Blood Mage (Specialisation)

When entering 'Blood Mage Mode,' users of this reviled magic eschew drawing magic from the Fade, and instead draw on the power of pain, injury and blood.  From the first blood magic spell cast, no other spells except those from this tree can be cast for a duration of 30 minutes.  Your HP maximum decreases by 1 roll of your hit die and healing spells not from this school have no effect whilst in this mode.  However, you do not expend spell slots when casting these spells, instead decreasing your HP by the amount shown in the table in addition to any additional HP required by the spell.  If you reach 0HP whilst casting in blood mage mode, you can be stabilised but not awoken by healing potions or spells.  Consciousness is regained naturally after half an hour (short rest).

Hit Point Cost

## Cantrips

### Message

*Casting time: 1 Action*

*Range: 120 feet*

*Duration: 1 round*

You point a bloody finger toward a creature within range and whisper a message like a demon from the Fade. The target (and only the target) hears the message and can reply in a whisper that only you can hear.  You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical wards, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.

### Lacerate

*Casting Time: 1 Action, Range: 30 feet*

*Duration: Instantaneous*

You create a long, whip made of your own blood that lashes out at our command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d8 slashing damage and can't regain hit points until the end of its next turn. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

### Manipulation

*Casting Time: 1 Action*

*Range: 10 ft*

*Duration: Up to 1 hour*

This spell is a minor magical trick that blood initiates use to practice. By pricking your finger, you create one of the following effects within range.

- A harmless sensory effect related to blood, such as hot or cold feeling in target’s veins, blood dripping from the ceiling, blood spray, smell of blood, etc.

- Clean or soil an object with blood.

- Keep a small container of blood warm for up to an hour (this prevents congealing).

- Make a small mark in blood on the surface of an object that lasts 1 hr.

- Shape a small amount of blood as you see fit. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

### Imbue

*Casting Time: 1 bonus action*

*Range: Touch*

*Duration: 1 minute*

You pour blood over your weapon, imbuing it with power. For the duration, you can use your spell casting ability instead of strength or dexterity for the attack and damage rolls of melee attacks using that weapon, and the weapon’s damage die becomes a d8. The weapon also becomes magical, if it isn’t already. The spell ends after the duration, or if you let go of the weapon.

## Tier One

### Thought-Taking

*Casting Time: Concentration, 1 minute*

*Range: Touch*

*Duration: 1 minute*

This spell allows a blood mage to probe deep into a target’s thoughts, uncovering their deepest secrets, desires, and fears.   Make a melee spell attack.  If a success, they are considered Restrained for the duration as you hold their head between your hands.  A creature already restrained automatically fails.

You must touch a target’s skull and concentrate for one minute, during which time the target makes a Wisdom saving throw against your spell save DC. If they succeed, you fail to penetrate their mind but you may spend another hit die to decrease your HP and extend the casting time by another minute, after  which the target must make the save again. Once a target fails the test, you have access to their mind and may expend a hit die to decrease your HP to ask the Game Master for the target’s honest answer to a single question. You may ask a total number of questions equal to your spell casting modifier, at a rate of one question per minute. This spell is often quite painful for the target even though it deals no actual damage.

### Wrack

*Casting time: Concentration, 1 Minute*

*Range: 5ft*

You extend faint tendrils of energy into the target of this spell, which must be within 5ft while it is cast.  So long as you concentrate you can inflict terrible, wracking pain on the subject at will. The victim must make a Wisdom saving throw to resist answering your questions or capitulating to your demands. A victim wracked by pain suffers disadvantage to any skill checks while it persists, though suffers no damage from the spell. You cannot have more than one wrack spell active at once.

Creatures who roll a 1 on their save will injure themselves if able, taking 1d4 damage each time they attempt to claw at their own skin or throw themselves on the floor or against the walls to escape. Creatures with a weak constitution may die from repeated use at discretion of the DM.

### False Life

*Casting time: 1 Action*

*Range: Self, within 5ft of target*

*Duration: 1 hour*

When within 5ft a creature that has been injured by slashing or piercing damage, you draw upon the miasma of blood in the air to gain 1d4 + 4 temporary hit points for the duration.  It has no effect if the creature does not have blood.

At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.

### Inflict Wounds

*School:  Blood*

*Casting time: 1 Action*

*Range: Touch*

*Duration: Instantaneous*

Roll 1 hit die to decrease your HP by and make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 slashing damage.

At higher levels: When you cast this spell using a spell tier level of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

## Tier Two

### Blood Sacrifice

*Casting Time: 1 Action*

*Range: 30ft*

You can draw upon the life force of a willing and visible ally within 30ft to replenish your own hitpoints. This ally must have blood (no golems, for example). You gain 1d4 for the same amount lost by your ally, up to 25HP. This can result in the subject’s death, if reduced to 0HP.

At higher levels:  At 5th level, the amount increases to 1d6.

### Sanguine Crown

*Casting time: 1 Action*

*Range: 120 feet*

*Duration: Concentration, up to 1 minute*

Spend 2 hit die and reduce your HP.  One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. While the target is charmed in this way, a thin circular laceration appears around its skull like a crown, and its eyes glow faintly red.

The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach.  On your subsequent turns, you must use your action to maintain control over the target, or the spell ends. Also, the target can make a Wisdom saving throw at the end of each of its turns. On a success, the spell ends.

### Infuse Blood

*Casting time: 1 Action*

*Range: Touch*

*Duration: 8 Hours*

You touch a willing creature with your energised blood and infuse its own with magic and vitality.  The target has advantage on saving throws against diseases - including Darkspawn taint - until the spell ends.  In addition, the first time the target takes damage that reduces its hit points to less than half of its maximum health the spell is broken in a burst of red light and it gains 4d6 temporary hitpoints which disappear after one minute.  Creatures with 10ft of this burst, emanating from the target must make a Constitution saving throw against your spell save DC.  On a fail, the creature takes 2d6 radiant damage.

At higher levels: When you cast this spell as a tier 3 spell, the temporary hit points increase by 2d6 and the radiant damage dealt increase by 1d6 for every slot above 2nd.

### Trace

*Casting time: 1 Action*

*Range: Touch*

*Duration: Ritual, 30 minutes*

By taking a victim's blood and placing it in a vial, you can create a magical bond between the vial and the target.  The blood inside constantly glows, becoming brighter or dimmer in increments depending on the distance between the vial and the target.  The blood in the vial never congeals, and can be used to remotely cast the spells Fade Whisper, Message and Locate Creature on the target with no regard for their actual distance and no blood cost.  The spell ends upon the death of the target, after which the vial no longer glows the blood inside begins to congeal. If the vial is shattered and the blood dispersed, the spell also ends.

## Tier Three

### Fade Whisper

*Casting Time: 1 action*

*Range: Unlimited*

*Duration: Instantaneous*

You weaken the veil with your blood magic enough to send a short message of twenty-five words or less to a creature with you are familiar. The creature hears the message in its mind and can answer in a like manner immediately, but if not familiar with the type of magic may react with fear. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.

### Boil Blood

*Casting time: 1 Action*

*Range: 15ft Radius*

*Requirement:  Blood Mage Specialisation*

You make the blood of all enemies within a 15ft radius of you boil, causing excruciating pain. All targets take 3d6 necrotic damage and must make a Constitution saving throw. Those that fail can only take a bonus action on their next turn. Targets without blood or some similar substance are not affected by this spell. Golems are not affected, for example, while wild sylvans are affected through their sap. Insubstantial and incorporeal targets like shades and ash wraiths are also not affected.

At high levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

### Extraction

*Casting Time: 1 Action*

*Range: 150ft*

*Duration: Concentration, up to 1 minute*

You shape your own blood into a glowing orb which floats to a point you can see within range and gives off dim light in a 20ft radius whilst the spell lasts.  At the end of each of your turns until the spell ends, every creature other than you within its radius must make a Constitution saving throw.  On a failed save, the creature takes 3d6 necrotic damage, or 3d12 if its hitpoints are less than or equal to half its maximum hit points.  On a successful save, the creature takes half damage.  A creature reduced to 0HP by this spell has some of its blood absorbed by the orb.  When the spell ends, you gain 1d4 temporary hit points for each creature the orb has absorbed blood from.

At higher levels: When you cast this spell using a spell slot of 4th tier or higher, the damage increases by 1d6 and 1d12 respectively for each tier level above 3rd.

### Summon Lesser Demons

*Casting time: 1 Action*

*Range: 60 feet*

*Duration: Concentration, up to 1 hour*

You weaken the veil with your blood and whisper to the Fade, summoning demons attracked by your power. Roll on the following table to determine what appears.

d6 / Demons Summoned

1-2 / Two demons of challenge rating 1 or lower

3-4 / Four demons of challenge rating 1/2 or lower

5-6 / Eight demons of challenge rating 1/4 or lower

The DM chooses the demons, and you choose the unoccupied spaces you can see within range where they appear. A summoned demon disappears when it drops to 0 hit points or when the spell ends.  The demons are hostile to all creatures, including you. Roll initiative for the summoned demons as a group, which has its own turns. The demons pursue and attack the nearest non-demons to the best of their ability.  As part of casting the spell, you can spend a further 5HP to form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demons can’t cross the circle or harm it, and they can’t target anyone within it. Using the blood in this manner consumes it when the spell ends.

At higher level: When you cast this spell using a spell slot of 6th or 7th level, you summon twice as many demons. If you cast it using a spell slot of 8th or 9th level, you summon three times as many demons.

## Tier Four

### Locate Creature

*Casting time: 1 Action*

*Range: Self*

*Duration: Concentration, up to 1 hour*

Describe or name a creature that is familiar to you. You sense the direction to the creature’s location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement.  The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a phoenix), so long as you have seen such a creature up close - within 30 feet - at least once. If the creature you described or named is in a different form, such as being under the effects of a shapeshifting ability, this spell doesn’t locate the creature.  This spell can’t locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.

### Dominate Beast

*Casting time: 1 Action*

*Range: 60 feet*

*Duration: Concentration, up to 1 minute*

You attempt to beguile a beast that you can see within range.  It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.

While the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.  Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.

At higher levels: When you cast this spell with a 5th-level spell slot, the duration is concentration, up to 10 minutes.  When you use a 6th-level spell slot, the duration is concentration, up to 1 hour.  When you use a spell slot of 7th level or higher, the duration is concentration, up to 8 hours

### Summon Greater Demon

*Casting time: 1 Action*

*Range: 60 feet*

*Duration: Concentration, up to 1 hour*

You utter foul words, summoning one demon from the chaos of the Fade. You choose the demon’s type, which must be one of challenge rating 5 or lower. The demon appears in an unoccupied space you can see within range, and the demon disappears when it drops to 0 hit points or when the spell ends.

Roll initiative for the demon, which has its own turns. When you summon it and on each of your turns thereafter, you can issue a verbal command to it (requiring no action on your part), telling it what it must do on its next turn. If you issue no command, it spends its turn attacking any creature within reach that has attacked it.

At the end of each of the demon’s turns, it makes a Charisma saving throw.  On a failed save, the demon continues to obey you. On a successful save, your control of the demon ends for the rest of the duration, and the demon spends its turns pursuing and attacking the nearest non-demons to the best of its ability. If you stop concentrating on the spell before it reaches its full duration, an uncontrolled demon doesn’t disappear for 1d6 rounds if it still has hit points.

As part of casting the spell, by spending a further 7HP you can form a circle on the ground with the blood used as a material component. The circle is large enough to encompass your space. While the spell lasts, the summoned demon can’t cross the circle or harm it, and it can’t target anyone within it. Using the material component in this manner consumes it when the spell ends.

At higher levels: When you cast this spell using a spell slot of 5th level or higher, the challenge rating increases by 1 for each slot level above 4th.

### Compulsion

*Casting time: 1 Action*

*Range: 30 feet*

*Duration: Concentration, up to 1 minute*

Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw.  A target automatically succeeds on this saving throw if it can’t be charmed. On a failed save, a target is affected by this spell. Until the spell ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving throw to try to end the effect.

A target isn’t compelled to move into an obviously deadly hazard, such as a fire pit, but it will provoke opportunity attacks to move in the designated direction.

## Tier Five

### Haemorrhage

*Casting Time: 1 Action*

*Range: 60ft*

*Duration: Instantaneous*

You take control of a large volume of a target’s blood and force it out through their mouth, nose, and eyes unless they succeed at a Constitution saving throw.  If the target fails the test it takes 4d8 necrotic damage and half as much if it succeeds. Regardless of whether the target succeeds, the horrific nature of this spell demoralises enemies, gaining the Frightened condition unless they are immune to such. The target of this spell must be within 60ft and visible to you.

### Puppeteer

*Casting Time: 1 Action*

*Range: 60ft*

*Duration: Instantaneous*

One of the most feared powers available to blood mages, this spell allows you to take complete control of an enemy’s body unless they make a successful Wisdom saving throw. If the subject fails, you may dictate the actions he takes on their next turn. The subject may attempt a new test to resist you at the start of each of their subsequent turns. Once the target successfully resists, the spell ends.  You can specify a simple and general course of action, such as "Attack that creature", "Run over there", or "Fetch that object". If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.

You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.  Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.

At higher levels: When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10 minutes, with a 7th-level spell slot, the duration is concentration, up to 1 hour.  When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours.

### Blood Reading

*Casting Time: 10 Minutes, ritual*

*Range: Self*

*Duration: Instantaneous*

Your weave your dark magic to pull information from a large drop of blood from one creature, which the spell consumes.  The blood must have come from a creature that is alive or has been dead for less than an hour, and the spell fails if there is not enough blood (less than a tablespoon).  You learn the following from drawing its essence.

- The creature's type and it's maximum hit points.

- The approximate location of the creature within 100 miles.

- The identity - as far as you can understand - of any poisons, diseases and magical affects upon it.

- You learn if the creature's blood has any special properties, for example what dragon's blood may be used to craft.

- If the blood is mixed with the blood of another creature, the mixture will glow bright red if one of the two creatures is the parent, offspring, child or sibling of the other.

When casting this spell, if the target is still alive, it feels a tingling sensation in its veins and knows the exact direction to you, although it doesn't necessarily know who you are or what you are doing.

At higher levels: If cast at 9th level, you also know the creature's damage resistances and weaknesses.

### Modify Memory

*Casting time: 1 Action*

*Range: 30 feet*

*Duration: Concentration, up to 1 minute*

You attempt to reshape another creature’s memories.  One creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration and experiences terrible pain. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of the target’s memories are modified.

While this charm lasts, you can affect the target’s memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event.

You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature’s memory isn’t altered. Otherwise, the modified memories take hold when the spell ends.

A modified memory doesn’t necessarily affect how a creature behaves, particularly if the memory contradicts the creature’s natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature in a significant manner. A remove curse or greater restoration spell cast on the target restores the creature’s true memory.

At higher levels: If you cast this spell using a spell slot of 6th level or higher, you can alter the target’s memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature’s past (9th level).

## Tier Six

### Circle of Death

*Casting time: 1 Action*

*Range: 150 feet*

*Duration: Instantaneous*

A sphere of blood energy ripples out in a 60-foot-radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one.

At higher levels: When you cast this spell using a spell slot of 7th level or higher, the damage increases by 2d6 for each slot level above 6th.

### Fade Sight

Casting time: 1 Action

Range: Touch

Duration: Concentration, up to 1 hour

This spell gives the willing creature you touch the ability to see magic as mirrored by the Fade. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Fade, all out to a range of 120 feet.  Sight into the Fade is as though looking into a faint mirror of rippling green no matter which direction you turn and how far you move.  You are still able to see the material plane, but the Fade is as if overlayed on top.  Investigation or Perception checks focused on things which do not also appear in the Fade (magical effects will be mirrored, for example) you roll with disadvantage.

### Poison Blood

Casting time: 1 Action

Range: 60 feet

Duration: Instantaneous

You unleash a weakening blood disease on a creature that you can see within range.  The target must make a Constitution saving throw. On a failed save, it takes 6d12 necrotic damage, or half as much damage on a successful save. The damage can’t reduce the target’s hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature’s hit point maximum to return to normal before that time passes.

### Cleanse Corruption

*Casting time: 1 Action*

*Range: Touch*

*Duration: Instantaneous*

You have discovered a secret of the Blight, using your power to take hold of the taint before it spreads beyond the first stage and transferring it to another willing creature.  Unless a Grey Warden, you cannot initially identify if a creature or object is Blighted at the first stage unless you have, for example, seen the creature encounter a tainted object or blood.  You can also use this power to cleanse ordinary blood diseases, in which case no transfer is needed.

At higher levels: At 9th level, you can now impose your will upon another creature, forcing it to accept the taint if it is not willing or cannot consent.

## Tier Seven

### Inflict Pain

*Casting time: 1 Action*

*Range: 60 feet*

*Duration: Instantaneous*

You sacrifice your health to cause waves of intense pain to assail one creature you can see within range. If the target has 100 hit points or fewer, it is subject to crippling pain. Otherwise, the spell has no effect on it.

While the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the target tries to cast a spell, it must first succeed on a Constitution saving throw, or the casting fails and the spell is wasted.  A target suffering this pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the pain ends.

### Revitalise

*Casting time: 1 Minute*

*Range: Self*

*Duration: 1 hour*

Using a creature  (medium or larger) that has been dead for under an hour you siphon its essence to heal yourself 4d8 + 15 hit points. For the duration of the spell, you regain 1 hit point at the start of each of its turns (10 hit points each minute).  Any injuries you have received are cured after 2 minutes, and if any body parts have been severed (aside from major limbs) they will reattach if held in place.

### Imbue Vitality

*Casting time: Ritual, 30 minutes*

*Range: 120ft*

*Duration: Permanent, or up to 5 years*

You are able to imbue certain living things with vitality and resistance, often curing disease and rot.  For example, you are able to cleanse a field of wheat from mundane crop blight, are able to cleanse a sickened flock of sheep and may be able to give strength to one intelligent creature suffering from an illness. With this ability, you are also able to stave off the effects of the Darkspawn taint. Choose one afflicted creature in any stage but the final transformation. When you sacrifice your health, any ongoing effects they are experiencing are halved in severity for a period up to five years.

## Tier Eight

### Feeblemind

*Casting time: 1 Action*

*Range: 150 feet*

*Duration: Instantaneous*

You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw.  On a failed save, the creature’s Intelligence and Charisma scores become 1. The creature can’t cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them.

At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends. The spell can also be ended by greater restoration, heal or wish.

### Fortify Mind

*Casting time: 1 Action*

*Range: Touch*

*Duration: 24 hours*

Until the spell ends, one willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells, and the charmed condition. The spell even foils wish spells and spells or effects of similar power used to affect the target’s mind or to gain information about the target.

### Telepathy

*Casting time: Ritual, 1 hour*

*Range: Unlimited*

*Duration: 24 hours*

*Requirements: Matching amulets, held by yourself and the target containing a mixture of your bloods.*

You create a telepathic link between yourself and a willing creature with which you are familiar.

The creature can be anywhere on the same plane of existence as you. The spell ends if you or the target are no longer on the same plane.   Until the spell ends, you and the target can instantaneously share words, images, sounds, and other sensory messages with one another through the link, and the target recognises you as the creature it is communicating with. The spell enables a creature with an Intelligence score of at least 1 to understand the meaning of your words and take in the scope of any sensory messages you send to it.

## Tier Nine

### Exsanguinate

*Casting Time: 1 action*

*Range: 30 feet*

*Components: V, S*

*Duration: Concentration, up to 1 minute*

You target one living creature that you can see within range. If it has 100HP or fewer, it is exsanguinated entirely, killing it instantly. Any other creature must make a Constitution saving throw. On a failed saving throw, you draw blood from the body of the creature; the creature takes 4d12 necrotic damage and one level of exhaustion. On a successful saving throw, the creature takes half as much necrotic damage and no exhaustion. On each subsequent turn, you can use your action to maintain the effect, forcing the creature to make another Constitution saving throw suffering the same results. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or it has total cover from you.

### Bind

*Casting time: 1 hour, ritual*

*Range: Self*

*Duration: Until dispelled or broken*

*Requirements: A host in either a living person, a corpse, skeleton, golem shell, or similar.*

You have learnt the secrets of binding a demon to your will.  By promising a demon a way into the world of flesh and blood, you have struck a tentative relationship.  The demon will obey your commands, unless it should bring harm to itself, after which it will attempt to defend itself. The type of demon bound depends on your character choices and alignment, and it's actions are determined by you. It will attack any target, unless doing so would almost certainly bring about its death, after such a command rolling to resist the binding. Every seven days of the demon being bound to your will, it makes a Intelligence saving through against your spell save DC. If it succeeds, it is no longer bound, and is free to choose its next movements. You cannot banish the demon back to the Fade, and if you attempt to attack it, the binding automatically fails as it defends itself.

### Eternity of Torture

*Casting time: 1 hour, ritual*

*Range: 30ft*

*Duration: Until dispelled or broken*

The subject's body is twisted and warped, wracked forever with excruciating pain. The subject is rendered helpless, but—as long as the spell continues—it is sustained and has no need for food, drink, or air. The subject does not age—all the better to ensure a true eternity of unimaginable torture. The subject takes 1 point of drain to each ability score each day until all scores are reduced to 0 (except Constitution, which stays at 1). The subject cannot heal or regenerate. Lastly, the subject is completely unaware of its surroundings, insensate to anything but the excruciating pain.

A single Constitution saving throw is all that stands between a target and this horrible spell. However, even if the saving throw is successful, the target still feels terrible (but temporary) pain. The target takes 5d6 points of damage immediately and takes a -4 circumstance penalty on attack rolls, saving throws, skill checks, and ability checks for 1 round per level of the caster.

### Desire

*Casting time: 1 Action*

*Range: Self*

*Duration: Instantaneous*

Desire is the most powerful spell one can cast, practised by the most powerful of the ancient Tevinter Magisters. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires.  The basic use of this spell is to duplicate any other spell of 8th level or lower. You don’t need to meet any requirements in that spell, including costly components. The spell simply takes effect.

Alternatively, you can create one of the following effects of your choice:

• You create one object of up to 25,000 gp in value that isn’t a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space you can see on the ground.

• You allow up to twenty creatures that you can see to regain all hit points, and you end all effects on them described in the greater restoration spell.

• You grant up to ten creatures that you can see resistance to a damage type you choose.

• You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours. For instance, you could make yourself and all your com panions immune to a lich’s life drain attack.

• You undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish spell could undo an opponent’s successful save, a foe’s critical hit, or a friend’s failed save. You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll.

You might be able to achieve something beyond the scope of the above examples. State your wish to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance; the greater the desire, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded your desiring. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a legendary magic item or artefact might instantly transport you to the presence of the item’s current owner.

The stress of casting this spell to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a long rest, you take 1d10 necrotic damage per level of that spell. This damage can’t be reduced or prevented in any way. In addition, your Strength drops to 3, if it isn’t 3 or lower already, for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast Desire ever again if you suffer this stress.