Blood of Fire (maho)
6th-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a weapon that deals piercing or slashing damage and your
own blood)
Duration: Instantaneous
You cut a mystic pattern into one palm with a knife and enchant your own blood.
From the wound shoot four explosive missiles of blood. You can direct the mis-
siles at the same creature or at different ones. Make a separate ranged spell at-
tack roll for each missile. On a hit, the target takes 3d10 necrotic damage. Each
creature within 5 feet of a creature struck by a missile, must make a Constitution
saving throw. A target takes 3d10 necrotic damage on a failed save, or half as
much damage on a successful one.
You cannot replace the material components for this spell. For each missile
of blood you fire, you take 1d10 necrotic damage and your hit point maximum is
reduced by the same amount until you finish a long rest. The damage you take
from this spell cannot be reduced or prevented in any way.
At higher levels. When you cast this spell using a spell slot of 7th level or
higher, you shoot an extra missile for each spell level above 6th.
Red Mist (maho)
3rd-level enchantment
Casting Time: 1 action
Range: Self
Components: V, S, M (a weapon that deals piercing or slashing damage and your
own blood)
Duration: Instantaneous
In a swift motion you cut into your jugular, spraying blood all around you. Each
creature within 5 feet of you must succeed a Constitution saving throw. On a
failed save, a creature is blinded until the end of its next turn and becomes en-
raged for 1 minute. While enraged, a creature must attack the nearest creature it
can see. lf no creature is near enough to move to and attack, the creature instead
attacks an object, with preference for an object smaller than itself. An enraged
creature can repeat the saving throw at the end of each of its turns, ending the
effect on a successful save.
You cannot replace the material components for this spell. When casting this
spell, you take 3d6 piercing damage and your hit point maximum is reduced by
the same amount until you finish a long rest. The damage you take from this spell
cannot be reduced or prevented in any way.
At higher levels. When you cast this spell using a spell slot of 4th level or
higher, the spell’s radius increases by 5 feet for each spell level above 6th, and the
damage you suffer increases by 1d6 piercing damage.