Aggravate Wound (3.5e Blood Spell)

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Author: Eiji-kun (talk)
Date Created: 1-2-11
Status: Complete
Editing: Clarity edits only please
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Aggravate Wound
Necromancy
Level: Bloodcaster 1
Components: V, S
Casting time: 1 standard action; (1 full-round action)
Range: Close (25 ft. + 5 ft./2 levels)
Target: One wounded creature
Duration: 1 round/level
Saving Throw: Fort partial (see text)
Spell Resistance: Yes
 

He recieved only a flesh wound, but it seemed every move he made dug his armor into the bloody flesh, and every grit of sand got into his skin. It was painful to say the least... 

Normal Casting

The wounds on the target become aggravated, dealing 1d6 points of damage. If the initial saving throw fails, each round for the duration of the spell the target must make another saving throw or take twice as much damage (2d6, then 4d6, then 8d6, etc.) until the spell ends. Two successful Fortitude saves in a row also ends the spell's duration. The target must have taken at least 1 point of damage previously, it has no effect on creatures at full health. 

Spell Fatigue: 1 

HP Cost: 1 

Ritual Casting

As above, but the effect does not end after two successful Fortitude saves.  

Spell Fatigue: 3 

HP Cost: 5



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Eiji-kun's Homebrew (5330 Articles)
Eiji-kunv
AuthorEiji-kun +
ComponentV + and S +
Identifier3.5e Blood Spell +
LevelBloodcaster 1 +
RangeOther +
RatingUndiscussed +
SchoolNecromancy +
SummaryCause exponential damage over time. +
TitleAggravate Wound +