Dire Wound (3.5e Spell)
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|Level:||Bard 2, Sorcerer/Wizard 2|
|Casting time:||1 standard action|
|Range:||Medium (100 ft. + 10 ft./level)|
|Target:||One creature or object|
|Duration:||1 round/level (D)|
|Saving Throw:||Will negates|
A shadowy ball of energy seems to wrack the target, surely causing damage and cursing them to suffering.
The spell appears to be some manner of attack, but actually deals no damage. The creature's wounds appear to be much more grave than normal, and they believe they have twice as much damage as they actually have and are taking twice as much damage from any subsequent wounds they receive. Others can see this "additional damage" and may change tactics accordingly, such as attempting to heal their "badly wounded" ally. This can affect objects, making damage on the object look more severe. Creatures other than the target interacting with the illusion gain a saving throw to see it for a deception, and they can try to grant the target another saving throw as a standard action as they try and convince them that this is an illusion.
If the target of the spell would drop below 0 hp apparently, they must make another Will save or fall unconscious as if they actually did. However they are in no threat of bleeding out or dying as they are not actually below 0 hp.
If cast in a spell slot three levels higher, this becomes Mass Dire Wound affecting 1 target per caster level, as long as they are all within 30 ft.
|Article Balance||Unquantifiable +|
|Component||V + and S +|
|Identifier||3.5e Spell +|
|Level||Bard 2 + and Sorcerer/Wizard 2 +|
|Summary||The affected target appears to be much worse off than they think, causing them to change their tactics. +|
|Title||Dire Wound +|