THE ANGST SPELLS ARE BACK
So there have been some published content around the concept of Blood Magic, Grim Hollow has it, Critical Role’s Tal’dorei has it, plenty of other homebrewers have it and I can say for certainty I am having it. This is the first of around 15 Hemomancy spells I have in mind to be partnered with a Hemomancy Wizard for my own world (Spoilers) but I thought it would be worth sharing the first of them I made.
6th-Level Necromancy (Hemomancy)
Casting Time: 1 action
Range: Touch
Duration: 1 hour
Components: V, S, M (A bowl or plate worth at least 1000gp which is consumed after the spell is cast)
Classes: Sorcerer, Wizard
You touch a point and infusing it and an area with a 20-foot radius with power of a vampire, drowning the floor in ichor. While in this area, you and one other creature of your choice gain the following benefits:
Your movement speed increases by 10-feet and does not provoke opportunity attacks while moving within this range
You have advantage on checks to escape the grappled condition and may use your spell modifier instead of Strength or Dexterity.
All your attacks are classed as magical damage and deal an additional 2d10 piercing damage.
As a bonus action, you can reduce this area by 5-feet, absorbing the ichor to gain 2d8 temporary hit points.
You may choose as a bonus action to change what creature gains the benefits of this spell, provided you can see them, and they are within area of this spell. If you or the other chosen creature reduce a creature to 0 hit points that was not a construct or an ooze that is within this spell’s range, the radius increases by 10 feet.