Difference between revisions of "Blood Jorum (3.5e Spell)"

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Without blood, the caster is now immune to all blood-related effects and such as bleed damage or the Wounding enhancement.  They also gain many physical benefits such as immunity to disease and poison, and immunity to desiccation damage and the ''[[SRD:Horrid Wilting|horrid wilting]]'' spell as they are now mostly dry.  They detect as if they were both living and undead, but they continue to actually remain living.  They do not bleed out when dying and automatically stabilize.
 
Without blood, the caster is now immune to all blood-related effects and such as bleed damage or the Wounding enhancement.  They also gain many physical benefits such as immunity to disease and poison, and immunity to desiccation damage and the ''[[SRD:Horrid Wilting|horrid wilting]]'' spell as they are now mostly dry.  They detect as if they were both living and undead, but they continue to actually remain living.  They do not bleed out when dying and automatically stabilize.
  
The caster appears very pale, and are often much colder than normal.  The lack of blood means they do not heal damage naturally, and must use magic to gain benefits.  Their blood being outside of their body also provides a weakness.  If their jorum is spilled, the caster must make a [[Fortitude]] save DC 25 or die.  Even if they succeed, they are rendered helpless for 1 minute and are reduced to 1 [[Con]] as the blood comes rushing back to their body through time and space.  They are aware if the jorum is touched or disturbed, but otherwise must reach their on their own power.
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The caster appears very pale, and are often much colder than normal.  The lack of blood means they do not heal damage naturally, and must use magic to gain benefits.  Their blood being outside of their body also provides a weakness.  If their jorum is spilled, the caster must make a [[Fortitude]] save DC 25 or die.  Even if they succeed, they are rendered helpless for 1 minute and are reduced to 1 [[Con]] as the blood comes rushing back to their body through time and space.  They are aware if the jorum is touched or disturbed, but otherwise must reach there on their own power.
  
 
Aging is suspended while this spell is active, and the caster is effectively immortal while without blood (though they do not accurse aging bonuses and penalties).  However, if the jorum is spilled (rather than the effect merely being dispelled or suppressed), they immediate age to their appropriate true age.  If this would be beyond their maximum age, they die.  
 
Aging is suspended while this spell is active, and the caster is effectively immortal while without blood (though they do not accurse aging bonuses and penalties).  However, if the jorum is spilled (rather than the effect merely being dispelled or suppressed), they immediate age to their appropriate true age.  If this would be beyond their maximum age, they die.  

Revision as of 14:55, 20 December 2014

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Author: Eiji-kun (talk)
Date Created: 12-17-14
Status: Complete
Editing: Clarity edits only please
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Blood Jorum
Necromancy [Evil]
Level: Sorcerer/Wizard 7
Components: V, S, F
Casting time: 1 hour
Range: Personal
Target: Self
Duration: Permenant
Saving Throw: None
Spell Resistance: No

Blood is life. Life is weakness. Draw the blood and purge the pain. Fill the bowl. Bowl gives power. Watch your weakness drain away.

A dark ritual spell said to be seeped from ancient dark rites to fell gods, the art is not quite as intensive as the conversion to a lich but it is still grim. The caster prepares a specialized jorum (a large bowl or jug) that can hold at least 5.5 liters. At the end of the ritual, the caster cuts himself and allows all the blood to drain out of their body into the bowl. Drained of their lifeblood, they yet continue to move around not quite undead but not quite living either.

Without blood, the caster is now immune to all blood-related effects and such as bleed damage or the Wounding enhancement. They also gain many physical benefits such as immunity to disease and poison, and immunity to desiccation damage and the horrid wilting spell as they are now mostly dry. They detect as if they were both living and undead, but they continue to actually remain living. They do not bleed out when dying and automatically stabilize.

The caster appears very pale, and are often much colder than normal. The lack of blood means they do not heal damage naturally, and must use magic to gain benefits. Their blood being outside of their body also provides a weakness. If their jorum is spilled, the caster must make a Fortitude save DC 25 or die. Even if they succeed, they are rendered helpless for 1 minute and are reduced to 1 Con as the blood comes rushing back to their body through time and space. They are aware if the jorum is touched or disturbed, but otherwise must reach there on their own power.

Aging is suspended while this spell is active, and the caster is effectively immortal while without blood (though they do not accurse aging bonuses and penalties). However, if the jorum is spilled (rather than the effect merely being dispelled or suppressed), they immediate age to their appropriate true age. If this would be beyond their maximum age, they die.

The jorum is magically enhanced and radiates strong evil and necromancy. Most come with lids for obvious spill-related reasons. It has hardness 30 and 100 hp. Vampires cannot use this spell, it is fatal for them to use.

Focus: A copper jorum with dark runes upon it worth 5000 gp.



Back to Main Page3.5e HomebrewClass Ability ComponentsSpellsSorcerer/Wizard

Eiji-kun's Homebrew (5656 Articles)
Eiji-kunv
Article BalanceHigh +
AuthorEiji-kun +
ComponentV +, S + and F +
DescriptorEvil +
Identifier3.5e Spell +
LevelSorcerer/Wizard 7 +
RangePersonal +
Rated ByLeziad +
RatingRating Pending +
SchoolNecromancy +
SummaryRemove your blood from your body, rendering immune to several effects. Keep the location of your blood safe, or you may die. +
TitleBlood Jorum +