Sunday, August 29, 2021

[Spell] Bloody Communion

A quick homebrew spell, before the summer ends...

Bloody Communion

Level 1

Duration: 1 + 1 turn/caster level

A group of 2-7 targets (which might or might not include the caster) enter into a blood pact. Each participant pours 1 hit point worth of blood into a chalice, then each participant drinks from it. Afterwards, for the duration of the spell, they can communicate telepathically, regardless of distance. To send a message to one or a select few participants, the sender must concentrate (which counts as an action); message heard by the whole group do not require concentration.

Each participant must also save against Poison, or possibly suffer a malady (d10). The spell works as intended, regardless of the save’s result.




No effect.


Bad Blood. The character loses the ability of natural healing for 1 week/caster level. Magical healing still works.


Weakness. The character’s total hit points are reduced by d6 for 1 week/caster level.


Involuntary Thought-Projection. The character is unable to shield their thoughts from the others. The communication network suffers from a constant “noise” emanating from this participant. Every time somebody sends a message, there is a 1-in-6 chance the message gets drown out by noise. The chance is cumulative if more participants get this malady.


Unmasking. One of the character’s secrets is disclosed to all other participants.


Bloodlust. The character is cursed with vampirism and must drink fresh blood every day to function properly. For each day without sating this urge, the character loses a hit die.

Some say the spell will even work if the blood of a recently deceased person is added to the mix…

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