Blood Burst (701): Difference between revisions
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{{spell | |
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The caster uses the magic of the spell to cause the victim’s jugular to burst, doing initial damage and causing a bleeding wound. This spell is modified by training in Sorcerous Lore, Necromancy. |
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| name = Blood Burst |
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| number = 701 |
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| mnemonic = BLOODBURST |
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The initial damage of the spell is equal to 5 damage plus one damage per 20 warding failure. The severity of the bleeder is equal to the initial damage plus previous damage done by casts of this spell. Thus, the bleeding wound is cumulative. A three casts equal to 7 damage each will ultimately yield 21 damage and a neck wound bleeding at 21 health/round. The bleeding is capped at 35 health per round. Casts will continue to do initial damage even after the bleeder has maxed out. |
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| duration = Instantaneous |
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| type = Attack |
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Training in Necromancy allows the caster to transfer a portion of the blood loss directly to herself. Blood is returned to the caster upon each cast and every round of blood loss due to the wound from the spell. Blood will only be returned if the caster is missing blood. A caster fully doubled in Necromancy at level 100 will transfer just under 50% of the blood loss, though only one lesson in Necromancy is necessary to achieve the effect. As long as the creature continues to bleed (and has not de-genned), the caster can receive a blood infusion. Casting this spell on unintelligent creatures (that will not attempt to bandage themselves) at the beginning of a hunt can be a good way to ensure blood infusions in desperate situations during the hunt. There is no limit to the number of creatures a caster can be drawing blood from at once, and there is no distance factor: the sorcerer can continue to draw blood from a creature from far away, provided the creature is still bleeding and is still alive. |
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[[Category:Sorcerer Base Spells]] |
Revision as of 10:46, 2 January 2006
The caster uses the magic of the spell to cause the victim’s jugular to burst, doing initial damage and causing a bleeding wound. This spell is modified by training in Sorcerous Lore, Necromancy.
The initial damage of the spell is equal to 5 damage plus one damage per 20 warding failure. The severity of the bleeder is equal to the initial damage plus previous damage done by casts of this spell. Thus, the bleeding wound is cumulative. A three casts equal to 7 damage each will ultimately yield 21 damage and a neck wound bleeding at 21 health/round. The bleeding is capped at 35 health per round. Casts will continue to do initial damage even after the bleeder has maxed out.
Training in Necromancy allows the caster to transfer a portion of the blood loss directly to herself. Blood is returned to the caster upon each cast and every round of blood loss due to the wound from the spell. Blood will only be returned if the caster is missing blood. A caster fully doubled in Necromancy at level 100 will transfer just under 50% of the blood loss, though only one lesson in Necromancy is necessary to achieve the effect. As long as the creature continues to bleed (and has not de-genned), the caster can receive a blood infusion. Casting this spell on unintelligent creatures (that will not attempt to bandage themselves) at the beginning of a hunt can be a good way to ensure blood infusions in desperate situations during the hunt. There is no limit to the number of creatures a caster can be drawing blood from at once, and there is no distance factor: the sorcerer can continue to draw blood from a creature from far away, provided the creature is still bleeding and is still alive.