Bloodcall Spell in Swords, Magic and Lies | World Anvil
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Bloodcall

The bloodknight concentrates and calls the surrounding nature for help against his foes. Animals exposed to the spell rush to help the conjurer in battle, loosing all sense for self-preservation. After a successful kill, the spell on the summoned creatures breaks and they are the master of their own mind once again. To perform the spell, the knight needs to have sufficient knowledge of the environment he fights in.
Tier 1:
Prerequisite: Successful Nature check with DC14 in the last thirty minutes
Costs: 20 Blood
Casting time: 1 round
Effect: Up to four small or one medium animal is called. They fight the casters foes for 10 rounds or until they killed the enemy.
Duration: Up to 10 rounds
Target: Animals in an 500 meter radius from the caster.
Tier 2:
Prerequisite: Successful Nature check with DC14 in the last thirty minutes
Costs: 19 Blood / 25 Blood
Casting time: 1 round / 10 minutes
Effect: Up to 7 small, two medium, or one big animal is called. They fight the casters foes for 15 rounds or until they killed the enemy. If used before the fight, the caster can reach out with his mind and choose which of the available animals fight at his side.
Duration: Up to 15 rounds
Target: Animals in an 800 meter radius from the caster.
Tier 3:
Prerequisite: Successful Nature check with DC14 in the last thirty minutes
Costs: 18 Blood / 24 blood
Casting time: 1 round
Effect: Up to 15 small, 5 medium, or 3 big animals are called. They fight the casters foes for 25 rounds or until they killed the enemy. If used before the fight, the caster can reach out with his mind and choose which of the available animals fight at his side.
Duration: Up to 25 rounds
Target: Animals in an 1500 meter radius from the caster.

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