Blood Burst (701)

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Blood Burst (701)
Mnemonic [BLOODBURST]
Duration Instantaneous
Type Attack (Warding)

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 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.

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.