Bloodwun Dark Destiny (3.5e Spell)

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Bloodwun Dark Destiny
Necromancy
Level: Sorr/Wiz 2
Components: V, S, M,
Casting time: 10 minutes
Range: 10 yard per level
Effect: raduis
Duration: 1 minute per level
Saving Throw: None
Spell Resistance: No


This spell allows the transferring of energy from wounded individual to The wizard or a receptacle prepared to store this energy. Unlike other spell that target hit point this spell target what makes hit point possible the soul in the form of experience point this spell is able to retrieve small portion of the soul in three different forms

The first is when a target victim received a fresh wound and the wizard is close by. The wizard need not cause the wound but as long as the spell has been cast before the wound is inflicted the magic take hold For every 1 point of damage the wizard can absorb 4 points of experience as long as the damage occur within the range of the spell normally the spell before a duel or battle begins this spell does not discriminate . it care not for friend or foe living or undead mortal or outsider as long as the source has some form of spirit or soul. The spell will even affect soulless undead like skeleton and zombie however this type of energy can not be harness and may cause more harm than good. Special care should taken when dealing with undead and outside as such energy come with nasty side effect

The second come if the wizard physically inflicted the damage he can absorb of 8 point of experience per 1 point damage the effect are the same with greater intake and greater risk

The third is by touch the wizard can absorb experience points without by touching the subject for every round he can absorb the 20 point of experience however to subject is entitled a saving throw versus will to resist if the target fail the saving they will tried and exhausted if the target lose a tenth of the total xp or enough to drop a level a second save must be made or fall unconscious energy from undead could can cause the recipient to get sick, change alignment or change in personality as if possessed protection from evil/good will prevent soul draining and protection evil on the spellcaster will also prevent the wizard from adding xp to his soul pool

The use of this spell is an evil act and reserve for defiler and necromancer with little regard for life but the potential out weight the risk to evil caster because the possible use for this energy in other experiment and as major components not to mention simply add them to their own soul pool

Krain Bloodwun will trade item enchanted with this spell in exchange for magical knowledge or service but will normally do it under disguise due to the unwanted attention its sure to attract if discovered


Material Component: Any gem will do as a receptacle to store the xp how the amount it can store is base on the value of the gem for every 2 gp worth 1 xp

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