The cave of illusion in the belly of the Catacombs of Stratford brought you down winding corridors, trap filled pits, and a Cathedral for the dead. Inside, you find three vials of blood around a cauldron of an unknown mixture. The stench of a corpse flower drifts through the air, as you saw the townspeople being strapped to the ceiling by magical chains. The first of these vials radiates a bluish hue, one of which you theorize belongs to the wretched necromancer, Valdana.
Drinking from this blood gives you a part of her bloodline abilities, which are as follows:
1 sip will result in the gift of illusionary sight. On command, you close your eyes and through the darkness you can tell what is real, and what is not. All illusion spells, trick doors, or barriers can be detected. You do not have the ability to see who casted the illusions, or know how they formed, but purely that you know the illusions existence.
2 sips will result in the gift of harnessing a part of her violent blue flames. With every melee or ranged attack (excluding melee spells, including ranged spells) make an Arcana check. On a successful check, you will be given an added 1d6 of fire or necrotic damage, at your choosing. This damage die increases accordingly 3rd (2d6), 5th (3d6), 7th (4d6), 9th (5d6), and 11th (6d6).
3 sips will result in you overwhelmed with her bloodline. You are able to harness her fire for yourself. As a bonus action, make an Arcana check. On a successful check, you may cast a blue ray of fire at your leisure, which deals an extra 2d12 fire and psychic damage, with an added 1d8 necrotic damage on critical rolls (natural 19/20).
Lasting effects include a minor immunity to necrotic and psychic damage.
Once you have ingested her blood, you are able to use her ability equivalent to the number of your Wisdom modifier. These are instead referred to as a Charge. Once you have used x amount of charges, you cannot use her ability again until you take a short rest to restore half (rounded down), or a long rest to restore all. On any failed rolls when using her charged abilities, the one who ingested her blood will take a third of the damage rolled (rounded down). The type will be by DM's discretion (fire, psychic or necrotic).
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