By means of this spell, a magic-user can cause any creature who is presently bearing open, bleeding wounds (i.e. one who has been damaged by edged weapons recently and those wounds have not yet been dressed or healed) to suffer 1d6 hit points worth of additional damage per round, by causing a subtle, temporary change in the victim’s blood which causes it to be corrosive to adjacent tissue. Obviously, the creature must have blood to be affected (elementals, undead, and many non-Prime Material Plane creatures are immune—as are all creatures immune or even resistant to corrosive damage). The spell causes no damage if the target’s saving throws (versus spell, and all at -3) are successful; for each of the 3 rounds of the spell (during which the caster need not continue concentration, but may turn to casting other spells or undertaking other activities) the target must save. In any round in which the target saves, no damage is inflicted by the spell but such a result has no influence on the saving throws of any remaining rounds; a successful saving throw never means the spell is unable to ever affect the target. No hit roll is required for this spell, and the target need not even be visible to the caster, but the target must be within range of and known to the caster, and cannot be astral or ethereal, to be affected. The caster must visualize the target (or the target’s location) during casting. Targets who have altered their shape or entered other objects (such as a tree, or stone) are still vulnerable to this spell. Creatures who have powers of regeneration may only be vulnerable to this spell for a single round.
* - (The presence of exposed blood in the victim and a pinch of saltpeter)
Level
4th
Casting Time
1 Action
Range/Area
30 ft.
Components
V, S, M *
Duration
3 Rounds
School
Necromancy
Attack/Save
None
Damage/Effect
Comments