amount of blood will pierce through the
Choose a creature you can see within range. vein, dealing 1d6 necrotic damage. You can
The creature must make a Constitution saving then guide this blood to yourself or any willing
throw. On a failed save, the target has the blood creature you can see within range, allowing
flow in its limbs temporarily restricted and has them to regain hit points equal to half of the
disadvantage on its next Dexterity saving throw damage caused by this spell. Creatures without
or Dexterity-based check until the start of your blood are immune to the effects of this spell.
next turn. Creatures without blood are immune
to the effects of this spell. SCENT OF BLOOD
Transmutation cantrip
BLOOD NEEDLE Casting Time: 1 action
Evocation cantrip Range: Touch
Casting Time: 1 action Components: V, S
Range: 60 feet Duration: Instantaneous
Components: V, S Classes: Druid, Sorcerer, Warlock, Wizard
Duration: Instantaneous You touch a willing creature, enhancing their
Classes: Bard, Sorcerer, Warlock, Wizard senses and attuning them to the scent of blood.
You shoot a thin needle of blood at a creature For the next 10 minutes, the creature gains
within range. Make a ranged spell attack against advantage on Wisdom (Perception) checks
the target. On a hit, the target takes 1d8 necrotic related to detecting the presence or location of
damage. This damage is increased each time you blood or creatures that are injured and bleeding.
hit the same target with this spell. The damage You can locate blood even if it, or its source, is
increases to 1d10 on second hit, to 1d12 on invisible, although you will only be able to smell
third hit and to 2d8 on any subsequent hits on it.
the same creature.

9
1st Level Spells

BLOODFIRE BOLT BLOOD TRACING


1st-level evocation 1st-level divination
Casting Time: 1 action Casting Time: 10 minutes
Range: 60 feet Range: Unlimited
Components: V, S Components: V, S, M (vial of blood of the
Duration: Instantaneous tracked creature and a map)
Classes: Sorcerer, Warlock, Wizard Duration: 24 hours
You form a mote of blood and fire in your hand Classes: Druid, Ranger, Sorcerer, Warlock,
and launch it at a creature within range. Make a Wizard
ranged spell attack against the target. On a hit, With the use of the blood from the creature you
the target takes 2d8 necrotic damage. Creature want to find or follow, you can perform this spell
hit by this spell has to make a Dexterity saving to track them accurately. First you will take a
throw at the end of its turn. On a failed save, the drop of the creature’s blood and pour a single
creature takes 1d4 fire damage. This effect lasts drop onto a map. Then you infuse the drop of
for 1d3 rounds or until the creature succeeds on blood with your magic, causing it to resemble
the saving throw. the movements of the tracked creature. For
At Higher Levels 24 hours you will see where on the map the
When you cast this spell using a spell slot of 2nd creature currently is, but you won’t be able to
level or higher, the necrotic damage is increased discern its vertical location.
by 1d8 and the fire damage increases by 1d4 for
each slot level above 1st. BORROWED LIFE
1st-level necromancy
BLOOD OF THE ANCESTORS Casting Time: 1 action
1st-level abjuration Range: Touch
Casting Time: 1 action Components: V, S
Range: 20 feet Duration: Instantaneous
Components: V, S Classes: Cleric, Druid, Paladin, Sorcerer,
Duration: 8 hours Warlock, Wizard
Classes: Cleric, Druid, Paladin You touch a willing creature and begin to extract
You target up to three creatures and awaken some of its life essence. You can extract hit
the blood of their ancestors within them. The points up to an amount equal to your character
first time a creature affected by this spell takes level plus your spellcasting ability modifier. This
damage, they are immediately healed for 1d6 hit life essence can be immediately transferred to
points, after which the spell effect ends. another creature, healing them for the same
amount extracted. You can also transfer your
At Higher Levels own life essence.
When you cast this spell using a spell slot of 2nd
level or higher, the healing increases by 1d6 for At Higher Levels
each slot level above 1st. When you cast this When you cast this spell using a spell slot of
spell using a spell slot of 5th level or higher, in 2nd level or higher, the amount of hit points you
addition to the increase in healing, you can also can transfer increases by 1d6 for each slot level
target up to five creatures. above 1st.

10
FORBIDDEN FRUIT VEINBURST
1st-level conjuration 1st-level necromancy
Casting Time: 1 action Casting Time: 1 action
Range: 15 feet Range: 30 feet
Components: V, S, M Components: V, S
Duration: Concentration, up to 1 minute Duration: Instantaneous
Classes: Cleric, Druid, Ranger Classes: Bard, Sorcerer, Warlock, Wizard
An old tree sprouts from the fresh corpse of a You focus on a creature you can see within
creature that possessed blood, with blood fruits range, and with your mastery over blood,
hanging from its branches. A creature can use its you increase the pressure of blood within
action to eat a piece of fruit and regain hit points the creature‘s veins until they burst in
equal to their constitution modifier. A maximum several places. The target must succeed on a
of five fruits can be taken from a single tree, Constitution saving throw or take 4d6 necrotic
after all five have been eaten, the tree withers damage. Creatures without blood are immune to
and dissipates into ashes. the effects of this spell.
At Higher Levels At Higher Levels
When you cast this spell using a spell slot of When you cast this spell using a spell slot of 2nd
2nd level or higher, the healing is increased by level or higher, the damage is increased by 1d6
1d4 and one additional fruit can be taken from for each slot level above 1st.
the tree before the spell ends for each slot level
above 1st. WRITTEN IN BLOOD
1st-level transmutation
LACERATING STRIKE Casting Time: 5 minutes
1st-level evocation Range: Unlimited
Casting Time: 1 action Components: V, S, M (the recipient needs to
Range: Self carry a vial of the casters blood)
Components: V, S Duration: Instantaneous
Duration: Concentration, up to 1 minute Classes: Bard, Cleric, Druid, Paladin, Ranger,
Classes: Bard, Cleric, Paladin, Ranger Sorcerer, Warlock, Wizard
Your blood magic flows into the weapon you are You write a message in your own blood, infused
holding, empowering it. The next time you hit with magic. This message is received by a target
a creature with a melee weapon attack during of your choice, who carries a vial containing
the spell’s duration, your weapon glows with a your blood. After a short while, the vial on the
crimson light, and the attack deals an extra 1d6 recipient starts shaking and spills, forming
necrotic damage to the target. Additionally, the into the message you wrote right in front of the
empowered weapon absorbs some of the blood recipient‘s eyes. Once the message is read, the
of the creature it hit and you gain temporary hit blood is recollected inside the vial.
points equal to half of the damage dealt by this
attack. The temporary hit points last until the The length of the message is limited to one
end of your next turn. standard book page of written contents.
At Higher Levels
When you cast this spell using a spell slot of 2nd
level or higher, the damage is increased by 1d6
for each slot level above 1st.

11
2nd Level Spells

BLOODSTRAND ARROW manages to break one of the chains, only being


2nd-level transmutation restrained by one.
Casting Time: 1 bonus action
A restrained creature can make a Strength
Range: Self
saving throw at the end of each of its turns,
Components: V, S
breaking one of the chains on success.
Duration: Concentration, up to 1 minute
Alternatively, the creature or someone else who
Classes: Ranger
can reach it can attack one of the chains. For this
You make a small cut on your wrist and pull out purpose the chains have armor class of 4 and 5
a strand of your blood that forms into a solid hit points each.
arrow. The next time you make a ranged weapon
At Higher Levels
attack with this arrow, it deals an additional
When you cast this spell using a spell slot of 3rd
2d6 necrotic damage. Additionally, the target
level or higher, you can add two more chains
must make a Constitution saving throw. On a
for each slot level above 2nd. You can use these
failed save, the target is afflicted by one of the
additional chains to bind one target with more
following conditions of your choice: Blinded,
chains or choose an additional target. One
Deafened or Poisoned. The chosen condition
creature must be bound by a minimum of 2
lasts for 1 minute. On a successful save, the
chains and a maximum of 4 chains.
target takes half the damage and resists the
imposed condition. Creatures without blood are
immune to the condition imposed by this spell. CURSE OF BLOODLETTING
2nd-level necromancy
The affected target can make a Constitution
saving throw at the start of each of its turns to Casting Time: 1 action
end the imposed condition. Range: 60 feet
Components: V, S
At Higher Levels Duration: Concentration, up to 1 minute
When you cast this spell using a spell slot of 3rd Classes: Bard, Cleric, Sorcerer, Warlock, Wizard
level or higher, the damage is increased by 1d6
for each slot level above 2nd. You unleash a curse on a creature you can
see within range, causing its blood to bleed
profusely when slashed or pierced. The cursed
CRIMSON SHACKLES creature takes an additional 1d6 necrotic
2nd-level conjuration
damage each time it suffers slashing or piercing
Casting Time: 1 action damage. Creatures without blood are immune to
Range: 30 feet the effects of this spell.
Components: V, S, M (small dagger or knife)
Duration: 1 minute The curse lasts for the duration, until the target
Classes: Bard, Cleric, Paladin, Ranger, Sorcerer, succeeds on a Constitution saving throw at the
Warlock, Wizard end of its turn, ending the curse on a success,
As you cut your palm to let your blood flow or until it is dispelled using magic that removes
and fuel your magic, you press it against the curses.
ground and choose a target within range you
can see. Two crimson chains will sprout from At Higher Levels
the ground and bind the target. The target When you cast this spell using a spell slot of 3rd
must make a Strength saving throw. On a failed level or higher, the additional necrotic damage
save, the target is restrained by two chains for increases by 1d6 for each slot level above 2nd.
the duration. On a successful save, the target

12
HEMATIC INFESTATION HEMOBOMB
2nd-level necromancy 2nd-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: Self (10-foot-radius)
Components: V, S Components: V, S
Duration: Concentration, up to 1 minute Duration: Instantaneous
Classes: Druid, Ranger, Sorcerer, Warlock, Classes: Bard, Cleric, Druid, Sorcerer, Warlock,
Wizard Wizard
You infest the bloodstream of a creature within Drawing upon the power of your own blood,
range, causing its blood to betray it. The target you conjure a swirling mass of crimson energy.
must make a Constitution saving throw. On a With a forceful gesture, you release this volatile
failed save, dark bloodsucking insects manifest power, creating a sanguine explosion within a
within its bloodstream, some of which can even 10-foot radius sphere centered on you. Each
be seen under the skin. Creatures without blood creature in the area must make a Constitution
are immune to the effects of this spell. saving throw. On a failed save, they take 4d6
necrotic damage and are forcefully pushed back
While infested, the creature takes 1d8 necrotic 10 feet away from the center of the explosion.
damage at the start of each of its turns. In On a successful save, the damage is halved, and
addition, the target has disadvantage on the pushback effect is negated.
Dexterity saving throws as the insects disrupt At Higher Levels
its coordination. The creature can make a When you cast this spell using a spell slot of 3rd
Constitution saving throw at the end of each of level or higher, the damage increases by 1d6 for
its turns to end the infestation. each slot level above 2nd.
At Higher Levels
When you cast this spell using a spell slot of 3rd LESSER SIMULACRUM
level or higher, the damage increases by 1d8 for 2nd-level illusion
each slot above 2nd.
Casting Time: 1 action
Range: 30 feet
HEMATIC REGENERATION Components: V, S
2nd-level necromancy Duration: Concentration, up to 1 minute
Casting Time: 1 action Classes: Bard, Sorcerer, Warlock, Wizard
Range: Self As a bonus action you create an exact illusion
Components: V, S double of yourself at a point within range. This
Duration: Concentration, up to 1 minute illusion will mimic your exact actions, although
Classes: Bard, Cleric, Druid, Paladin it will be mere illusions and won’t have any real
You infuse your blood with your magic, granting effect. The illusion does not have hit points,
yourself the ability to regenerate and heal your therefore it does not take any damage if struck
wounds. For up to 1 minute, the first time you by an attack.
take damage each round, you regain hit points
equal to half the damage received. If the attack You can use your bonus action to swap places
reduces you to 0 hit points, this spell ends and with the illusion unnoticed. This action can also
you do not regain hit points from the attack. be performed at the same time when this spell
is first cast. You can move the illusion up to 30
feet as a free action.

13
PURIFYING TRANSFUSION BRAND OF THE BLOODFALLEN
2nd-level transmutation 3rd-level necromancy
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: Touch
Components: V, S, M (a small silver dagger) Components: V, S
Duration: Instantaneous Duration: Concentration, up to 1 minute
Classes: Bard, Cleric, Druid, Paladin, Ranger Classes: Cleric, Druid, Paladin, Warlock, Wizard
You touch a willing creature, focusing on You brand a single creature you touch with
its bloodstream. By making a small cut and a blood symbol, imprinting it onto a part of
channeling your blood magic through it, you the creature’s body. The target must make
drain the affected strand of blood out of the a Charisma saving throw. On a failed save,
body, removing any diseases, poisons, and the creature’s speed is halved, and it has
toxins. Once the strand of blood is clean, you disadvantage on ability checks, attack rolls
return it into the creature’s body. and saving throws for the duration. Creatures
immune to exhaustion are not affected by this
spell.

3rd Level Spells The branded creature can make a Charisma


saving throw at the end of each of its turns,
ending the effects on a success.
BLOODTHORN VOLLEY
3rd-level transmutation At Higher Levels
Casting Time: 1 action When you cast this spell using a spell slot of
Range: 150 feet 4th level or higher, the piercing damage and
Components: V, S, M (flower with thorns) necrotic damage both increase by 1d6 for each
Duration: Instantaneous slot level above 3rd.
Classes: Ranger
You fire an arrow formed from your blood into
HEMOSPHERE
3rd-level necromancy
the air toward a point within range. As the
arrow descends, it will split into small pieces Casting Time: 1 action
resembling sharp thorns. Each creature in a Range: 60 feet
20-foot radius sphere centered on that point Components: V, S, M (vial of the casters blood)
must make a Dexterity saving throw. On a failed Duration: Up to 3 rounds
save, a creature takes 3d6 piercing damage and Classes: Cleric, Sorcerer, Warlock, Wizard
3d6 necrotic damage. On a successful save, the You create a floating 8-inch-diameter sphere
creature takes half as much damage. of flowing blood within range that lasts for 3
rounds or until you use your bonus action to
In addition, the area becomes difficult terrain detonate it. When you cast the spell and every
for the duration as the bloodthorns linger, time the sphere is active at the end of your turn,
sapping vitality from those who traverse it. each enemy creature within a 20-foot radius
of the sphere starts bleeding from its eyes,
At Higher Levels ears, nose and any open wounds and has to
When you cast this spell using a spell slot of make a Constitution saving throw. On a failed
4th level or higher, the piercing damage and save the creature takes 2d6 necrotic damage,
necrotic damage both increase by 1d6 for each this damage is halved if the save is successful.
slot level above 3rd. Creatures without blood are immune to the
effects of this spell.
The hemosphere stores the blood from its
targets within itself. Once it is detonated or
detonates on its own after 3 rounds since it
was created, any stored blood is reformed into
14
a pure life energy and is hurled towards your In this form, you are immune to all non magical
allies within a 20-foot radius of the sphere, damage. You are also immune to being blinded,
healing them for the amount of stored damage charmed, deafened, frightened, grappled,
equally split between them. incapacitated, prone or stunned. You do not
lose any conditions if you were affected by them
As a bonus action on your turn, you can move before casting this spell. You also gain advantage
the sphere up to 15 feet. You can also use your on Strength, Dexterity and Constitution saving
bonus action to detonate the sphere before it throws while in this form.
expires after 3 rounds and detonates on its own
at the end of your turn. Before you return to your solid form, you are
unable to perform any actions other than
At Higher Levels movement or a bonus action to end the effect of
When you cast this spell using a spell slot of 4th this spell. You can move through narrow spaces
or higher level, the damage increases by 1d6 for as the puddle for up to 10 feet per turn. This
each slot level above 3rd. movement is counted towards your maximum
movement for that round, should you decide to
LIFE TETHER end the effect of the spell after moving.
3rd-level abjuration
Casting Time: 1 reaction, which you take if you VITAL RESERVOIR
or another creature are targeted by an attack 3rd-level transmutation
Range: 20 feet Casting Time: 1 bonus action
Components: V, S Range: Self
Duration: Instantaneous Components: V, S
Classes: Bard, Cleric, Paladin Duration: Concentration, up to 1 minute
You link your life essence with another willing Classes: Sorcerer, Warlock, Wizard
creature in an attempt to split the damage You infuse your blood with potent magic,
you or they would receive. You can link with a allowing you to cast spells without expending
willing creature no further than 20 feet from spell slots but using your hit points as a
you before either of you is hit by an attack, resource. While the spell is in effect, you can
which will redirect half of the damage to the cast a spell of 3rd level or lower without
other linked creature.This link lasts until the expending a spell slot. Instead, you expend hit
start of your next turn. points equal to twice the level of the spell cast.

SANGUINATED FORM As a bonus action you can choose to end the


3rd-level transmutation (ritual) effect of this spell.
Casting Time: 1 reaction, which you take after
you were hit by an attack
Range: Self
Components: V, S
Duration: Instantaneous
Classes: Bard, Druid, Sorcerer, Warlock, Wizard
As a reaction to being struck by an attack, you
transform yourself into a blood puddle with
everything you are carrying or wearing until
the start of your next turn. Or you can cast this
spell as a ritual, which will let you maintain
it for up to 1 hour or as long as you can keep
concentrating.

15
4th Level Spells

BLACKENED VEINS BLACK WING CLOUD


4th-level necromancy 4th-level conjuration
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 90 feet
Components: V, S Components: V, S, M (bat wing)
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
Classes: Cleric, Druid, Sorcerer, Warlock, Wizard Classes: Bard, Druid, Ranger, Sorcerer, Warlock,
You weave a sinister energy, targeting a creature Wizard
within range. The target‘s veins darken visibly You summon a swirling cloud of shadowy bats
as an otherworldly affliction takes hold. While in a 15-foot radius sphere, centered on a point
under the effects of Blackened Veins, the you choose within range. When a creature
affected creature takes 4d8 necrotic damage enters the spell’s area for the first time on a
at the start of each of its turns as its life force turn or starts its turn there, the creature must
decays. make a Dexterity saving throw. On a failed
save, a creature takes 3d6 piercing damage and
A creature can make a Constitution saving 2d6 necrotic damage. On a successful save, the
throw at the end of each of its turns to end the creature takes half as much damage. Creatures
affliction. The spell can also be dispelled using without blood are immune to the necrotic
magic that removes curses or diseases. damage dealt by this spell.

If the cursed creature is reduced to 0 hit points As a bonus action on your turn, you can move
while under the effect of this spell, it explodes in the cloud up to 30 feet in any direction. The
a burst of necrotic energy. Each creature within cloud hovers in the air for the duration, and its
a 20-foot radius sphere must make a Dexterity area is lightly obscured.
saving throw, taking 6d6 necrotic damage
on a failed save, or half as much damage on a At Higher Levels
successful one. Any creature that fails the saving When you cast this spell using a spell slot of 5th
throw also becomes affected by the Blackened level or higher, piercing damage increases by
Veins curse. Creatures without blood are 1d6 and necrotic damage increases by 1d6 for
immune to the affliction, but still take necrotic each slot level above 4th.
damage from the explosion.
FRIGID VESSELS
The creature killed in this manner can be 4th-level transmutation
restored to life only by means of a true
Casting Time: 1 action
resurrection or a wish spell.
Range: 30 feet
Components: V, S
At Higher Levels
Duration: Instantaneous
When you cast this spell using a spell slot of 5th
Classes: Sorcerer, Warlock, Wizard
level or higher, the damage over time increases
by 1d8 and the damage of the explosion You target the bloodstream of creatures within
increases by 2d6 for each slot level above 4th. range, freezing their blood vessels. Choose a
number of creatures up to your spellcasting
ability modifier you can see within range. Each
targeted creature must make a Constitution
saving throw. On a failed save, the creature takes
6d6 cold damage and its movement is reduced

16
to 0 for 1 round. On a successful save, the You channel your blood magic from within
creature takes half damage and its movement you and a pair of scarlet wings sprouts from
speed is halved for 1 round instead. Creatures your back with blood dripping from them. You
without blood are immune to the effects of this gain a flying speed of 60 feet for the duration.
spell. When you fly over a creature, it has to make
a Dexterity saving throw or take 1d6 necrotic
At Higher Levels damage from your infused blood dripping off
When you cast this spell using a spell slot of 5th your wings. A creature can only take damage
level or higher, the damage increases by 2d6 and from this effect once per round.
you can target an additional creature for each
slot level above 4th. At Higher Levels
When you cast this spell using a spell slot of
LIVING BLOOD BARRIER 5th level or higher, damage dealt by your blood
4th-level conjuration drops is increased by 1d6 for each slot level
above 4th.
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute 5th Level Spells
Classes: Sorcerer, Warlock, Wizard
You let out some of your blood, infused by a vast
amount of magic. The blood forms an ever- CURSE OF BLOODLUST
moving stream that flows around you, creating a 5th-level enchantment
living, resilient barrier against incoming attacks. Casting Time: 1 action
For the duration of the spell, whenever you are Range: 40 feet
targeted by a ranged attack or a ranged spell Components: V, S
attack, you can make a ranged spell attack roll Duration: Concentration, up to 1 minute
against it. If the result ties with or exceeds the Classes: Bard, Cleric, Druid, Sorcerer, Warlock,
attacker’s attack roll, the living blood barrier Wizard
destroys the projectile or absorbs the spell
attack. This effect occurs a number of times Choose a creature that you can see within range.
equal to your spellcasting ability modifier per The target must succeed on a Wisdom saving
round, which resets at the beginning of the next throw. On a failed save, the target goes berserk,
turn. no longer recognizing friends from foes. At the
end of each of its turns, the target can make
If this spell is active, you are immune to Magic another Wisdom saving throw. On a success,
Missiles. Ranged spell attacks with several the spell ends on the target. The creature
projectiles such as Scorching Ray take as many always attacks the closest target. If there are
uses of living blood barrier as there are separate two targets at the same distance, the target is
projectiles. decided by a dice roll.

The affected creature will perceive everybody


SCARLET WINGS and everything, but will act with primal
4th-level necromancy
instincts and with ferocious behavior, only using
Casting Time: 1 action melee or ranged attacks.
Range: Self
Components: V, S, M (2 feathers)
Duration: Concentration, up to 10 minute
Classes: Cleric, Druid, Paladin, Sorcerer,
Warlock, Wizard

17
SANGUINE DELUGE STANDARD OF THE VAMPIRIC LORD
5th-level conjuration 5th-level necromancy
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: Self
Components: V, S Components: V, S, M
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Classes: Bard, Cleric, Paladin, Ranger
Wizard You emit blood energy from which a crimson
The sky grows darker as you call upon the blood standard materializes. As you plant the standard
energy within you, and a rain of blood covers in the ground, the land around it decays, the air
the land. Each enemy creature within a 30-foot- grows heavier and the area becomes darker.
radius sphere centered on a point within range Allied creatures in a 30-foot radius sphere
must make a Constitution saving throw or centered on the standard have their movement
take 2d8 necrotic damage. This save must be range doubled and they deal additional 2d6
repeated at the beginning of each of their turns. necrotic damage once per round. In addition
The area covered by sanguine deluge counts as enemy creatures within the radius have
difficult terrain. disadvantage on saving throws against being
frightened or charmed.
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. 6th Level Spells
SANGUINE EDGE
5th-level necromancy BOILING CIRCULATION
Casting Time: 1 action 6th-level necromancy
Range: Self Casting Time: 1 action
Components: V, S, M Range: 30 feet
Duration: Concentration, up to 1 minute Components: V, S
Classes: Bard, Paladin, Ranger Duration: Up to 3 rounds
You imbue your weapon with blood energy, Classes: Bard, Cleric, Druid, Sorcerer, Warlock,
further empowering it for a brief duration. Wizard
Next three attacks that hit your target are You make the blood of the target you can see
empowered by this effect, afterwhich the spell within range boil within their veins. The target
effect is depleted. Your empowered weapon must succeed on a Constitution saving throw. On
deals an additional 2d8 necrotic damage and a failed save, the target takes 5d6 fire damage
allows you to make your melee attacks at and loses control of their movement. The effect
range by releasing a slicing edge of your blood of this spell lasts for 3 rounds and the damage
towards a creature within 20 feet of you. In is applied at the start of each of the target’s
addition, should this attack successfully land, turns. If an affected creature attempts to move,
you can use your bonus action to teleport next they have to roll for a random direction (at GM’s
to the target hit by it. discretion). On a successful save, the target
suffers half the initial damage and half the
At Higher Levels damage over time, but they retain the control of
When you cast this spell using a spell slot of 6th their movement. Creatures without blood are
level or higher, the extra damage increases by immune to the effects of this spell.
1d8 for each slot level above 5th.

18
At Higher Levels HEMOVIVIFICATION
When you cast this spell using a spell slot of 7th 6th-level necromancy
level or higher, the damage is increased by 1d6
Casting Time: 10 minutes
for each slot level above 6th. This increase is
Range: Touch
applied to both the initial damage and damage
Components: V, S, M
over time.
Duration: Instantaneous
Classes: Cleric, Druid, Wizard
HEARTSTRING PUPPET
You touch a dead creature, and as long as atleast
6th-level enchantment
its skeleton is complete, you can, with the use
Casting Time: 1 action of your life force, focus your magic to cover it in
Range: 60 feet veins of blood that will rebuild and recover its
Components: V, S, M body. When this process is finished, you bring
Duration: Concentration, up to 5 rounds the target back to life with all its hit points.
Classes: Bard, Cleric, Druid, Sorcerer, Warlock,
Wizard However, since the recovery process of the body
You attach thin strings of blood to a target you is complex and prolonged, you share your health
can see within range. These strings anchor pool with the newly resurrected creature until it
themselves right in the veins of your target and fully recovers on a short or long rest. Until then,
take over their body. The target has to make a whenever this creature takes damage, you take
Charisma saving throw. On a failed save, you the same amount as well.
take control over the body of your target for the
duration. You can perform any of their actions, MARK OF THE BLOODSONG
except for spells unknown to you or divine 6th-level enchantment
abilities like Channel Divinity, through their
Casting Time: 1 action
body. This spell takes all of your concentration
Range: Touch
to maintain, therefore you cannot perform any
Components: V, S
actions with your own body. On a successful
Duration: Concentration, up to 1 minute
save the target resists your control, but loses
Classes: Bard, Cleric, Wizard
their movement action for 1 round. The target
can make another saving throw at the end of A willing creature you touch is imbued by a
each of their turns. Creatures without blood are massive amount of blood energy. Until the spell
immune to the effects of this spell. ends, the creature gains the following benefits:

The heartstring puppet spell effect ends if  Immunity to mind-altering effects.


you lose your concentration, if you perform a  15 temporary hit points.
different action with your body or if the target  +1 bonus to AC.
succeeds on Constitution saving throw.  Attacks made by the creature can never be
made with disadvantage.
At Higher Levels  Attacks made against the creature can never
When you cast this spell using a spell slot of be made with advantage.
7th level or higher, the limitations of your
concentration are partially lifted, allowing The creature also gains an additional initiative
you to move your own body while keeping (roll for second initiative to be placed in the turn
concentration on this spell. But you still cannot order), giving it a second turn on each round.
use your action or bonus action.
However, the intense blood energy inflicts a toll.
At the beginning of each of the caster‘s turns
while the spell is active, the marked creature
takes damage equal to its hit dice plus 1d6.

19
This damage cannot be reduced and surpasses silenced. The creature can’t gain advantage
temporary hit points. on saving throws against this curse from any
Creatures affected by the Mark of the Bloodsong source and if it is below its maximum hit points,
cannot benefit from effects such as the Haste the initial saving throw is made at disadvantage.
spell and other similar effects. Should a creature withstand the full duration
of this spell, it falls unconscious due to blood
loss. Creatures without blood are immune to the
7th Level Spells effects of this spell.

The affected creature can make a Constitution


saving throw at the end of each of its turns,
BREATH OF THE BLOOD DRAGON ending the effects on a success. But on a failed
7th-level evocation
save, the necrotic damage increases by 1d6 per
Casting Time: 1 action turn.
Range: Self (80-foot line)
Components: V, S GREATER SIMULACRUM
Duration: Instantaneous 7th-level illusion
Classes: Sorcerer, Warlock, Wizard
Casting Time: 1 action
You call upon the dreaded blood dragon to bring Range: 30 feet
ruin to your enemies. The blood dragon answers Components: V, S
your call and sets a 15-foot-wide, 80-foot- Duration: Concentration, up to 1 minute
long line starting in front of you ablaze with Classes: Bard, Sorcerer, Warlock, Wizard
bloodfire. Each creature in the line must make
a Dexterity saving throw. On a failed save, a As a bonus action, you create an exact illusion
creature takes 5d6 fire damage and 5d6 necrotic double of yourself at a point within range. This
damage and continues to take 2d6 necrotic illusion will mimic your exact actions, although
damage for 1d3 rounds. On a successful save, a they are weaker than their original form. The
creature takes half damage and is not affected illusion can copy any of your attacks or spells,
by the damage over time. it always targets the same creature or area as
the original action, but any damage dealt by the
At Higher Levels illusion is halved. The illusion does not have hit
When you cast this spell using a spell slot of 8th points, therefore it does not take any damage if
level or higher, the initial damage increases by struck by an attack.
1d6 fire damage and 1d6 necrotic damage. The
damage over time does not increase. You can use your bonus action to swap places
with the illusion unnoticed. This action can also
be performed at the same time when this spell
CRIMSON TEARS is first cast. You can move the illusion up to 30
7th-level necromancy
feet as a free action.
Casting Time: 1 action
Range: 40 feet
Components: V, S, M (vial a pure tears) 8th Level Spells
Duration: 1 minute
Classes: Bard, Cleric, Druid, Sorcerer, Warlock,
Wizard DOME OF TRUE BLOOD
You curse a creature you can see within range. 8th-level conjuration
The creature starts profusely bleeding from Casting Time: 1 action
its eyes, ears, mouth and nose. The creature Range: Self
must make a Constitution saving throw or take Components: V, S
4d6 necrotic damage at the beginning of each Duration: Concentration, up to 3 rounds
of its turns and become blinded, deafened and Classes: Cleric, Sorcerer, Warlock, Wizard

20
Creatures that can’t be frightened are immune
Blood magic resonates within you as you
to this effect of the spell, but are still paralyzed if
conjure a 10-foot-radius scarlet sphere
they fail the initial saving throw.
surrounding you and everything within.
Projectiles and even spells cannot penetrate this
dome, if a creature attempts to walk through
it, it must make a Charisma saving throw. On
a failed save, a creature takes 10d10 necrotic 9th Level Spells
damage and is pushed back 15 feet away from
the dome. On a successful save, a creature
takes half the damage and appears inside the BLOODWEAVER’S WRATH
dome, but its movement is depleted until the 9th-level necromancy
start of its next turn. The dome also completely Casting Time: 1 action
obscures vision. You cannot move while holding Range: Self
concentration over this spell. Components: V, S
Duration: Instantaneous
You can use your bonus action to make the Classes: Sorcerer, Warlock, Wizard
blood energy rain down inside the dome and
Your anger or perhaps desperation takes over as
heal the creatures inside. You can sacrifice
you start using your own life essence, your own
25% of your maximum hit points to heal each
blood, to rain down hell upon your enemies. You
creature within the dome for 4d6 hit points.
can cast up to 5 different spells you know of 5th
This bonus action can only be used once per
level or lower as your action. Each spell you cast
cast of Dome of True Blood.
in this way costs you 20% of your maximum
health, with the 5th spell leaving you on 1 hit
VISIONS OF THE BLOODSONG point. Spells cast in this way cannot be used at
8th-level enchantment higher levels than their original spell level.
Casting Time: 1 action
Range: 60 feet THE BLOODSONG: FIRST VERSE
Components: V, S 9th-level evocation
Duration: 1 minute
Casting Time: 1 action
Classes: Bard, Cleric, Sorcerer, Warlock, Wizard
Range: 500 feet
You release a wave of blood energy at up to 5 Components: V, S, M
creatures within range that you can see. The Duration: Concentration, up to 5 rounds
blood energy seeps into their minds, clouds Classes: Bard, Cleric, Druid, Sorcerer, Warlock,
their eyes, and makes them see a vision of the Wizard
end of days with rivers of blood and bodies,
The earth will start to shake and the sky will
tornados and crimson lightning ravaging
turn crimson red as the Bloodsong is heard.
the land, now covered by a scarlet sky and
Crimson lightning will strike and shatter the
the melody of the bloodsong heard in every
ground. From the cracks, the lands shall bleed.
corner of the world. Each targeted creature
Each creature in a 100-foot-radius sphere
must make a Wisdom saving throw. On a failed
centered on a point you can see within range
save, a creature is paralyzed by the visions.
must make a Dexterity saving throw. On a failed
On a successful save, a creature is instead
save, a creature takes 6d6 lightning damage and
frightened. At the end of each of its turns, an
6d6 necrotic damage and is paralyzed until the
affected creature can make another Wisdom
start of your next turn. On a successful save,
saving throw. On a success, the spell ends on the
a creature takes half of the damage and is not
frightened creatures, and the creatures initially
paralyzed. The effect of this spell is repeated
paralyzed by this spell become frightened
at the beginning of each of the caster’s turns
instead. This effect lasts up to 1 minute or until
for 5 rounds or until the caster stops it or loses
it is removed by a successful save or other
concentration.
appropriate methods.

21
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