RPG:Spells/Di'Marrë/1st-Level/Crude Transfusion

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Crude Transfusion

1st-Level Conjuration

Casting Time

2 Actions

Range

Touch

Components

V, DF, M(6 units of blood the same colour as the blood of the target, which are consumed by the spell, or your own blood)

Duration

Instantaneous

Uses

Once per ally per day

Target

Willing poisoned Ally

Description

Your skills yet unrefined, you use your blood magic to rip open the blood vessels of a willing ally and using your own blood or blood from your holy censer to attempt to purify your willing ally's blood of any poisons present. Roll 2d6 and deal that much damage to your willing ally. If you choose to use your own blood, deal the same damage to yourself. Halved, if you or your ally make a Constitution saving throw against your spellcasting DC.

You may make an Insight or Arcana check to ascertain the nature of the poison. If the poison requires only one successful saving throw to be cured, this spell succeeds instantly.

If, however, the spell requires multiple saving throws, make a success roll. That is, roll 1d20 and add your Wisdom modifier. Then, compare the result with the DC of the poison involved.

Success roll ≥ Poison DC — The poison is cured wholly.
Poison DC - 5 < Success roll < Poison DC — The poison is mostly removed. Your ally must now only make 1 successful saving throw to shake off the effects of the poison.
Success roll < Poison DC - 5 — Your Crude Transfusion did not go as intended. Your ally must make 1 less successful saving throw to shake off the effects of the poison.
Success roll = Natural 1 — Your Crude Transfusion failed. Miserably. You should feel bad.

At Higher Levels

When you cast this spell using a spell slot of 2nd level or higher, apply a +1 bonus to your success roll for every spell slot level above 1st.