Blood to Adrenaline (3.5e Spell)
| |||||||||
| |||||||||
Rate this article Discuss this article |
Necromancy / Transmutation | |
Level: | Cleric 5, Sorcerer/Wizard 5 |
---|---|
Components: | V, S |
Casting time: | 1 Standard Action |
Range: | Close (25 ft. + 5 ft./2 levels) |
Target: | One living creature with blood. |
Duration: | 1 Minute (10 rounds) |
Saving Throw: | Fort Negate |
Spell Resistance: | Yes |
This rather nasty spell slowly but surely turns the target creature's blood into pure adrenaline. While the change takes a minute to complete, the target will die from adrenaline overdose once the blood is fully transfigured. A creature who fails its save against the spell will die after 10 rounds; however, each round, at the beginning of its turn, it receives a +1 bonus to strength, dexterity, and constitution. Furthermore, the creature becomes immune to [pain] effects, and it cannot be stunned or staggered for the duration of the spell and for one minute afterward (assuming it is cured in time; otherwise, it's dead).
The creature is prone to fits of hysteric laughter and other extreme emotions, taking a −4 penalty against [mind-affecting] effects for the spell duration and 1 minute afterward. A creature affected by blood to adrenaline can only be cured by a restoration spell or greater effect.
Back to Main Page → 3.5e Homebrew → Class Ability Components → Spells → Cleric
Back to Main Page → 3.5e Homebrew → Class Ability Components → Spells → Sorcerer/Wizard
Leziadv |
---|
Article Balance | Very High + |
Author | Leziad + |
Component | V + and S + |
Identifier | 3.5e Spell + |
Level | Cleric 5 + and Sorcerer/Wizard 5 + |
Range | Close + |
Rating | Unrated + |
School | Necromancy + and Transmutation + |
Summary | Turn the blood of a creature into adrenaline. + |
Title | Blood to Adrenaline + |