Spell Descriptions

The spells are presented in alphabetical order.

Blood Bond 3rd-level caedimancy Casting Time: 1 minute

1 minute Range: Touch

Touch Components: V, S, M (a drop of blood from both the caster and the target)

V, S, M (a drop of blood from both the caster and the target) Duration: 8 hours You create a bond between yourself and a willing humanoid. For the duration of the spell, any damage or healing dealt to you is divided between you and the bound creature. You can be bound to only one creature in this way. If you cast this spell on another creature, the effects of the previous casting end.

Blood Oath 7th-level caedimancy Casting Time: 10 minutes

10 minutes Range: Touch

Touch Components: V, S, M (parchment, an ink pen, and a vial of blood)

V, S, M (parchment, an ink pen, and a vial of blood) Duration: Until dispelled or triggered You turn promises into more than just empty words. You create a binding magical contract between two willing humanoids. Either target may make a solemn vow to the other, usually a favor or task to accomplish. When both parties agree to the terms of the contract, the spell takes hold. If a target fails to uphold their end of the contract or acts in a manner directly counter to their given instructions, they die. A promisee can end terms of the contract early by using an action to dismiss them. A wish spell also ends it.

Clutch of Orcus 9th-level caedimancy Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: V, S

V, S Duration: Concentration, up to 1 minute You create a magical force that grips a creature's heart and begins crushing it. Make a ranged spell attack against a creature. On a hit, the target takes 15d10 necrotic damage and is stunned. On subsequent rounds, you can use your action to maintain the effect and deal 1d10 necrotic damage to the target automatically. 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 if it has total cover from you. The target must make a Constitution saving throw at the end of each of its turns. On a successful save, the target is no longer stunned and the spell ends. If the target dies before the spell ends, their chest ruptures and bursts, and their smoking heart appears in your hand. If the target has already been primed by a caedimancy spell within the last minute, the target makes its saving throw with disadvantage.

Crimson Blade 2nd-level caedimancy Casting Time: 1 bonus action

1 bonus action Range: Self

Self Components: V, S, M (a vial of blood)

V, S, M (a vial of blood) Duration: Concentration, up to 10 minutes Blood stretches out from your hand and freezes into place. The blade is similar in size and shape to a rapier, and it lasts for the duration. If you let go of the blade, it draws back into your hand. You can produce the blade again as a bonus action. You can use your action to make a melee spell attack with the crimson blade. On a hit, the target takes 3d6 piercing damage. This spell can prime a target for other caedimancy spells. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.

Crimson Javelin 1st-level caedimancy Casting Time: 1 action

1 action Range: 90 feet

90 feet Components: V, S, M (a vial of blood)

V, S, M (a vial of blood) Duration: Instantaneous Blood stretches out from your hand and freezes into a long, thin javelin that you throw at a creature that you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 piercing damage. This spell can prime a target for other caedimancy spells. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Death Syphon 1st-level caedimancy Casting Time: 1 reaction

1 reaction Range: 60 feet

60 feet Components: V, S, M (an empty vial)

V, S, M (an empty vial) Duration: Instantaneous You capture a dying creature's fleeting life energy for yourself. If a living creature dies within the range of the spell, you regain a number of hit points equal to 1d8 + your spellcasting ability modifier. Creatures without blood cannot be targeted by this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.