Hemomancy

Hemomancy is a sub form of Necromancy typically used by the various more tribe oriented societies of the realms, it is defined by the use of blood in order to get a desired magical effect but can actually encompass various other types of magic such as Evocation, Divination, or Enchantment. For example a Hemomancer may want to take control of another individual, there a few ways they can do this but the most common is to take a vial of the person blood; if the Hemomancer is powerful enough even just a drop could also work; then add other items to the vile such as ground plants and/or bones to add power to the spell, then will most commonly drink it or pour it over their eyes.

## History of Hemomancy

Hemomancy had been discovered long before the more commonly known and "traditional" forms of magic as it was easily assessable by those who had the power to use it as all they needed was their own blood or someone else's, this being the case it wasn't until the more "civilized" forms of community in the form of nations, empires, and kingdoms, that Hemomancy began to gain an unsavory eye in those higher in power as it was a form of magic that could cause the user to go insane if they were not properly educated. As such, their are now few places that you can find the outright use of Hemokinesis especially within bastions of civilization, but there are several different tribes, clans, and looser forms of government that have no restriction on Hemokinesis or even encourage it amongst their citizens so long as they use it respectfully and have the proper education so as to not drive themself to insanity.

## Hemomancy Spells

There are a wide range of Hemomancy spells that can vary in their subsequent magic school association, but they all remain the same and as such are categorized as Hemomancy magics.

### Abjuration

* *Blood Shield*: The caster spills blood onto the ground which quickly solidifies into a hardened mass and lifts before them as a semi-transparent shield against attacks. When an opponent successfully hits the caster they take a portion of the damage done as spikes of hardened blood shoot out at the attacker from the shield.

### Evocation

* *Blood Splatter:* The caster slits their palm and splatter boiling hot blood across all those in front of their palm.
* *Crimson Strike:* The caster runs their hand across a bladed weapon coating it in blood, the next time they hit a target with that weapon the attack deals additional necrotic damage to the target.
* *Blood Transfusion:* The caster pricks their finger and point it at a target they can see within range. The target regains hit points equal to the casters spellcasting level. At the end of each of it's turns for the duration of the spell, the target must focus on breaking the connection via their willpower, if they fail they take necrotic damage, if they succeed the spell ends.
* *Sanguine Trap*: The caster slits their palm and places it against a flat surface (be it ground or otherwise) on which the blood pools on the surface at a maximum of 10 feet with the blood remaining fresh and wet so long as the caster remains concentrated on the spell. When the caster stops concentrating on the spell, willingly or not, the blood explodes upwards clinging to whomever is in its range and deals magic damage.

### Divination

* *Eye of the Heart*: The caster takes a small amount of the targets blood and imbues it into an item, be it a locket, orb, or other such item, allowing the caster to peer in on the target at will through this item; that being so an orb or crystal is the most common focus of this spell; each time the caster peers into the item they drain their own lifeforce equal to how long they watched x3.
* *Blood Pool*: A temporary alternative to the Eye of the Heart spell, the caster slices their palm and allows their blood to pool onto the ground into a reflective pool, into this pool they add a drop of their targets blood. If the target cannot break the connection to the spell then the caster is able to watch the target for roughly 1-5 minutes until the spell tappers of itself.

### Enchantment

* *Create Puppet:* The caster creates a doll in the likeness of the target; the resemblance can be as crude or as precise as the caster wishes but so long as they have target in mind the spell will know who to target; and place a vial, or simple pour, of blood into the doll and close it up with red string or twine. The target of the spell is able to tell initially that it is cast upon them and can attempt to sever the connection, if they fail the doll becomes magically linked to the target, if the succeed the spell simply fails. If the connection is successful then whenever the puppet takes damage so does the target, just at a slightly lessened amount. If the doll is destroyed the spell ends and as such extreme damage to the target (such as cutting off an arm, leg, or the head) will not go through as this will cause the doll to be destroyed. If the target of the spell is not in the same realm as the caster then the spell will automatically fail.
* *Control*: The caster takes a small amount of the targets blood and smears it over their palms into a runic pattern, after uttering the somatic components the caster gains temporary control over the target for a number of seconds relative to their spellcasting and the mana used. The target is able to sever the connection if their will is strong enough, but if they fail then control over their body gets handed over to the caster.
* *Blood Bond:* The caster and up to three other willing creatures all pour some of their blood into a communal bowl and all of them drink it together. Each participant gains bolstered health equal to the amount of blood sacrificed. Additionally, whenever one of the participants takes damage or regains strength all other participants gain the same affect at half the intensity.
	+ When cast at a higher spellcasting level, blood bond can affect up to 10 individuals so long as they sacrifice an equal amount of blood.