Practicing Witchcraft through the Twelve Portals: Tools and Techniques

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The twelve portals, also known as the Witch's twelve portals, are a mystical concept that has been mentioned in various folklore and literature. These portals are said to be doorways or gateways that connect different realms or dimensions of existence. They are often associated with the world of witchcraft and magic, as witches are believed to have the ability to access and utilize these portals for various purposes. According to lore, the twelve portals are scattered across the world and each holds a unique power or energy. It is believed that these portals can be found in hidden places, such as deep forests, ancient ruins, or sacred sites. The exact location of each portal is said to be known only to those who possess the knowledge and skills to navigate through the realms.


Range: Touch

At the GM s option, you might also realize you know a physical weakness the creature has, if any, such as vulnerability to fire damage or weakness against silver weapons. At the DM s discretion a new character can begin play as a blood mage, in which it assumed that the ritual has already been performed and the character has already achieved his unique traits.

Dnd bloof magic

The exact location of each portal is said to be known only to those who possess the knowledge and skills to navigate through the realms. Each portal is connected to a specific element or force of nature, such as fire, water, earth, or air. It is believed that by accessing these portals, witches can harness the energy of these elements and use it for their spells, rituals, or even for personal growth and transformation.

Blood Magic | New Spells for Fifth Edition

The following spell lists show which spells can be cast by characters of each class. A spell’s school of magic is noted in parentheses. If a spell can be cast a ritual, the ritual attack also appears in the parentheses.

Blood Sense

Casting Time: 1 action

Range: Touch

Components: M (a drop of the target’s blood)

Duration: Instantaneous

You taste the blood of a creature. The blood must have been spilled or drawn within the last 1 minute or the effect fails. Once you taste the blood, you can learn certain information about the creature. The GM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

  • Strength score
  • Dexterity score
  • Constitution score
  • Current hit points

At the GM’s option, you might also realize you know a physical weakness the creature has, if any, such as vulnerability to fire damage or weakness against silver weapons.

Blood Thirst

Casting Time: 1 action

Range: 120 feet

Components: V, S

Duration: Concentration, up to 1 minute

One creature of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. The creature must have a mouth. While the target is charmed in this way, its eyes bleed. The charmed target must use its action before moving on each of its turns to make a bite attack against a creature other than itself that you mentally choose. If the creature does not have a bite attack, it can make one in place of its unarmed strike. The attack uses the creature’s Strength modifier for attack and damage rolls, and on a hit, it deals piercing damage according to its size.

Small or Medium 1d4

If the creature hits with its bite attack, it can attach itself to the target and start to drain its blood. While attached, the creature doesn’t attack. Instead, at the start of each of the creature’s turns, the target loses hit points equal to the creature’s bite damage. The creature can detach itself by spending 5 feet of its movement. Another creature, including the target, can use its action to detach the creature.

Control Blood

Casting Time: 1 action

Range: 30 feet

Components: V, S

Duration: Instantaneous or 1 round (see below)

You target a living creature within range. The target must make a Constitution saving throw. On a failed saving throw, you cause one of the following effects to occur:

  • The creature bleeds from its eyes, ears, and nose until the end of its next turn. While bleeding, the creature has disadvantage on its Wisdom (Perception) checks.
  • Until the end of the creature’s next turn, each time it takes damage from an attack that deals bludgeoning, piercing, or slashing damage, it takes an additional 1d4 necrotic damage from the attack.
  • You increase the temperature of the creature’s blood. The creature takes 1d8 fire damage and it has disadvantage on the next attack roll it makes so long as the attack is made before the end of the creature’s next turn.
  • You decrease the temperature of the creature’s blood. The creature takes 1d8 cold damage and its movement speed is halved until the end of the creature’s next turn.

If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Exsanguinate

1st-level necromancy spell

Casting Time: 1 action

Range: 30 feet

Components: V, S

Duration: Concentration, up to 1 minute

You target one living creature that you can see within range. The creature must make a Constitution saving throw. On a failed saving throw, you draw blood from the body of the creature; the creature takes 1d6 necrotic damage and one level of exhaustion. On a successful saving throw, the creature takes half as much necrotic damage and no exhaustion. On each subsequent turn, you can use your action to maintain the effect, forcing the creature to make another Constitution saving throw suffering the same results. 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 it has total cover from you.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d6 for each slot level above 1st.

Wicth the twelve portalss

Some legends even suggest that the portals hold the key to immortality or enlightenment. In literature and popular culture, the concept of the twelve portals has been explored in various ways. It has been featured in fantasy novels, where characters embark on quests to locate and unlock the portals, using the powers they hold to overcome obstacles or defeat enemies. The idea of the portals has also been incorporated into video games and movies, where they serve as plot devices or settings for magical adventures. Whether real or fictional, the concept of the twelve portals continues to capture the imagination of many. It represents the idea of a hidden world, waiting to be discovered by those who are brave enough to seek it. It symbolizes the power of magic and the connection between different realms of existence. Ultimately, the twelve portals serve as a reminder of the infinite possibilities and wonders that may lie just beyond our reach..

Reviews for "The Twelve Portals and the Wheel of the Year: Celebrating the Seasons"

1. Emily - 2/5 - "I found 'Witch the Twelve Portals' to be quite disappointing. The storyline was convoluted and hard to follow, with too many characters introduced at once. Additionally, the pacing was sluggish, making it difficult to stay engaged. The writing style lacked finesse and felt amateurish. Overall, I was underwhelmed by this book and would not recommend it to others who are looking for a captivating and well-written fantasy novel."
2. Mark - 1/5 - "I struggled to find any redeeming qualities in 'Witch the Twelve Portals.' The characters felt one-dimensional and lacked depth, making it hard to connect with them on any level. The plot was predictable and lacked originality, following the same tired tropes found in countless other fantasy novels. Furthermore, the dialogue was stilted and unnatural, pulling me out of the story multiple times. I was ultimately left feeling unsatisfied and uninterested in continuing with this series."
3. Sarah - 3/5 - "While 'Witch the Twelve Portals' had its moments, overall, I found it to be a mediocre read. The world-building was decent, but it never reached its full potential. The magic system was poorly explained, leaving me confused at times. The pacing was inconsistent, with long stretches of little action followed by sudden bursts of excitement. There were too many subplots that felt unnecessary and cluttered the narrative. While the book had some potential, it fell short of delivering a truly captivating story."

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