Sanguine Spasm (Necromancy Spell)

by Cardinal Theodore Maxwell

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Sanguine Spasm

School: necromancy [blood]
Level: sanguine sorcerer 2
Casting Time: 1 standard action
Components: V, S, F (a dagger)
Range: close (25 ft. + 5 ft./2 levels)
Target: one being
Duration: instantaneous
Saving Throw: Fortitude negates
Spell Resistance: yes
Description: You cause the target of Sanguine Spasm to begin to bleed for 2 points of damage each round. This effect persists until they die, unless it is ended prematurely via a Heal check with a DC of 17 or via the application of an effect that restores hitpoints.
Special: While the target of Sanguine Spasm is afflicted by multiple bleed effects, they are also subject to the following effect:
Whenever they make an attack with a melee weapon, they must roll a d12; if the result of their roll is less than [x], their attack misses as the flow of blood to their brain is disrupted and they lose control of their muscles.
[x] is equal to your constitution modifier