top of page

Gore Magic

“The Path of Flesh and Fury”

   

Gore Magic, often considered a dark or forbidden art, is the manipulation of life force, blood, and bodily essence to cast powerful and often grisly spells. This type of magic involves using one's own life energy, or that of others, as a source of power. Practitioners of Gore Magic may cast spells to heal or strengthen allies at a personal cost or unleash devastating curses and life-draining spells upon enemies. Gore Magic is both feared and respected, often associated with blood mages, witches, and cultists who walk the fine line between sacrifice and corruption.

Discipline

Focus

Butchery

Pure carnage — tearing, rending, bleeding effects

Fleshbinding

Healing, stitching, restoring, flesh-knitting

Meatshaping

Mutations, grafts, bone growth, tentacles

Carrioncraft

Control of corpses, maggots, vermin, plague

Red Ascendance

Transcend flesh through grotesque evolution

 

Sample Gore Spells & Effects

Butchery Spells

  • Rend Flesh – Tear open a creature’s side, causing bleeding and movement penalty.

  • Gore Geyser – Cause a corpse to erupt in a spray of bones and blood.

  • Meat Hooks – Summon sinewy chains of muscle to restrain or drag enemies.

Fleshbinding Spells

  • Stitchweld – Close wounds mid-fight with meat-threads.

  • Graft Limb – Replace a lost limb with that of a fallen foe.

  • Internal Alchemy – Rearrange organs to cure poison or enhance a stat temporarily.

Carrioncraft Spells

  • Corpse Burst – Detonate a rotting body into disease-ridden gore.

  • Vermin Cloud – Unleash a swarm of flies and maggots from your own stomach.

  • Carrion Call – Animate dead animals into flesh amalgams.

Meatshaping Spells

  • Fleshspire – Raise a tower of muscle and sinew.

  • Mutate Limb – Grow claws, extra arms, or bone spikes temporarily.

  • Meatstorm – Summon a storm of sharp meat fragments and broken bone.

Red Ascendance Spells

  • Living Hive – Convert your body into a nest for bloodworms or leeches.

  • Crimson Avatar – Transform into a demonic meat-form, gaining temp HP and monstrous traits.

The Wretched Bloom – Infect the ground with growing meat tumors that spawn minions.

Unique Gore Mechanics

Flesh Mutation Table

Use when:

  • You fail a gore spell

  • Cast a spell with “unstable flesh” modifiers

  • Reach high GE

d6

Mutation

1

Extra eye in chest – grants blindsight 5 ft

2

Tentacle arm (reach +5 ft, can't hold weapons)

3

Hardened flesh – gain +2 AC, but bleed if hit

4

Jaw unhinges – fear effect on enemies

5

Spine splits – grow serpentine tail, +5 speed

6

Lose all hair – flesh glows red with stored gore magic (advantage to intimidate)

Corruption Risk: “The Maw”

All gore mages risk awakening the Maw, a hunger within. If GE exceeds your maximum for more than 1 round, roll a d20:

  • 1–5: You lose control, attacking friend or foe

  • 6–15: You gain temporary madness or mutation

  • 16–20: Gain power at a cost (e.g., heal, but lose an organ)

 

LEVEL 1–4: The Butcher’s Path Begins

Core Abilities

  • Sinew Harvest: Gain 1 Gore Energy (GE) on melee kill or damage.

  • Fleshbind (At-Will): Use 1 GE to stitch a creature’s wound for 1d4+CON healing.

  • Vile Claw (Cantrip): Grow a temporary weapon of flesh (1d6 slashing, counts as magical).

Gore Spells

  • Fleshgrip: Target’s muscles lock; reduce movement and deal 1d6 necrotic (save ends).

  • Bloodslick: Create slippery gore (15 ft). Creatures make Dex save or fall prone.

  • Meat Stitch: Heal small wounds or stop bleeding (1d8 + Con).

  • Gutshot (Lv 2): Rip intestines to cause restrained condition (Con save, 2d6).

  • Butcher’s Wrath (Lv 3): Strike deals +2d10 AoE gore damage to nearby targets.

LEVEL 5–8: Fleshsculptor Awakened

Core Abilities

  • Meatcraft: Flesh Tools now let you create temporary armor (AC 13 + Con) or weapons (1d8).

  • Flesh Familiar: Shape a homunculus from flesh that scouts, bites (1d4), and assists.

  • Mutate Limb: Spend 2 GE to grow claw, eye, tentacle, or hardened bone (1-hour duration).

Gore Spells

  • Flesh Mirage (Lv 4): Create clone made of meat that confuses enemies.

  • Bone Spikes (Lv 4): Launch 3 spikes (1d8 each) that impale or pin.

  • Carrion Bloom (Lv 4): Corpse explodes into a swarm of vermin (blind/disease).

  • Meatshield (Lv 4): Animate a wall of stitched corpses (3/4 cover).

  • Fleshmeld (Lv 5): Fuse body with another creature; gain half their stats temporarily.

LEVEL 9–12: The Maw Beckons

Core Abilities

  • Gore Overload: You may hold up to twice your GE cap once per long rest (for 1 minute).

  • Flesh Crucible: Store 1 spell into your flesh; release it later as a reaction.

  • Meatstorm: Unleash a cone of bone/viscera (4d8; Dex save half).

Gore Spells

  • Fleshgate (Lv 6): Tear through a corpse’s stomach and teleport to another corpse.

  • Unholy Skinning (Lv 6): Flay and wear another's flesh; disguise self perfectly.

  • Crimson Furnace (Lv 6): Boil blood in a 30ft radius (6d10; Con save half).

  • Body Thief (Lv 7): Enter a corpse and pilot it for up to 1 hour.

  • Flesh Spire (Lv 7): Summon grotesque tower of flesh that emits fear and bile.

LEVEL 13–16: Master of the Meat Realms

Core Abilities

  • Flesh Ascension (Minor): Once per long rest, transform for 1 minute:

    • +2 Str/Con

    • Bite (2d6)

    • Auto-heal 5 HP/round near corpses

  • Meat Synthesis: Craft flesh golems, homunculi, or organ bombs during long rests.

Gore Spells

  • The Maw Awakens (Lv 8): Summon sentient mouth in the ground; devours enemies.

  • The Wretched Bloom (Lv 8): Terrain sprouts tumors spawning gore minions.

  • Symbiotic Writhing (Lv 8): Host a worm-like parasite that gives you +AC, but whispers to you.

  • Fleshblight (Lv 9): Curse targets’ flesh to rot rapidly (10d6 + 2d6/round ongoing).

  • Corpse Combustion (Lv 9): Explode all corpses in 60ft for 6d10, blinds survivors.

LEVEL 17–20: The Red Ascendant

Core Abilities

  • Red Ascendance (Major): Once per long rest:

    • Your body becomes a Crimson Godform for 10 minutes.

      • Fly 60ft

      • Resistance to all damage

      • Auto-cast 1 Gore spell per round for free

      • Flesh reforms you unless disintegrated

      • Gore Energy regenerates 1/round

  • Living Womb: You can grow allies from flesh, birthing temporary duplicates (1/day).

  • The Maw’s Pact: You gain immunity to fear, aging, and exhaustion. You no longer require normal sleep or food—only flesh.

Gore Spells

  • World's Womb (Lv 9): Convert an area into a living meat biome; all enemies are slowed, frightened, or mutated. Allies regenerate HP.

  • Flesh Ascension (Major) (Lv 9): Become a demigod for 1 hour. Gain:

    • Regeneration 10

    • Flesh wings

    • Legendary resistance 1/day

    • Immunity to dismemberment

    • Attack: “Crimson Lance” (3d10 force + blood tether)

  • Call the Flayed One (Lv 9): Summon an eldritch horror of skinless prophecy. It reshapes the terrain, warps time, and devours souls (DM monster statblock).

Concentration.

    Concentration is not a type of magic itself but a critical skill that allows spellcasters to maintain focus on complex spells, especially those that require sustained effort. Concentration is used to keep spells active during battle or while moving, resisting distractions and maintaining mental clarity. Characters with high Concentration can maintain powerful spells, resist magical disruption, and perform advanced casting without faltering. This skill is invaluable for spellcasters engaged in prolonged magical efforts, such as shielding allies, binding summoned creatures, or focusing energy for a powerful final strike.

©2025 Shadowgate Entertainment 

bottom of page