Chill Of The Grave

Necromancy, Defensive Blast
85 XP

MP Cost: All remaining points
Components: V
Casting Time: Immediate
Range: Personal
Area: 10 foot radius around the sorcerer
Duration: Instantaneous
Saving Throw: Fortitude half
Magic Attack Roll: Sets DC for the victims’ saving throw

All those within 10 feet of the sorcerer take 1d6 cold damage for every MP expended in the casting of this spell. A successful Fortitude save (DC = the result of the sorcerer’s magic attack roll) means the victim takes half damage. The sorcerer himself is immune to the defensive blast, as are undead creatures.

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