| Post/Author/DateTime | Post |
|---|---|
| Shadowbranch104-11-06, 05:59 PM | Blood of the Wyrm, Lesser School: Transmutation, Necromancy Level: Sorc/Wiz 2 Components: V, S, M Casting Time: 1 action Range: Close (25’ +5” per 3 levels) Target or Effects or Area: One Creature Duration: 5 rounds Saving Throw: Fort (Negates) Spell Resistance: Yes When this spell is cast on a target who is already bleeding from a previous wound (In the last hour, with no magical healing), it makes a change in the properties of the targets blood. At this point a fortitude save will foil the spell. If this save is failed then the spell will run its full duration of 5 rounds. The creatures blood will actually begin dealing elemental damage to them as it drains from their body. The damage is listed below. Note, that if the bleeding stops through magical means (Such as healing) or through fast healing/regeneration the damage stops as well (The normal rules for regenerating acid or fire damage do not apply to this spell). So it is possible for a creature to end the spell prematurely through the application of a healing spell. Round 1: Cold damage 1 point per 2 caster levels (Max 5) Round 2: Acid Damage 1 point per 2 caster levels (Max 5) Round 3: Fire Damage 1 point per 2 caster levels (Max 5) Round 4: Lightning damage 1 point per 2 levels (Max 5) Round 5: Corrosive Gas damage 1 point per 2 caster levels (Max 5) (Affects all within 15 foot radius Material Component: A drop of blood from a white, black, green, blue, and red dragon of wrymling size Blood of the Wyrm, Greater: This spell functions exactly as Blood of the Wyrm, Lesser: except that the acid and fire damage cannot be regenerated or healed through fast healing (Normal rules apply). Also the damage is raised to 3 points per 2 caster levels to a max of 15. The greater version is 5th level, and requires a drop of blood from a Great Wyrm dragon of the above types. |
| Mysticaloctopus04-11-06, 06:48 PM | That's... pretty powerful. There are a couple of problems, there aren't any damage dice, just straight up damage numbers. If you take the damage done as averages these spells are quite powerful. Secondly, the components are very rare, which half-balances it, but you've not given any ideas as to cost of blood taken from the wyrmlings (suggesting parents nearby) of all five types of chromatic dragon, which would need to br transported in a way that preserves it, such as repeated gentle reposing by a cleric right up until the spell is cast. The flavour is nice, but maybe make it so you need 1 drop of blood from any age and type of chromatic dragon, and the blood type used determines the elemental damage. Also, what level is the greater spell, you've not said what it is, but at a guaranteed 75 points of damage which won't all be subject to elemental resistances, it's pretty hard-hitting. |