Level
1st
Casting Time
1 Bonus Action
Range/Area
Touch
Components
V, S, M *
Duration
Special 1 Minute
School
Enchantment
Attack/Save
None
Damage/Effect
This spell calls for a ranged weapon and their respective ammunition as a target, which it will enhances. The caster must know the Abyssal language.

An Abyssal incantation is spoken as the caster coats the tip of a bolt, of an an arrow, or the surface of a bullet with the blood of their own, or of another being and empowers it for one minute. Ammunitions refined by this Blood Hex will gain the following properties:

  • The next time you hit a creature whose body contain blood, or other similar fluids, the ammunition used will pierce straight through the target's body, creating an open wound wherefrom strings of blood spring out like the countless roots of a flora which travel up to 15 FT with the aforementioned creature as the starting point. The visceral streams coagulate upon reaching a surface, turning into webby sinews that anchor the victim onto said surface; it should be noted that the more stretched out the filamentous viscera is, the weaker their strength and toughness.
  • A creature anchored to a surface, point or square may free itself from the encumbrance of the spell by moving further than 15 FT from that square; however, said creature must make a Strength Saving Throw for every 5 FT it moves away from the square to which it is anchored; no Saving Throw is called should said creature be moving toward its anchor point. Failing this Strength Saving Throw even once will render the creature unable to move away from the anchored point, this, too, have no effect on moving toward the anchored point. Alternatively, it is possible to free one's self by destroying the visceral strings — which have immunity to psychic damage, resistance to bludgeoning, piercing and cold damage, but is vulnerable to slashing damage and fire damage; the visceral strings have a base Hit Points of 20, which increases by 5 for every 5 FT a creature is closer to the anchored point; the visceral strings lose those additional Hit Points when the affected creature moves an adequate distance away from the anchored point. If the visceral strings are damaged by Fire damage, the affected creature gain Advantage on the Strength Saving Throws involved (as fire damage deliquesce the blood).
  • While tethered to a surface by the visceral strings, the victim takes 1d6 Natural Damage at the end of their turns.

 


Moreover, when the visceral strings reach 0 HP, the following cosmetic effects may be used to describe their destruction: Cold freezes the blood strings before shattering them; Fire damage melts the strings; Slashing and Piercing damage separate the viscera from the victim's body; Lightning, Necrotic damage and Radiant damage both vaporize the blood in their own ways; Force damage is dependent on the spells or attacks used; Acid and Poison are also dependent on the source. Thunder may vibrate the strings enough to disrupt their form.
* - (an amount of blood that equals to 1d4 Natural Damage (which the caster will take). Alternatively, ≈ 0.08 oz (2.5 ml) of blood from any type of containers can be used as a component.)

Available For: Ranger (Legacy)

CameliasPordfia

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