Cleric Level 7

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Blood to Water

School:Necromancy [Water]
Components:V,S
Casting Time:1 Standard Action
Range:Medium
Target:First 5 living creatures in a 30' radius blast
Duration:Instant
Saving Throw:Fortitude half
Spell Resistance:Yes
Meta Magic:Still,Silent

You forcefully spit, ending your spell casting. From where you spat arises a sea green orb of energy for each creature in the area. The orbs fly to their designated targets and turn blood red as they impact. You transmute the subjects' blood into pure water, dealing 2d6 points of constitution damage. A successful Fortitude save halves the damage. This spell has no effect on non living creatures or creatures of the fire or water subtype.

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