Blood Magic
ARCANE (SANGROMANCY) BLOODMAGIC SPELLS:
Aura of Blood
Abjuration
Level: 4
Range: 10’
Components: V,S
Casting Time: 1 segment
Duration: 1 round/level
Area of Effect: 10’
Saving Throw: no
By casting this spell, the caster surrounds himself with a glowing bubble of blood. This semi-opaque shield protects the caster from any and all blood magic that is equal to the Aura of Blood caster’s level. This spell will protect the caster from any gas attacks and gives a +4 to any save versus poison. Also, the Aura of Blood spell gives a bonus protection versus normal and magic missiles. It adds a -1 bonus to AC for normal missiles and absorbs 1 damage from every magical missile. * For each hit point of blood given; -1 bonus to AC , +1 dmg for magic missiles, +1 to poison save
Components are a reflective surface and a bloody feather
Bloodbriars
Evocation
Level: 4
Range: 100’+ 10’/level
Components: V,S,M
Casting Time: 1 round
Duration: permanent until dispelled.
Area of Effect: 1 target +
Saving Throw: no
This spell was commonly used by the Blood priests to protect the Sangre Sanctums of blood magic study. The spell was effective by caused quite a commotion when used in towns during duels. The Spell causes a large field of thorny briars to sprout instantaneously around the target. The fields of briars contain blood red vines as thick as a man’s thumb and end with blackened thorns akin to dried blood the length of a flight arrow head. If the target does nothing, does not move, does not attempt to cast then they will be unharmed. If the target within the blood briars moves he suffers 1d8 dmg for each move or attack they make. If they attempt to cast any spell, in addition to the 1d8 dmg, they must make a Spellcraft proficiency check to prevent spell failure due to pain of the thorns.
* For each hit point of blood given; +1 dmg added to the briar damage given, +5sq.ft of Area
Components are a small bit of briar and spider egg sac.
Bloodsphere
Evocation
Level: 5
Range: 60’
Components: V,S,M
Casting Time: 1 round
Duration: 1round/level
Area of Effect: 10’sq ft.
Saving Throw: Sv. Vs. Rods
Created by Ventrivika the Bloodied, Bloodsphere is a variation on Ottiluke’s Resilient Sphere, except the sphere constricts upon the target, hampering their movements and breathing. A large, bloody sphere of reddish-purple color appears around the target and entangles them, taking 3d6 points of damage per round as it constricts. If the target is rendered unconscious, the remaining damage is lethal damage. The target or targets within the sphere get an initial save versus rods to pop the bubble and free themselves. * For each hit point of blood given; +1 lethal damage per round
Components are a bloody eggshell and bird talon
Blood Ray of Doom
Necromancy
Level: 3
Range: 15 ft. +5ft./lvl
Components: V,S,M
Casting Time: 3 segments
Duration: 1round/level
Area of Effect: 1 target/round
Saving Throw: Sv. Vs. Magic
A glowing read beam of rejuvenating energy springs forth from the caster’s hand unerringly striking the target. While being hit by it, a Blood Ray of Doom has the following effects on the target.
· -1 to hit and -1 to damage rolls. -1 to saving throws.
· Makes target fatigued and exhausted, -1 to any dodge, parry or dex checks.
* For each hit point of blood given; -1 to all penalties above.
Components are a bloody rag from a lawful cleric and a pinch of sawdust
Bloodmail
Conjuration
Level: 1
Range: self
Components: S,M
Casting Time: 5 segment
Duration: 1 round/level
Area of Effect: 1 target
Saving Throw: no
This spell, originally called the Bloodmail of the Magelords, was a simple beginner’s spell of protection that was corrupted and turned to a blood magic spell of a more effective version. The caster created a blood red protective armor over his body, helmet optional which protects the caster from physical harm. The armor acts as a suit of field plate, giving the caster effectively AC of 2 for the duration. The armor does not impede casting, nor does the caster need armor penalty checks of any kind. The armor will absorb the first 3 damage from any attack that penetrates the AC2 protection. The armor of flowing blood colored plates also protects the caster slightly from magic. The caster succeeds any save to taking damage on himself, and damage from magical effects or attacks lessen by 1 point per level of the caster.
* For each hit point of blood given; +1 damage absorbtion, damage absorb from magic is +2 per point.
Components are a bloody piece of armor plating, or bloody leather
Blood ray of Resurgence
Evocation
Level: 1
Range: 10’/level
Components: V,M
Casting Time: 1 round
Duration: 1round +
Area of Effect: 1 target
Saving Throw: Sv. Vs. Magic
This spell was created by the blood healers of Dulvek-Ro. The healers used this spell during battle on the front line slave warriors. The spell creates a near invisible beam of blood red energy that strikes the target unerringly and gives the following benefits.
· Heal 1 hit point per caster level per round up to 5 points.
· Negates any strength or con penalties affecting target.
· Cures affliction from disease and seals all bleeding wounds.
This spell is often mistaken for the Ray of Doom, and often cannot be differentiated from non-blood mages. This spell is also reversible and can be used to cause harm.
* For each hit point of blood given; 2 hit points more healed, plus another round can be used.
Components are a dead animal heart (usually a chick)
Blood Disk
Conjuration
Level: 5
Range: touch
Components: V,S,M
Casting Time: 1 round
Duration: Permanent until discharged.
Area of Effect: 1 disk
Saving Throw: See Below
This magic spell conjures a small disk, about 1 foot in diameter and 1 inch thick. It is made of material that resembles rose tinted eggshell. Once a disk is summoned, a single spell of up to 5th level may be cast into it, either by the caster of the disk spell or another magic user. If another spell is not cast into the disk within 1 turn of casting, the disk disappears. The disk stores an imbued spell indefinitely until the disk is shattered, at which point the store spell takes effect as if just cast. Touch range spells and spells that require a target are centered on the person that shattered the disk, while area and effect spells are triggered as normal at the point of the breaking disk. A fireball would be centered on the point of the disk, while a flame blade would appear in the hand of someone who broke the disk. Any spell store that is activated does not have a proper target, as when the disk is shattered by a falling rock, the spell dissipated into nothing and is wasted.
* For each hit point of blood given; gives a +1 bonus to the disk’s structure saves and durability.
Components are three drops of blood in the palm of the hand.
Blood Scepter
Conjuration
Level: 2
Range: 5’
Components: V,S,M
Casting Time: 1 round
Duration: 2 rnd/level
Area of Effect: 1 scepter
Saving Throw: none
Casting this spell draws forth blood and solidifies it into a floating crimson scepter of energy. The scepter of blood is 3 feet long and 1 inch in diameter, with a liquid-like crimson ball of 5 inches in diameter at the top end. The Blood Scepter functions as a physical weapon that floats within 5’ of the caster, and acts as commanded mentally, protecting the originator. The weapon strikes at a warrior’s thAC0 equivalent to the caster’s thAC0, and does 2d6 damage per hit. It can strike magical creatures or creatures needing a +1 or better to be hit. The weapon must be concentrated upon and the wizard can do nothing else but walk unless the caster gives more blood in the casting.
* For each hit point of blood given; per round, the scepter gains another attack at end of combat round, at wizard’s thAC0. Also, if the blood mage’s intelligence is over 17, he can create multiple scepters with multiple castings, but each with their own blood requirements.
Components are a miniature scepter 1 inch long, and two drops of blood
Red Heave
Evocation
Level: 1
Range: 10’ radius
Components: V,S,M
Casting Time: 1 segment
Duration: Instant
Area of Effect: 1 target per level
Saving Throw: Dex check neg.
Created by a blood mage who was forced to serve the Warlord Grukna’ar Stonejaw, This spell provides the caster with a bit of breathing room when swarmed by foes. When the caster uses this spell it creates a blast of concentric force that pushes away creatures surrounding the caster. Each creature that fails its save is pushed off its feet and back 5 foot plus 1 foot per level of the caster. A successful dex check will keep the foe on its feet but will still be pushed back. Any creatures in the area of affect that are grappling are unaffected. Only creatures touching the ground and not flying are affected by the Red Heave spell.
* For each hit point of blood given; another creature is affected, and is pushed 2foot/level of caster.
Components are blood of caster and dirt from the ground.
Bloody Tentacle
Evocation
Level: 3
Range: 10’
Components: V,S,M
Casting Time: 1 round
Duration: 1rnd per caster level
Area of Effect: 30’
Saving Throw: none
This spell creates a bloody tentacle of energy that extends 20 feet from the caster’s hand, splitting off into three smaller tentacles about 10 feet from the end. Each of the three smaller tentacles ends in a fanged slavering maw. All three of these mouths can be directed to attack a separate creature as long as they are within 10 feet from each other. Each mouth strikes with the caster’s thAC0 plus any bonus for additional blood. Each successful hit deals 2d6 points of damage. Because the mouths are tangible, they can be destroyed. Each has an AC of 5 and a total of 10 hitpoints + caster level. If one mouth tentacle is destroyed the others remain.
* For each hit point of blood given; +1 ThAC0 bonus, and +1 damage
Components are three bloody teeth or a bloody tentacle tip.
Know Bloodline
Divination
Level: 2
Range: 25 ft. +5ft./lvl
Components: V,S
Casting Time: 1 round
Duration: Instant
Area of Effect: 1 target
Saving Throw: Sv. Vs. Magic
Ancient societies have often used this spell to determine future caster of blood magic. This spells allows the caster to see the aura of a person, and see if the bloodline of blood magic ability.
The caster cuts himself and with his blood, his eyes begin to coat with a shining red substance. The vision given to the caster allows himself the ability to see a target creature’s aura. If the creature is either able to cast blood magic, or is under the effects of blood magic, they will be haloed with a liquid like aura of blood. Also, if anyone related to the target is within 20’ of the target, the aura will give off one tendril towards those who share the same bloodline. Most casters use this spell with the target alone, to keep any stray tendrils from confusing the results. Tendrils of blood, linking those of similar bloodline will appear even if the target is not a blood magic adept.
* For each hit point of blood given; an additional 10 feet is added to the range.
Components are blood from target.
Blood Splash
Evocation
Level: 1
Range: 5’
Components: V,S,M
Casting Time: 4 segment
Duration: instant/ d4rounds
Area of Effect: 5’ +
Saving Throw:dex check neg.
By casting this spell, The mage creates a vertical climbing wave of blood, approximately 10 feet tall and 5 feet wide. The wave crests and moves outward, splashing bloody ichor upon a target. The spell causes the target to become blind for 1d4 turns+1 round for every level of the caster. The bloody ichor coats everything in its path, also causing the floor beneath it to become slippery and unstable. Anyone moving into the affected 5 foot square needs to roll dex checks to move through the spot. Also, during the wave’s growth and vertical movement, it blocks normal vision to the mage, allowing him to move his movement behind the wave, without being seen.
* For each hit point of blood given; An additional target may be splashed
Components are blood from target.
Blood Storm
Conjuration
Level: 4
Range: 50’
Components: V,S,M
Casting Time: 2 rounds
Duration: 6 rounds
Area of Effect: 25 sq ft.
Saving Throw: sv vs rods for ½
The Blood Storm spell was devised by a group of Blood Mages determined to remove a pesky druid from his grove. The mages fashioned this spell to destroy an area, smothering it with acidic blood rain and killing crops and living creatures caught underneath. The spell begins to form as a pink mist, growing and rising from the ground. Eventually the pink misty clouds solidifies and begins dropping rain that is crimson red like blood. The blood rain is acidic and anything caught under the downpour takes 2d4 from the first round. Anything non living caught in the area of effect takes d4 structural points of damage. On the second round, living creatures take 3d4 damage and non living take 2d4 structural. On the third round, those under the spells effect take 4d4 damage and non living takes 3d4 structural damage. On the fourth round, Living things take 5d4 points of damage and non living take 4d4 structural. On the fifth round, the rain begins to lessen and it lowers to living things taking 4d4 and 3d4 non living respectively. on the final round, all items take 2d4 damage living or non living.
After the spell has ended, the area of effect is still ‘dangerous”. Anyone falling into or touching the now pooled blood in the area with bare skin take a 2d4 damage per round until washed off or moved out of the area.
* For each hit point of blood given; +1 damage per die
Components are bloody liver or organ and moss
Balagarand’s Blood Horn
Conjuration
Level: 4
Range: 50’
Components: V,S,M
Casting Time: 2 rounds
Duration: 6 rounds
Area of Effect: 25 sq ft.
Saving Throw: sv vs rods for ½
| Level 1 | Level 2 | Level 3 | Level 4 | Level 5 | Level 6 | Level 7 |
| Bloodmail | Blood Scepter | Blood Ray of Doom | Aura Of Blood | Bloodsphere | ||
| Blood Ray of Resurgence | Know Bloodline | Bloody Tentacle | Blood Storm | Blood Disk | ||
| Blood Heave | Balagarand’s Blood Horn | |||||
| Blood Splash | ||||||
Aura of Blood
Abjuration
Level: 4
Range: 10’
Components: V,S
Casting Time: 1 segment
Duration: 1 round/level
Area of Effect: 10’
Saving Throw: no
By casting this spell, the caster surrounds himself with a glowing bubble of blood. This semi-opaque shield protects the caster from any and all blood magic that is equal to the Aura of Blood caster’s level. This spell will protect the caster from any gas attacks and gives a +4 to any save versus poison. Also, the Aura of Blood spell gives a bonus protection versus normal and magic missiles. It adds a -1 bonus to AC for normal missiles and absorbs 1 damage from every magical missile. * For each hit point of blood given; -1 bonus to AC , +1 dmg for magic missiles, +1 to poison save
Components are a reflective surface and a bloody feather
Bloodbriars
Evocation
Level: 4
Range: 100’+ 10’/level
Components: V,S,M
Casting Time: 1 round
Duration: permanent until dispelled.
Area of Effect: 1 target +
Saving Throw: no
This spell was commonly used by the Blood priests to protect the Sangre Sanctums of blood magic study. The spell was effective by caused quite a commotion when used in towns during duels. The Spell causes a large field of thorny briars to sprout instantaneously around the target. The fields of briars contain blood red vines as thick as a man’s thumb and end with blackened thorns akin to dried blood the length of a flight arrow head. If the target does nothing, does not move, does not attempt to cast then they will be unharmed. If the target within the blood briars moves he suffers 1d8 dmg for each move or attack they make. If they attempt to cast any spell, in addition to the 1d8 dmg, they must make a Spellcraft proficiency check to prevent spell failure due to pain of the thorns.
* For each hit point of blood given; +1 dmg added to the briar damage given, +5sq.ft of Area
Components are a small bit of briar and spider egg sac.
Bloodsphere
Evocation
Level: 5
Range: 60’
Components: V,S,M
Casting Time: 1 round
Duration: 1round/level
Area of Effect: 10’sq ft.
Saving Throw: Sv. Vs. Rods
Created by Ventrivika the Bloodied, Bloodsphere is a variation on Ottiluke’s Resilient Sphere, except the sphere constricts upon the target, hampering their movements and breathing. A large, bloody sphere of reddish-purple color appears around the target and entangles them, taking 3d6 points of damage per round as it constricts. If the target is rendered unconscious, the remaining damage is lethal damage. The target or targets within the sphere get an initial save versus rods to pop the bubble and free themselves. * For each hit point of blood given; +1 lethal damage per round
Components are a bloody eggshell and bird talon
Blood Ray of Doom
Necromancy
Level: 3
Range: 15 ft. +5ft./lvl
Components: V,S,M
Casting Time: 3 segments
Duration: 1round/level
Area of Effect: 1 target/round
Saving Throw: Sv. Vs. Magic
A glowing read beam of rejuvenating energy springs forth from the caster’s hand unerringly striking the target. While being hit by it, a Blood Ray of Doom has the following effects on the target.
· -1 to hit and -1 to damage rolls. -1 to saving throws.
· Makes target fatigued and exhausted, -1 to any dodge, parry or dex checks.
* For each hit point of blood given; -1 to all penalties above.
Components are a bloody rag from a lawful cleric and a pinch of sawdust
Bloodmail
Conjuration
Level: 1
Range: self
Components: S,M
Casting Time: 5 segment
Duration: 1 round/level
Area of Effect: 1 target
Saving Throw: no
This spell, originally called the Bloodmail of the Magelords, was a simple beginner’s spell of protection that was corrupted and turned to a blood magic spell of a more effective version. The caster created a blood red protective armor over his body, helmet optional which protects the caster from physical harm. The armor acts as a suit of field plate, giving the caster effectively AC of 2 for the duration. The armor does not impede casting, nor does the caster need armor penalty checks of any kind. The armor will absorb the first 3 damage from any attack that penetrates the AC2 protection. The armor of flowing blood colored plates also protects the caster slightly from magic. The caster succeeds any save to taking damage on himself, and damage from magical effects or attacks lessen by 1 point per level of the caster.
* For each hit point of blood given; +1 damage absorbtion, damage absorb from magic is +2 per point.
Components are a bloody piece of armor plating, or bloody leather
Blood ray of Resurgence
Evocation
Level: 1
Range: 10’/level
Components: V,M
Casting Time: 1 round
Duration: 1round +
Area of Effect: 1 target
Saving Throw: Sv. Vs. Magic
This spell was created by the blood healers of Dulvek-Ro. The healers used this spell during battle on the front line slave warriors. The spell creates a near invisible beam of blood red energy that strikes the target unerringly and gives the following benefits.
· Heal 1 hit point per caster level per round up to 5 points.
· Negates any strength or con penalties affecting target.
· Cures affliction from disease and seals all bleeding wounds.
This spell is often mistaken for the Ray of Doom, and often cannot be differentiated from non-blood mages. This spell is also reversible and can be used to cause harm.
* For each hit point of blood given; 2 hit points more healed, plus another round can be used.
Components are a dead animal heart (usually a chick)
Blood Disk
Conjuration
Level: 5
Range: touch
Components: V,S,M
Casting Time: 1 round
Duration: Permanent until discharged.
Area of Effect: 1 disk
Saving Throw: See Below
This magic spell conjures a small disk, about 1 foot in diameter and 1 inch thick. It is made of material that resembles rose tinted eggshell. Once a disk is summoned, a single spell of up to 5th level may be cast into it, either by the caster of the disk spell or another magic user. If another spell is not cast into the disk within 1 turn of casting, the disk disappears. The disk stores an imbued spell indefinitely until the disk is shattered, at which point the store spell takes effect as if just cast. Touch range spells and spells that require a target are centered on the person that shattered the disk, while area and effect spells are triggered as normal at the point of the breaking disk. A fireball would be centered on the point of the disk, while a flame blade would appear in the hand of someone who broke the disk. Any spell store that is activated does not have a proper target, as when the disk is shattered by a falling rock, the spell dissipated into nothing and is wasted.
* For each hit point of blood given; gives a +1 bonus to the disk’s structure saves and durability.
Components are three drops of blood in the palm of the hand.
Blood Scepter
Conjuration
Level: 2
Range: 5’
Components: V,S,M
Casting Time: 1 round
Duration: 2 rnd/level
Area of Effect: 1 scepter
Saving Throw: none
Casting this spell draws forth blood and solidifies it into a floating crimson scepter of energy. The scepter of blood is 3 feet long and 1 inch in diameter, with a liquid-like crimson ball of 5 inches in diameter at the top end. The Blood Scepter functions as a physical weapon that floats within 5’ of the caster, and acts as commanded mentally, protecting the originator. The weapon strikes at a warrior’s thAC0 equivalent to the caster’s thAC0, and does 2d6 damage per hit. It can strike magical creatures or creatures needing a +1 or better to be hit. The weapon must be concentrated upon and the wizard can do nothing else but walk unless the caster gives more blood in the casting.
* For each hit point of blood given; per round, the scepter gains another attack at end of combat round, at wizard’s thAC0. Also, if the blood mage’s intelligence is over 17, he can create multiple scepters with multiple castings, but each with their own blood requirements.
Components are a miniature scepter 1 inch long, and two drops of blood
Red Heave
Evocation
Level: 1
Range: 10’ radius
Components: V,S,M
Casting Time: 1 segment
Duration: Instant
Area of Effect: 1 target per level
Saving Throw: Dex check neg.
Created by a blood mage who was forced to serve the Warlord Grukna’ar Stonejaw, This spell provides the caster with a bit of breathing room when swarmed by foes. When the caster uses this spell it creates a blast of concentric force that pushes away creatures surrounding the caster. Each creature that fails its save is pushed off its feet and back 5 foot plus 1 foot per level of the caster. A successful dex check will keep the foe on its feet but will still be pushed back. Any creatures in the area of affect that are grappling are unaffected. Only creatures touching the ground and not flying are affected by the Red Heave spell.
* For each hit point of blood given; another creature is affected, and is pushed 2foot/level of caster.
Components are blood of caster and dirt from the ground.
Bloody Tentacle
Evocation
Level: 3
Range: 10’
Components: V,S,M
Casting Time: 1 round
Duration: 1rnd per caster level
Area of Effect: 30’
Saving Throw: none
This spell creates a bloody tentacle of energy that extends 20 feet from the caster’s hand, splitting off into three smaller tentacles about 10 feet from the end. Each of the three smaller tentacles ends in a fanged slavering maw. All three of these mouths can be directed to attack a separate creature as long as they are within 10 feet from each other. Each mouth strikes with the caster’s thAC0 plus any bonus for additional blood. Each successful hit deals 2d6 points of damage. Because the mouths are tangible, they can be destroyed. Each has an AC of 5 and a total of 10 hitpoints + caster level. If one mouth tentacle is destroyed the others remain.
* For each hit point of blood given; +1 ThAC0 bonus, and +1 damage
Components are three bloody teeth or a bloody tentacle tip.
Know Bloodline
Divination
Level: 2
Range: 25 ft. +5ft./lvl
Components: V,S
Casting Time: 1 round
Duration: Instant
Area of Effect: 1 target
Saving Throw: Sv. Vs. Magic
Ancient societies have often used this spell to determine future caster of blood magic. This spells allows the caster to see the aura of a person, and see if the bloodline of blood magic ability.
The caster cuts himself and with his blood, his eyes begin to coat with a shining red substance. The vision given to the caster allows himself the ability to see a target creature’s aura. If the creature is either able to cast blood magic, or is under the effects of blood magic, they will be haloed with a liquid like aura of blood. Also, if anyone related to the target is within 20’ of the target, the aura will give off one tendril towards those who share the same bloodline. Most casters use this spell with the target alone, to keep any stray tendrils from confusing the results. Tendrils of blood, linking those of similar bloodline will appear even if the target is not a blood magic adept.
* For each hit point of blood given; an additional 10 feet is added to the range.
Components are blood from target.
Blood Splash
Evocation
Level: 1
Range: 5’
Components: V,S,M
Casting Time: 4 segment
Duration: instant/ d4rounds
Area of Effect: 5’ +
Saving Throw:dex check neg.
By casting this spell, The mage creates a vertical climbing wave of blood, approximately 10 feet tall and 5 feet wide. The wave crests and moves outward, splashing bloody ichor upon a target. The spell causes the target to become blind for 1d4 turns+1 round for every level of the caster. The bloody ichor coats everything in its path, also causing the floor beneath it to become slippery and unstable. Anyone moving into the affected 5 foot square needs to roll dex checks to move through the spot. Also, during the wave’s growth and vertical movement, it blocks normal vision to the mage, allowing him to move his movement behind the wave, without being seen.
* For each hit point of blood given; An additional target may be splashed
Components are blood from target.
Blood Storm
Conjuration
Level: 4
Range: 50’
Components: V,S,M
Casting Time: 2 rounds
Duration: 6 rounds
Area of Effect: 25 sq ft.
Saving Throw: sv vs rods for ½
The Blood Storm spell was devised by a group of Blood Mages determined to remove a pesky druid from his grove. The mages fashioned this spell to destroy an area, smothering it with acidic blood rain and killing crops and living creatures caught underneath. The spell begins to form as a pink mist, growing and rising from the ground. Eventually the pink misty clouds solidifies and begins dropping rain that is crimson red like blood. The blood rain is acidic and anything caught under the downpour takes 2d4 from the first round. Anything non living caught in the area of effect takes d4 structural points of damage. On the second round, living creatures take 3d4 damage and non living take 2d4 structural. On the third round, those under the spells effect take 4d4 damage and non living takes 3d4 structural damage. On the fourth round, Living things take 5d4 points of damage and non living take 4d4 structural. On the fifth round, the rain begins to lessen and it lowers to living things taking 4d4 and 3d4 non living respectively. on the final round, all items take 2d4 damage living or non living.
| Round | Living creatures | Non living/structures |
|---|---|---|
| 1 | 2d4 | d4 Structural |
| 2 | 3d4 | 2d4 structural |
| 3 | 4d4 | 3d4 structural |
| 4 | 5d4 | 4d4 structural |
| 5 | 4d4 | 3d4+2 structural |
| 6 | 2d4 | 2d4 structural |
After the spell has ended, the area of effect is still ‘dangerous”. Anyone falling into or touching the now pooled blood in the area with bare skin take a 2d4 damage per round until washed off or moved out of the area.
* For each hit point of blood given; +1 damage per die
Components are bloody liver or organ and moss
Balagarand’s Blood Horn
Conjuration
Level: 4
Range: 50’
Components: V,S,M
Casting Time: 2 rounds
Duration: 6 rounds
Area of Effect: 25 sq ft.
Saving Throw: sv vs rods for ½

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