Blood Spike

Blood Spike

Mystic

Proficiency [Willpower]

300 hours

Counts as 2 skills at character creation

When cast successfully—with a successful proficiency check of 16 or higher—this spell causes some of the target's blood to crystallize. Successful casting requires one full minute & the caster must be able to see the target. If the necromancer does not have at least one drop of the victim's blood, the casting time increases to 30 minutes. The first level of this spell causes one point of damage every other round, and has a chance to kill the target outright through a heart attack or stroke. At 2nd level of proficiency, this spell causes one point of damage per round. Each further level of skill causes one less point of damage than the proficiency level, i.e. Blood Spike VI causes 5 points per round. The percentage chance of instant death is equal to the caster's character level; this is checked after the third round. The spell lasts as long as the necromancer concentrates on maintaining it. There is a danger of backlash when learning this sorcerous skill—the caster must successfully save vs. necromancy or risk a 3% chance of lethal blood crystals forming in his or her own blood. The saving throw for this spell is against physical necromancy at a 15 or higher. If the initial saving throw is not made, and lethal blood crystals are formed, then the target must make a system shock roll to survive.