Lifeblast
Damage: Varies, see description below.
Saving Throw: Varies; typically as None; automatically hits its target.
P.P.E.: Fifteen
Saving Throw: Varies; typically as None; automatically hits its target.
P.P.E.: Fifteen
Effect
Used on the living (good and evil), the Lifeblast is a powerful magic energy that brings renewed hope and optimism to the character(s) it is cast upon. This renewed faith motivates those it enchants to press on, and provides the following bonuses for the first melee round a character is affected by the magic: +3 on initiative, +1 on all combat rolls, +1 melee attack action, and +1 on all saving throws!
After the first melee round and for the next half hour, the affected character continues to feel optimistic and is +1 on initiative, +5% on the performance of skills and +10% to save vs coma/death.
In the alternative, the Lifeblast can be used against creatures of death and undeath with interesting results:
Animated dead: Negates the magic that animated the corpse, and the hellish thing drops lifeless to the ground.
Drive away mummy or zombie: The blast inflicts 1D6 damage and makes the creature fear the person who wields the powerful energy of life; equal to a Horror Factor of 16. A failed roll to save vs H.F. means the creature is held at bay (will not attack, shuffles around confused and frightened) for 1D4 melee rounds. Roll for each blast.
Drive away Banshee or Grave Ghoul: Equal to a Horror Factor of 19. A failed roll means the monster will immediately flee the area. Roll percentile to see for how long: 01-33% leaves the area for 1D4 hours, 34-66% leaves the area for 1D6 days, 67-00% leaves the area permanently.
Kill vampires: The undead are too powerful and evil to be driven away easily, but each Lifeblast inflicts 1D6x 10 damage to the vampire it strikes. Only a Master Vampire can roll to save vs magic. If successful, he takes half damage.
Combat Necromancer: A Lifeblast shot directly against a Necromancer will inflict 4D6 S.D.C./Hit Point damage (or 3D6 M.D. if a Mega-Damage creature) and destroys two of its additional undead appendages (if any; only affects appendages attached to the Necromancer's body). If the Death Mage was in the process of casting a spell, the blast will interrupt the incantation and burn up half the P.P.E. needed for that Necromantic spell.
Note: A Lifeblast can only be directed at one target/person at a time (or two by touch) and automatically hits.
After the first melee round and for the next half hour, the affected character continues to feel optimistic and is +1 on initiative, +5% on the performance of skills and +10% to save vs coma/death.
In the alternative, the Lifeblast can be used against creatures of death and undeath with interesting results:
Animated dead: Negates the magic that animated the corpse, and the hellish thing drops lifeless to the ground.
Drive away mummy or zombie: The blast inflicts 1D6 damage and makes the creature fear the person who wields the powerful energy of life; equal to a Horror Factor of 16. A failed roll to save vs H.F. means the creature is held at bay (will not attack, shuffles around confused and frightened) for 1D4 melee rounds. Roll for each blast.
Drive away Banshee or Grave Ghoul: Equal to a Horror Factor of 19. A failed roll means the monster will immediately flee the area. Roll percentile to see for how long: 01-33% leaves the area for 1D4 hours, 34-66% leaves the area for 1D6 days, 67-00% leaves the area permanently.
Kill vampires: The undead are too powerful and evil to be driven away easily, but each Lifeblast inflicts 1D6x 10 damage to the vampire it strikes. Only a Master Vampire can roll to save vs magic. If successful, he takes half damage.
Combat Necromancer: A Lifeblast shot directly against a Necromancer will inflict 4D6 S.D.C./Hit Point damage (or 3D6 M.D. if a Mega-Damage creature) and destroys two of its additional undead appendages (if any; only affects appendages attached to the Necromancer's body). If the Death Mage was in the process of casting a spell, the blast will interrupt the incantation and burn up half the P.P.E. needed for that Necromantic spell.
Note: A Lifeblast can only be directed at one target/person at a time (or two by touch) and automatically hits.
Related School
Invocation.
Effect Duration
Varies
Effect Casting Time
1 action.
Range
Can be cast upon one character up to 30 feet (9 m) per level of experience, or two by touch.
Level
5