Boiling Blood

Fire Magic
510 XP

MP Cost: 30
Threshold: 2
Components: V, S
Casting Time: One standard action
Range: Touch
Target: One living creature
Duration: One round per level
Saving Throw: Fortitude negates
Prerequisites: Active heart of flames
Magic Attack Roll: Sets DC for opponent’s Fortitude save

Boiling blood has two effects – it inflicts a great deal of damage on the creature touched, and it sets the creature’s blood a flame, greatly quickening its actions. When the sorcerer casts this spell, he may choose to inflict the damage at the start of the spell’s duration or at the end of the spell’s duration. For example, a sorcerer is attacked by a fighter. He casts boiling blood on the fighter, and chooses to have the damage effect of the spell happen immediately. The fighter explodes. If, however, the sorcerer had been an ally of the fighter, he could have chosen to have the damage effect come at the end of the spell’s duration, so the barbarian would have had the benefits of the fiery blood effect for several rounds before exploding (or having a flame ward placed upon him).

  • Explosion: The target must make a Fortitude save against the spell. If he fails, he suffers 1d6 damage per HD. If this is enough damage to kill the target, then the target explodes and deals 1d6 damage per HD to all within 10 feet (Reflex save DC 15 for half damage).
  • Fiery Blood: The victim moves and acts more quickly than normal. This extra speed has several effects. On his turn, he may take an extra partial action, either before or after its regular action. The victim gains a +4 haste bonus to his [[Defense]]]. The subject loses this bonus whenever it would lose a dodge bonus. The subject can jump one and a half times as far as normal. This increase counts as an enhancement bonus. Furthermore, whenever he is struck by a melee attack with a piercing or slashing weapon, the hot blood that spurts out inflicts 1d6 points of fire damage on the foe who struck him. If the fiery blood effect comes before the explosion, then the victim only makes a saving throw at the end of the spell’s duration. If the spell is ended prematurely by the sorcerer’s death, then the victim explodes immediately.
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