Blood Burst (701)

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Blood Burst (701)
Mnemonic [BLOODBURST]
Attack Magic - Damage  
Subtype Warding 
Target(s) Single 
Interval Instantaneous 
Damage Type Hitpoint, Bleeding
Sorcerer Base Spells
Blood Burst (701) Attack
Mana Disruption (702) Attack
Corrupt Essence (703) Attack
Phase (704) Utility
Disintegrate (705) Attack
Mind Jolt (706) Attack
Eye Spy (707) Utility
Limb Disruption (708) Attack
Grasp of the Grave (709) Attack
Energy Maelstrom (710) Attack
Pain (711) Attack
Cloak of Shadows (712) Defensive
Balefire (713) Attack
Scroll Infusion (714) Utility
Curse (715) Attack
Pestilence (716) Attack
Evil Eye (717) Attack
Torment (718) Attack
Dark Catalyst (719) Attack
Implosion (720) Attack
Minor Summoning (725) Utility
Animate Dead (730) Utility
Ensorcell (735) Utility
Planar Shift (740) Utility


The caster cause's the victim’s jugular to burst, doing initial damage and causing a bleeding wound. Targets which do not bleed (undead, elemental, golem/construct, etc.) will not be affected. 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 119 endroll 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. 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.

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 50% (round down) 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 dont 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 they can be drawing from.

Reference