Beltyn's Burning Blood
(Necromantic)
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Effect: By means of
this spell, a magic-user
can cause any
creature who is presently
bearing
open, bleeding wounds (i.e.
one who
has been damaged by edged
weapons
recently and those wounds
have not yet
been dressed or healed)
to suffer 3-12
HP worth of additional damage
per round, by causing a
subtle, temporary
change in the victim’s blood
which
causes it to be corrosive
to adjacent tissue.
Obviously, the creature must
have
blood to be affected (elementals,
undead,
and many non-Prime Material
Plane creatures are immune—as
are all
creatures immune or even
resistant to
corrosive or fiery damage),
and the
material components of the
spell are
the presence of exposed
blood in the
victim and a pinch of saltpeter.
The
spell causes no damage if
the target’s
saving throws (versus spell,
and all at
-3) are successful; for
each of the 3
rounds of the spell (during
which the
caster need not continue
concentration,
but may turn to casting
other
spells or undertaking other
activities)
the target must save. In
any round in
which the target saves,
no damage is
inflicted by the spell but
such a result
has no influence on the
saving throws
of any remaining rounds;
a successful
saving throw never means
the spell is
unable to ever affect the
target. No hit
roll is required for this
spell, and the
target need not even be
visible to the
caster, but the target must
be within
range of and known to the
caster, and
cannot be astral or ethereal,
to be
affected. The caster must
visualize the
target (or the target’s
location) during
casting.
Targets who have altered
their shape
or entered other objects
(such as a tree,
or stone) are still vulnerable
to this spell.
Creatures who have powers
of regeneration
may only be vulnerable to
this spell
for a single round, or two
rounds.
MC: The presence of
exposed blood in the
victim and a pinch of saltpeter.
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