Chapter 10 · Magic
Blood Manipulation
Spiritual (hemomancy) 7th-level
- Level
- 7
- Casting Time
- 1 action
- Range
- 60 feet
- Components
- V, S, M (a ruby worth at least 300 GP, which the spell consumes)
- Duration
- Concentration, up to 1 hour
You take 10 points of damage that can’t be mitigated. As you do, you mark a seal etched into your own body, directing a crimson beam toward a living target (one that has blood circulating through its body) that you can see, within range of the spell. The target must succeed on a Wisdom saving throw. On a failure, you take control of the target’s body.
While in control of the target’s body, you can command it to attack anything, including its allies. You can’t force your target to use any ability, spell, rune, or sutra it possesses. While controlled this way, the target remains conscious and, if you allow it, can speak normally, though you have no control over what it says.
For each turn you maintain control over the target, you take 5 points of damage that can’t be mitigated. At the end of each of your turns, or if you command your target to put itself in direct danger, such as being the target of an attack, throwing itself off a cliff, or attacking itself, the target can repeat the saving throw, breaking free of your control on a success.
If the target leaves the range of the spell, you lose control and the spell is instantly dispelled.
