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{{SpellBookPage
| Spell Level      = [[Bard]] 6, [[Cleric]] 6, [[Druid]] 6, [[Elementalist]] 6, [[Favored Soul]] 6, [[Hemomancer]] 6, [[Shaman]] 6, [[Sorcerer]] 6, [[Spellsword]] 6, [[Warlock]] 6, [[Wizard]] 6
| Innate Level      = 6
| Spell School      = Transmutation
| Descriptors      = None
| Components        = Verbal, Somatic
| Range            = Medium
| Area of Effect    = Single
| Duration          = Instant, see text
| Counter Spells    = None
| Saves            = Fortitude
| Spell Resistance  = Yes


| Description      = You indicate a creature with blood and transmute it to one of three elemental forces. The target receives d8 per caster level elemental damage (max 15d8) and is exposed to a secondary effect on a failed saving throw.
Fire - is set ablaze with 2d6 fire damage over time for d4+1 rounds (ticks once per round).
Acid - is knocked prone from the pain for 1 round.
Cold - is frozen in place for 2 rounds (immunity to paralysis protects).
| Notes            =
* None
| References        =
* None
}}
[[Category:Spells]]
[[Category:Transmutation School|6]]
[[Category:Bard Spells|6]]
[[Category:Cleric Spells|6]]
[[Category:Druid Spells|6]]
[[Category:Elementalist Spells|6]]
[[Category:Favored Soul Spells|6]]
[[Category:Hemomancer Spells|6]]
[[Category:Shaman Spells|6]]
[[Category:Sorcerer Spells|6]]
[[Category:Spellsword Spells|6]]
[[Category:Warlock Spells|6]]
[[Category:Wizard Spells|6]]
[[Category:Innate Spells|6]]

Latest revision as of 17:41, 26 October 2024

Transmute Blood
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[The Astrolabe]
Spell Level(s): Bard 6, Cleric 6, Druid 6, Elementalist 6, Favored Soul 6, Hemomancer 6, Shaman 6, Sorcerer 6, Spellsword 6, Warlock 6, Wizard 6
Innate Level: 6
School: Transmutation
Descriptor(s): None
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Instant, see text
Additional Counter Spells: None
Save(s): Fortitude
Spell Resistance: Yes

Description: You indicate a creature with blood and transmute it to one of three elemental forces. The target receives d8 per caster level elemental damage (max 15d8) and is exposed to a secondary effect on a failed saving throw. 
Fire - is set ablaze with 2d6 fire damage over time for d4+1 rounds (ticks once per round). 
Acid - is knocked prone from the pain for 1 round. 
Cold - is frozen in place for 2 rounds (immunity to paralysis protects).

Notes

  • None

References

  • None