Vampire Spells

0-Level Vampire Blood Magic (Cantrips)

Abjur

Conj

  • Acid Splash: Orb deals 1d3 acid damage.
  • Caltrops: Creates caltrops in 5-ft.-by-5-ft. square, + 5-ft. square/2 levels beyond 1st (max 5).

Div

Ench

  • Daze: Humanoid creature of 4 HD or less loses next action.

Evoc

Illus

Necro

Trans

Univ

1st-Level Vampire Blood Magic

Abjur

Conj

Div

Ench

  • Charm Person: Makes one person your friend.
  • Distract: Subjects take –4 on Concentration, Listen, Search, and Spot.
  • Distract Assailant: One creature is flat-footed for 1 round.
  • Hypnotism: Fascinates 2d4 HD of creatures.
  • Incite: Subjects can’t ready actions or delay.
  • Inhibit: Subject delays until next round.
  • Rouse: Awakens creatures in area.
  • Shock and Awe: Flat-footed creatures get –10 on initiative.
  • Sleep: Puts 4 HD of creatures into magical slumber.
  • Whelm: Deal 1d6 nonlethal damage +1d6/2 levels above 1st (max 5d6).

Evoc

  • Blood Wind: Subject uses natural weapons at range.
  • Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.
  • Guiding Light: +2 on ranged attacks against creatures in illuminated area.
  • Ice Dagger: Grenadelike weapon deals subject 1d4/level cold damage, plus area damage.
  • Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
  • Persistent Blade: Blade of force attacks subject, automatically flanks.

Illus

Necro

  • Backbiter: Weapon strikes wielder.
  • Blade of Blood: Weapon deals +1d6 damage, or +3d6 if you take 5 points of damage.
  • Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
  • Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
  • Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str damage.
  • Spirit Worm: Subject takes 1 point Con damage every round for 1 round/level.

Trans

Univ

  • Familiar Pocket: Garment or container becomes extradimensional safe haven for your familiar.

2nd-Level Vampire Blood Magic

Abjur

Conj

Div

Ench

Evoc

  • Darkness: 20-ft. radius of supernatural shadow.
  • Gust of Wind: Blows away or knocks down smaller creatures.

Illus

  • Blur: Attacks miss subject 20% of the time.
  • Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
  • Invisibility: Subject is invisible for 1 min./level or until it attacks.
  • Magic Mouth: Speaks once when triggered.
  • Minor Image: As silent image, plus some sound.
  • Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
  • Misdirection: Misleads divinations for one creature or object.
  • Phantom Trap: Makes item seem trapped.
  • Shadow Mask: Hides features and offers protection.
  • Shadow Spray: targets suffer 2 Str dmg, dazed for 1 round, -2 against fear effects.

Necro

  • Blindness/Deafness: Makes subject blinded or deafened.
  • Command Undead: Undead creature obeys your commands.
  • False Life: Gain 1d10 temporary hp +1/level (max +10).
  • Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened.
  • Scare: Panics creatures of less than 6 HD.
  • Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.

Trans

3rd-Level Vampire Blood Magic

Abjur

Conj

Div

Ench

  • Deep Slumber: Puts 10 HD of creatures to sleep.
  • Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
  • Hold Person: Paralyzes one humanoid for 1 round/level.
  • Rage: Subjects gains +2 to Str and Con, +1 on Will saves, -2 to AC.
  • Suggestion: Compels subject to follow stated course of action.

Evoc

  • Tiny Hut: Creates shelter for ten creatures.
  • Wind Wall: Deflects arrows, smaller creatures, and gases.

Illus

Necro

Trans

  • Blink: You randomly vanish and reappear for 1 round/level.
  • Fly: Subject flies at speed of 60 ft.
  • Gaseous Form: Subject becomes insubstantial and can fly slowly.
  • Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
  • Keen Edge: Doubles normal weapon’s threat range.
  • Magic Weapon, Greater: +1/four levels (max +5).
  • Repair Serious Damage: “Cures” 3d8+1/level damage (maximum +15) to a construct.
  • Secret Page: Changes one page to hide its real content.
  • Shrink Item: Shrinks a chosen item.
  • Slow: One subject/level takes only one action/round, -1 to AC, reflex saves, and attack rolls.

4th-Level Vampire Blood Magic

Abjur

Conj

Div

Ench

Evoc

  • Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
  • Resilient Sphere: Force globe protects but traps one subject.
  • Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.

Illus

Necro

  • Animate Dead: Creates undead skeletons and zombies.
  • Bestow Curse: -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.
  • Enervation: Subject gains 1d4 negative levels.
  • Fear: Subjects within cone flee for 1 round/level.

Trans

5th-Level Vampire Blood Magic

Abjur

Conj

Div

Ench

Evoc

  • Cone of Cold: 1d6/level cold damage.
  • Darkbolt: 2d8 dmg, dazed for 1 round (Will negates daze) 1 bolt every 2 caster levels.
  • Sending: Delivers short message anywhere, instantly.
  • Wall of Force: Wall is immune to damage.

Illus

  • Dream: Sends message to anyone sleeping.
  • False Vision: Fools scrying with an illusion.
  • Mirage Arcana: As hallucinatory terrain, plus structures.
  • Nightmare: Sends vision dealing 1d10 damage, fatigue.
  • Persistent Image: As major image, but no concentration required.
  • Seeming: Changes appearance of one person per two levels.
  • Shadow Evocation: Mimics evocation below 5th level, but only 20% real.

Necro

  • Blight: Withers one plant or deals 1d6/level damage to plant creature.
  • Magic Jar: Enables possession of another creature.
  • Symbol of Pain: Triggered rune wracks nearby creatures with pain.
  • Waves of Fatigue: Several targets become fatigued.

Trans

Univ

6th-Level Vampire Blood Magic

Abjur

Conj

Div

Ench

Evoc

Illus

  • Mislead: Turns you invisible and creates illusory double.
  • Permanent Image: Includes sight, sound, and smell.
  • Programmed Image: As major image, plus triggered by event.
  • Shadow Walk: Step into shadow to travel rapidly.
  • Veil: Changes appearance of group of creatures.

Necro

Trans

7th-Level Vampire Blood Magic

Abjur

  • Banishment: Banishes 2 HD/level of extraplanar creatures.
  • Sequester: Subject is invisible to sight and scrying; renders creature comatose.
  • Spell Turning: Reflect 1d4+6 spell levels back at caster.

Conj

Div

Ench

Evoc

Illus

Necro

Trans

Univ

8th-Level Vampire Blood Magic

Abjur

Conj

Div

Ench

  • Antipathy: Object or location affected by spell repels certain creatures.
  • Binding: Utilizes an array of techniques to imprison a creature.
  • Charm Monster, Mass: As charm monster, but all within 30 ft.
  • Demand: As sending, plus you can send suggestion.
  • Power Word Stun: Stuns creature with 150 hp or less.
  • Symbol of Insanity: Triggered rune renders nearby creatures insane.
  • Sympathy: Object or location attracts certain creatures.

Evoc

  • Polar Ray: Ranged touch attack deals 1d6/level cold damage.
  • Telekinetic Sphere: As resilient sphere, but you move sphere telekinetically.

Illus

Necro

Trans

9th-Level Vampire Blood Magic

Abjur

Conj

  • Gate: Connects two planes for travel or summoning.
  • Refuge: Alters item to transport its possessor to you.
  • Summon Monster IX: Calls extraplanar creature to fight for you.
  • Teleportation Circle: Circle teleports any creature inside to designated spot.

Div

  • Foresight: “Sixth sense” warns of impending danger.

Ench

Evoc

Illus

  • Shades: As shadow conjuration, but up to 8th level and 80% real.
  • Weird: As phantasmal killer, but affects all within 30 ft.

Necro

Trans

  • Etherealness: Travel to Ethereal Plane with companions.
  • Shapechange: Transforms you into any creature, and change forms once per round.
  • Time Stop: You act freely for 1d4+1 rounds.

Univ

  • Wish: As limited wish, but with fewer limits.
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