In a short ritual using a Healing Potion and two arrows you produce two lightning charged red cristalized glimmering tip arrows that can be used to get rid of your enemies or cure your allies wounds, those glimmers when agitated. You can't have more than 12 of those arrows at the same time, if you would excced the ammount, the leftover arrows vanish. Those arrows have two conditioned special modes:
Heal: You must wisper "Blood" to the arrow to activate this mode, when shot, it turns into a red flashing pure energy ray that goes after the target's wounds. When you fire that arrow in this mode to a creature, you don't need to make a ranged weapon attack roll, a target regain an ammount of hit poins depending on the grade of the Healing Potion used to create that arrow, as listed below (alternatively, you may end an altered condition on the target and it regains half that much hit points):
- Healing: 1d4 hit points.
- Greater Healing: 2d4 hit points.
- Superior Healing: 3d4 hit points.
- Supreme Healing: 4d4 hit points.
Attack: You must wisper "Tempest" to the arrow to activate this mode, when shot, the arrow turns into a purple flashing pure energy ray that pierces it's targets upon contact. When you use one of these arrows to attack in this mode, the damage is dealth normaly depending on the used weapon but is lightning damage instead of piercing, also, the hit deals additional damage depending on the grade of the Healing Potion used to create that arrow, as listed below:
- Healing: 1d4 additional lightning damage.
- Greater Healing: 1d6 additional lightning damage.
- Superior Healing: 1d8 additional lightning damage.
- Supreme Healing: 1d10 additional lightning damage.
At Higher Levels: you create one additional Tempestblood Arrow for each level the used spell slot has beyond the first. You must have available the necessary ammount of arrows to do so.
* - (A Healing potion of any rarity grade and four arrows which are consummed during spell.)
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