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1st level necromancy (ritual)
Casting Time: 1 minute
Components: V, S, M (a single gold coin which is consumed in the casting.)
Duration: 1 week
Spell Lists: sorcerer, warlock, wizard
To cast this spell, a humanoid must pledge a drop of their blood in a 1 minute ritual that involves letting a drop of their blood fall through the center of the coin. The drop disappears in the process and the center fills with a red glow.
This coin, more commonly called the drop or blood mark, has a visible red glow in the center of the coin.
As a bonus action or as a reaction, the holder of the coin can trigger a coin and regain 1d3 hit points. This ends the spell and reduces the coin to ash. At the same time, the humanoid who pledged their blood to the coin takes necrotic damage and reduces their hit point maximum by an equal amount. This damage lasts until the creature finishes a long rest. It dies if this damage reduces its hit point maximum to 0.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, it has a greater duration. 1 month at level 2, 1 year at level 4, 10 years at level 6, and permanent at level 8.
Any person foolish enough to pledge more than a single blood coin might find them all redeemed at once, since such redemptions often happen at great blood feasts. Living creatures that lose too much blood grow weak and die, and desperate peasants discover this to their sorrow at the great feasts each year.
Adapted from the Blood Mark magic item by Kobold Press.
Note that I read "familiar can’t attack" to mean it cannot take offensive actions of any sort, not restricted to only the Attack action.
Note that I read "ends for a target that attacks" to mean cannot cannot take offensive actions of any sort, not restricted to only the Attack action.
1st level transmutation (ritual)
Casting Time: 1 minute
Range: 10 feet
Components: V, S, M (Alchemical salts with a value equal to the value the item created, which are consumed in the casting.)
Spell Lists: Artificer, bard, sorcerer, warlock, wizard
You permanently transmute one non-magical object of up to 10 lbs. weight into another object. The resulting object must weigh within 65% to 150% of the original. You can’t use this spell to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan’s tools used to craft such objects.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you double the weight limit for each additional spell level. If you cast this spell using a 3rd level or higher spell slot, you can transform magic items into other magic items, as long as the DM deems the resulting object capable of holding the enchantment. You only need alchemical salts to cover the cost of a mundane item of the type.
2nd level conjuration (ritual)
Casting Time: 1 hour
Range: 10 feet
Components: V, S, M (Cold iron cauldron worth at least 1,000 gp.)
Spell Lists: Artificer, cleric, paladin, sorcerer, warlock, wizard
Putting two similar items into the cold-iron cauldron, you laboriously invoke the spell. When you are done, only one item remains.
This spell transfers all magical properties from one item to another, destroying the first item while making the second item magical. The two items must be able to carry the enchantment, a weapon enchantment can only be transferred to weapons, an armor enchantment to armors, and so on with the DM's permission. The items can otherwise be entirely different; you can transfer an enchantment from a giant's full plate to a halfling's leather armor. The item to receive the enchantment must be nonmagical, but capable of holding the enchantment to be transferred.