Blood Burst (701): Difference between revisions
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== Wound And Damage Determination == |
== Wound And Damage Determination == |
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The initial damage of the spell is five plus one 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. 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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The damage dealt to the target for the initial cast of this spell, assuming the target does not already have a bleeding neck injury, is 5 + 1 damage per 20 warding failure, with the end result truncated. A healthy target struck with a 322 endroll would take (5 + [222/20] = 16.1 = 16 damage, and have a 16 per round bleeding injury to the neck. If struck with a 119 endroll, a healthy target would take (5 + [19/20]) = 5.95 = 5 damage, and have a 5 per round bleeding injury to the neck. |
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Striking a target that already has a bleeding neck injury with Bloodburst will increase the target's bleeding by the amount of initial damage dealt by the cast, capped at 35 per round. For instance, a target bleeding at 6 per round struck with a 145 endroll would now be bleeding at 13 (6 + [5 + (45/20)]) per round. |
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If the target is already bleeding from the neck when struck by Bloodburst, whether due to previous casts of Bloodburst or otherwise, the damage that a target takes for any single cast will always be equal to the amount of their current neck bleeding + 4, regardless of endroll. |
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If a target is struck with a 240 endroll while bleeding at 4 per round, the target takes 8 (4 + 4) total damage for that cast, and their neck bleeding is moved up to 16 (4 + [5 + (140/20)]) per round. If a target is struck with a 102 endroll while bleeding at 20 per round, the target takes 24 (20 + 4) total damage for that cast, and their neck bleeding is moved up to 25 (20 + [5 + (2/20)]) per round. If a target is struck with a 220 endroll while bleeding at 12 per round, the target takes 16 (12 + 4) damage for that cast, and their neck bleeding is moved up to 23 (12 + [5 + (120/20)]) per round. |
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Bloodburst will always inflict a moderate injury to the target's neck area regardless of how many times the target is struck, or with what endroll. If the target already has a major neck injury when struck, the major injury will take precedence. |
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== Necromancy Modification == |
== Necromancy Modification == |
Revision as of 15:37, 11 January 2006
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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.
Wound And Damage Determination
The damage dealt to the target for the initial cast of this spell, assuming the target does not already have a bleeding neck injury, is 5 + 1 damage per 20 warding failure, with the end result truncated. A healthy target struck with a 322 endroll would take (5 + [222/20] = 16.1 = 16 damage, and have a 16 per round bleeding injury to the neck. If struck with a 119 endroll, a healthy target would take (5 + [19/20]) = 5.95 = 5 damage, and have a 5 per round bleeding injury to the neck.
Striking a target that already has a bleeding neck injury with Bloodburst will increase the target's bleeding by the amount of initial damage dealt by the cast, capped at 35 per round. For instance, a target bleeding at 6 per round struck with a 145 endroll would now be bleeding at 13 (6 + [5 + (45/20)]) per round.
If the target is already bleeding from the neck when struck by Bloodburst, whether due to previous casts of Bloodburst or otherwise, the damage that a target takes for any single cast will always be equal to the amount of their current neck bleeding + 4, regardless of endroll.
If a target is struck with a 240 endroll while bleeding at 4 per round, the target takes 8 (4 + 4) total damage for that cast, and their neck bleeding is moved up to 16 (4 + [5 + (140/20)]) per round. If a target is struck with a 102 endroll while bleeding at 20 per round, the target takes 24 (20 + 4) total damage for that cast, and their neck bleeding is moved up to 25 (20 + [5 + (2/20)]) per round. If a target is struck with a 220 endroll while bleeding at 12 per round, the target takes 16 (12 + 4) damage for that cast, and their neck bleeding is moved up to 23 (12 + [5 + (120/20)]) per round.
Bloodburst will always inflict a moderate injury to the target's neck area regardless of how many times the target is struck, or with what endroll. If the target already has a major neck injury when struck, the major injury will take precedence.
Necromancy Modification
Training in Sorcerous Lore, 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. Only one single rank of Necromancy is required to activate this effect, though it becomes more effective with more training. A caster fully doubled in Necromancy at level 100 will transfer just under 50% of the blood loss. As long as the creature continues to bleed, and the caster is missing blood, the caster can receive a blood infusion. Casting this spell on creatures which will not Heal, TEND, or Regenerate can be a good way to ensure blood infusions in desperate situations later on. There is no limit to the number of creatures a caster can be drawing blood from at once, and there is no limit on distance.