Sanguine Extraction (Necromancy Spell)

by Cardinal Theodore Maxwell

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Sanguine Extraction

School: necromancy [blood]
Level: sanguine sorcerer 6
Casting Time: 1 standard action
Components: V, S, F (a dagger)
Range: 60 ft.
Area: cone-shaped burst
Duration: instantaneous
Saving Throw: Fortitude partial
Spell Resistance: yes
Description: You deal 1d8 points of damage per caster level (maximum 20d8) to each being that is within Sanguine Extraction's area of effect; this damage is reduced by 50% (rounded up) for any being that makes a successful Fortitude saving throw. Additionally, you gain a number of hitpoints equal to the total amount of damage that was dealt by Sanguine Extraction.
Note: A being that does not have blood (such as a construct) cannot be affected by Sanguine Extraction.
Special: Whenever a being that is not bleeding makes a saving throw against Sanguine Extraction, they can roll twice and take the more favorable result.





FAQ

Q: If I deal damage to multiple beings with this spell, will I heal from the damage that is dealt to each of them?

A: Yes. For example, if you deal damage to three beings with this spell (42 points of damage to the first, 21 points of damage to the second, 21 points of damage to the third), you will gain 42 + 21 + 21 = 84 hitpoints.