Boiling Blood
The knight learns to take control of the blood of his enemies, increasing the temperature and dealing damage from the inside of the monster. To successfully perform this spell, the servant of the blood first needs to recall his knowledge of the monster he's fighting by performing a Monster check. The effect of the spell lasts up to four rounds and often causes fear and disorientation.
Tier 1:
Prerequisite: Successful Monsters check with DC monster level +5
Costs: 16 Blood
Casting time: 1 round
Effect: The blood of the monster starts to boil, dealing 1d6+4 fire damage for 4 rounds. Additionally the target needs to perform an intelligence saving throw DC12 to not break out in fear, causing -3 to all throws for the duration of the spell.
Target: Monster within 20 meters
Tier 2:
Prerequisite: Successful Monsters check with DC monster level +3
Costs: 16 Blood
Casting time: 1 round
Effect: The blood of the monster starts to boil, dealing 2d6+4 fire damage for 4 rounds. Additionally the target needs to perform an intelligence saving throw DC15 to not break out in fear, causing -4 to all throws for the duration of the spell.
Target: Monster within 20 meters
Tier 3:
Prerequisite: Successful Monsters check with DC monster level +1
Costs: 16 Blood
Casting time: 1 round
Effect: The blood of the monster starts to boil, dealing 2d6+10 fire damage for 4 rounds. Additionally the target needs to perform an intelligence saving throw DC20 to not break out in fear, causing -5 to all throws for the duration of the spell.
Target: Monster within 20 meters
Prerequisite: Successful Monsters check with DC monster level +5
Costs: 16 Blood
Casting time: 1 round
Effect: The blood of the monster starts to boil, dealing 1d6+4 fire damage for 4 rounds. Additionally the target needs to perform an intelligence saving throw DC12 to not break out in fear, causing -3 to all throws for the duration of the spell.
Target: Monster within 20 meters
Tier 2:
Prerequisite: Successful Monsters check with DC monster level +3
Costs: 16 Blood
Casting time: 1 round
Effect: The blood of the monster starts to boil, dealing 2d6+4 fire damage for 4 rounds. Additionally the target needs to perform an intelligence saving throw DC15 to not break out in fear, causing -4 to all throws for the duration of the spell.
Target: Monster within 20 meters
Tier 3:
Prerequisite: Successful Monsters check with DC monster level +1
Costs: 16 Blood
Casting time: 1 round
Effect: The blood of the monster starts to boil, dealing 2d6+10 fire damage for 4 rounds. Additionally the target needs to perform an intelligence saving throw DC20 to not break out in fear, causing -5 to all throws for the duration of the spell.
Target: Monster within 20 meters
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