Explore V Rising's Blood abilities, including passives, travel, basic, and ultimate spells. Learn about life leech, healing, and damage effects to master blood magic.
The Blood category of spells in V Rising primarily focuses on life leech. Many of these spells allow you to absorb health from enemies and transfer it to yourself or allies, making them valuable during intense boss fights. New passives introduced in the full release further enhance the blood fantasy style. With the Gloomrot update, all Blood spells now grant Leech, a passive effect that drains enemy health and restores your own, solidifying Blood magic as a self-sustaining option.
Blood Ability Effects
| Icon | Name | Description | Location |
| Blood Spray (passive) | Critical strikes leech 5% health and there is a 25% chance to spawn a Blood Orb when killing a target affected by Leech. | Unlocked via the Stygian Altar. Cost 400 Stygian Shards. | |
| Hunger for Blood (passive) | Increase damage against V Blood enemies by 10% | Unlocked at the Altar of Stygian Awakening for 800 Greater Stygian Shards. | |
| Sanguine Mastery (passive) | Boosts the effects of your current blood type by 8%. | Unlocked via the Altar of Stygian Awakening. It costs 1000 Greater Stygian Shards. |
Blood Travel Ability
| Icon | Name | Description | Location |
| Veil of Blood | Dash towards input direction and elude nearby enemies for 2.2s. Your next primary attack heals you for 5% of your maximum health and triggers a nova of blood, dealing 20% magic damage and drains 20% health, and inflicts leech. | Requires T2 Blood Spell Point, such as one from Willfred the Werewolf Chief. |
When used, you’ll dash towards your cursor and your next primary attack will deal bonus damage and heal you. It’s fairly good for sustainability use. But all in all, there are far better Travel Abilities in V Rising, especially if you’re looking for damage type movement spells or more utility.
Blood Basic Abilities
| Icon | Spell | Description | Location |
| Blood Rage | Heal nearby allies for 65% of your spell power, increase attack speed by 25% and movement speed by 10% for 4 seconds. Inflicts Leech on nearby enemies. | Defeat Rufus the Foreman for your first tier 1 blood spell point. | |
| Blood Rite | Block melee and projectile attacks for 1.5s. Blocking an attack triggers a wave of energy that pushes enemies away, dealing 80% magic damage and inflicts Leech. Turn non-material for 1.2s when this effect triggers | Default | |
| Sanguine Coil | Launch a projectile that deals 80% magic damage, draining 30% Health and inflicts Leech.. Heals a hit ally for 120% and self for 30% of your spell power. | Unlocked via Tier 2 Blood Spell point, such as from Baron du Bouchon the Sommelier. | |
| Shadowbolt | A shadow projectile that deals 185% magic damage and inflicts a 1s fading snare | Default | |
| Blood Fountain | Summon a pillar of blood healing allies for 50% of your spell power. The pillar erupts after 1.2 seconds, inflicting Leech and dealing 75% magic damage to enemies while healing allies for 75% of your spell power. | Requires level 2 Blood Spell Point, such as Raziel the Shepherd. |
Blood Rage
Blood Rage is a fine filler for how early you get it in the game, and the shield buff will scale with your spell power at higher levels. The attack speed buff is fine, but you’ll only really notice it on the slower weapons like the mace. Its biggest issue is that if you want a shield ability, there are better alternatives.
Blood Rite
You’ll start the game with this ability, and although it’ll take some time to learn how to use it properly, it’s one of the better Counters in the game. When used, you’ll put up a small barrier for 1.5 seconds and should you be struck by melee or projectile attacks, you’ll heal yourself for 30% of your spell power while dealing some damage and pushing the enemy away. Learn to master this, and it can be an invaluable tool throughout the entire game.
Sanguine Coil
The usefulness of this spell varies based on how much you or your allies get hit during battle. You’ll get three casts of the spell per each cooldown, and you’ll deal minor damage and heal yourself or you ally for some of that damage. You really need to ensure you hit all 3 casts to make this count, but this can be invaluable in boss battles where you’re out of potions.
Shadowbolt
Another ability you’ll start the game with and its fine as a damage dealer in the early stages of the game. It’s main issue lies in that it’s completely outclassed by the excellent Chaos Volley you also obtain in Farbane Woods.
Blood Fountain
Blood Fountain is a great support spell that offers fantastic healing options, alongside granting Leech for further healing potential. It can also do somewhat okay damage, but you’re largely investing in this for its support potential.
Blood Ultimate Abilities
| Icon | Name | Description | Location |
| Crimson Beam (ultimate) | Channel a beam of energy that deals 250% magic damage and inflicts Leech to enemies hit, and heals allies for 200% of your spell power per second for up to 3s. Each target hit heals self for 75% of your spell power. | Spend a T3 Blood Spell Point, such as the one earned from General Valencia the Depraved. | |
| Heart Strike (ultimate) | Dash forward and strike enemies in a line. Deals 150% magic damage and heals self for 150% of your spell power over 3.5s. A nova of blood erupts when effect ends dealing 150% magic damage to the victim and nearby enemies, inflicting Leech. | Unlocked via Tier 3 Blood Spell Point, such as those rewarded by Tristan the Vampire Hunter. |
Crimson Beam
Continuing the theme of Blood spells, the first of the two Ultimates, Crimson Beam, is great for gr
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