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Beltyn's
Burning Blood (Necromancy)
Level: Bard 4, Mage 4, Sorcerer 4
Range: visual range of caster
Duration: 5 rounds
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: neg.
By means of this spell, a wizard can cause the open,
bleeding wounds of any creature to burst into flame,
converting the blood into a corrosive mix that inflicts
3d5 additional points of damage per round. "Open
wounds" is defined as those wounds created
by an edged weapon that have not been dressed or
healed.
Obviously,
the creature must have blood in the first place
in order to be affected by this spell. This excludes
undead and extraplanar creatures that do not have
obvious blood (like elementals). Similarly, creatures
that are resistant to fire are immune to the effects
of this spell.
Each of the three rounds the spell is in effect,
the target can make a saving throw vs. spell with
a -3 penalty. If the save is made, no additional
damage is inflicted by the spell.
The
caster does not need to touch or even see the target,
as long as the individual meets the requirements
above and is in the range of the spell. Individuals
in the Ethereal Plane are immune to attacks from
the Prime Material, but not from attackers on their
own plane. Creatures that have changed shape or
passed into other objects (such as a tree or rock)
are still vulnerable to the spell. Creatures and
individuals with regenerative abilities or spells
can save at the normal changes to prevent further
damage.
Spell
Focus: a pinch of saltpeter.
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