Bloodforge Weapon (3.5e Blood Spell)
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|Components:||V, S (V, S, M, XP)|
|Casting time:||1 standard action; (1 day or more (see text))|
|Effect:||Create a weapon out of blood|
|Duration:||1 minute/level; (Instantaneous)|
The blood dribbling down your arm collects in your hand, as if outlining the shape of an invisible weapon, quickly manifests as a black iron blade.
You conjure a normal, if unusually rust colored, masterwork metal weapon, such as a sword or axe, but not wooden or mechanical weapons, like a longbow or a chainsaw. It acts like a normal weapon of its type, and vanishes at the end of the duration. At caster level 4, and every four caster levels beyond, the weapon can recieve a +1 enhancement bonus at the cost of 2 additional hp per enhancement bonus.
Spell Fatigue: 1
HP Cost: 1 (+2 for every enhancement bonus)
You carefully draw out the materials needed, forming a weapon which exists permenantly. The weapon is a normal masterwork weapon of its type. You may add enhancement bonuses as above, but it requires an expense of additional xp drain and gold (in the form of alchemical compounds) as if you had the Craft Magic Arms and Armor feat. You can only create enhancement bonuses and cannot create special effects. You can apply special materials, such as adamantine, by grinding and injesting the metal as part of the creation process.
If you possess the Craft Magic Arms and Armor feat, you may apply its full effects to the creation of this weapon. Weapon creation takes 1 day, plus 1 additional day per point of enhancement bonus (so a +5 sword sould take 6 days to create, 25,000 gp, and 2000 xp).
Material Component: As appropriate for enhancing a weapon with the proper enhancement bonus, plus any special material costs such as adamantine.
XP: As appropriate for enhancing a weapon with the proper enhancement bonus.
Spell Fatigue: 5
HP Cost: 11 (+4 for every enhancement bonus)