Claret Thorns (3.5e Spell)

10 foot thorns of Blood form in a 10 foot radius, suddenly rising from the area. Any creatures caught in it must make a Reflex save or take 1d6 points of piercing damage per technician level (maximum 10d6). These horns may also come out horizontally, diagonally, or even down rather or as well as up at the technician's choosing and last 1 minute at which point they fall apart unless the technician reforms them with a Concentration check. The area becomes difficult terrain for all but the user and anyone moving through it takes 1d6 piercing damage from being scratched by the thorns.

Claret Thorns
Technique
Level: Bender of the Sanguine 2
Components: M, S
Casting time: 1 round
Range: Medium (100 ft. + 10 ft./technician level)
Target, or Area: 10 ft. radius of Blood
Duration: Instantaneous
Saving Throw: Reflex negates
Spell Resistance: No

Technique Points Required: 3

By spending an additional 3 technique points and 1 cubic foot of attuned blood you may increase the radius of this ability by 5 feet. This may be done additional times.

By spending an additional 2 technique points you may extend the height of the thorns by 5 feet.

You may spend no more than twice your technician level in additional technique points on this technique.

Material Component: 2 cubic feet of attuned blood


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