Level
3rd
Casting Time
3 Actions
Range/Area
18,000 ft.
Components
V, S, M *
Duration
Concentration 7 Days
School
Evocation
Attack/Save
None
Damage/Effect

This spell is a curse, often cast out of vengeance, retribution, or out of rage.  With the casting of this spell, it will begin to rain in an area 5' around a site, building, village, or town; but the rain will have the look and consistency  of blood.  In reality, the effect is poison.  While it is harmless on the outside, anyone or thing who consumes even a drop of this liquid will suffer from disease, for 1d30 days with high fever, being violently ill with an upset stomach, massive diarrhea, and being unable to hold most food down.  Every day, they must roll a save vs their Average of their Intelligence and their Constitution, success = safe for another day; failure = - 1 from their Constitution, due to delirium and fever until they roll a successful save; after three successful saves they begin to get well.  They still must roll saves so long as they remain in the affected area.  Failed saving throws = they have a relapse or get infected again and must roll a successful save and continue the process until they roll 3 successful saves again.  After 7 days, the Blood Rain is absorbed into the ground.  While it remains on the ground, no crops will grow, plants and livestock will wither and slowly die.  Only strong magic as determined by the Dungeon Master can cure this blight unless it can last more than seven days at which time the plants and animals will remain sickly if they are still eating and drinking from infected plants and water sources.  If fresh crops and water (beverages) are made available, healing begins after 1D4 Days or if applicable, immediately.  Contaminated wells remain infected unless they are drained, washed out, and after 4 days, filled with fresh water.  

The end result of this spell is that a price is always exacted for this curse, the person responsible gets sick, withers slowly, (1d20 Days) and dies.  Unless, they truly repents before 1D8 Days from the end of this spell and is nursed back to health by a Good Aligned Cleric or after 1/2 D 6 Days before the end of the spell, a Paladin can be found who agrees to and renders blessings for recompence and healing to this person.  

If the spell caster dies, or they are caused to break concentration to where this spell can not remain at least as a distant thought in the back of their mind, this spell will end even though the illnesses and effects already caused will have to run their courses.  Bards of the College of Glamour; Paladins -- Oath of Vengeance; Rangers -- Gloom Stalkers; and Wizards -- School of Illusion all cast illusion versions of this spell; people do not die and only end up in a coma for 1D20 days and the price exacted = comas lasting 5D20 years until healed; cured; or death on a roll of 1 on any of the subsequent rolls of D20 for this spell.  

* - (A single speck of fresh blood from the spell caster is all that is required and that ties them irrevocably to this spell. )

Available For: Cleric (Legacy) Sorcerer (Legacy) Warlock (Legacy) Warlock (Legacy) - The Fiend (Legacy) Wizard (Legacy) - School of Evocation (Legacy) Paladin (Legacy) - Oath of Vengeance (Legacy) Wizard (Legacy) - School of Illusion (Legacy) Cleric (Legacy) - Death Domain Paladin (Legacy) - Oathbreaker Warlock (Legacy) - The Undying Bard (Legacy) - College of Glamour (Legacy) Ranger (Legacy) - Gloom Stalker (Legacy) Blood Hunter - Order of the Profane Soul (INT) Cleric (Legacy) - Twilight Domain Warlock (Legacy) - The Undead (Legacy) Cleric (Legacy) - Blood Domain Bard (Legacy) - College of Tragedy

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