Level
1st
Casting Time
1 Action
Ritual
Range/Area
25 ft.
Components
S, M *
Duration
5 Rounds
School
Transmutation
Attack/Save
Ranged
Damage/Effect
Additional
Requires the Bloodmancy Feat:
You draw and infuse your blood with magical energy to manipulate it into...
- a weapon that does damage = to the amount HP used + spell modifier x level cast at
- an object 1Ib/500ml/500g
- hurl your blood at a creature/object damage = to the amount HP used + spell modifier x level cast at
- a shield which adds 1 AC + level cast at
- heal another creature = to the amount HP used + spell modifier x level cast at
- Use your imagination like with Illusion spells *Though down to DM's discretion like usual* (Examples, blood hurled at creature hits, next action manipulate blood to move to towards the targets eyes blinding them temporary/Poisoned? Then use your poisoned blood to attack an enemy doing poison damage or poisoning them)
The magical blood lasts for 30 seconds or 5 rounds and can be reformed/manipulated with an action as long as its within range.
Once the blood is 25ft+ away from you it looses its magical property.
You are unable to cast the spell when below 20% HP.
Level scale - Damage @ 2nd level x2, 3rd level x3, 4th level x4, 5th level x5, 6th level x6, 7th level x7, 8th level x8, 9th level x9.
Example of calculation, 163hp total / 20 = 8.15 round down = 8 then + spell modifier(5) x to the level cast(9) = 117
Previous Versions
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