Blood of the Martyr
NecromancyNecromancy spells manipulate the power of death, unlife, and the life force. Spells involving undead creatures make up a large part of this school.
Available to
- Casting Time
- 1 standard actionMost spells take 1 standard action; others list 1 round, 1 minute, or more, or use a swift or immediate action.Full rule on Archives of Nethys ↗
- Components
- V, SV (Verbal): A spoken incantation; you must be able to speak in a strong voice. A silence effect or a gag spoils it, and being deafened risks failure.S (Somatic): A precise movement of the hand; you must have at least one hand free to perform it.Full rule on Archives of Nethys ↗
- Range
- medium (100 ft. + 10 ft./level)How far the spell reaches. Close = 25 ft + 5 ft/2 levels; Medium = 100 ft + 10 ft/level; Long = 400 ft + 40 ft/level. Personal = yourself; Touch = a creature or object you touch.Full rule on Archives of Nethys ↗
- Target
- one living creatureHow the spell is aimed: a Target (specific creatures or objects), an Effect it creates (e.g. a wall or a summoned creature), or an Area shape (burst, cone, line, and so on). Some areas are shapeable. "Target or Area" means the spell uses either, at your choice.Full rule on Archives of Nethys ↗
- Duration
- 1 round/levelHow long it lasts. Instantaneous resolves at once; Concentration lasts while you keep focusing; Permanent lasts until dispelled. A trailing "(D)" means you can dismiss it as a standard action.Full rule on Archives of Nethys ↗
- Saving Throw
- Fortitude negatesIf a save is allowed, the target rolls Fortitude, Reflex, or Will: the result negates, gives partial, half, or no effect. "harmless" lets a willing target decline. Save DC = 10 + spell level + your casting ability modifier.Full rule on Archives of Nethys ↗
- Spell Resistance
- yesWhether a creature's spell resistance can block the spell (Yes/No). For "harmless" spells a willing creature may lower its SR to be affected.Full rule on Archives of Nethys ↗
You cause the target to bleed from every orifice, and her organs
and blood become suffused with positive energy. If the subject
fails her Fortitude save, she takes 1d6 points of bleed damage
per 4 caster levels (to a maximum of 4d6 at 16th level) when
you cast this spell. Any creature that takes a full-round action
to sup the blood of the bleeding subject heals a number of hit
points equal to twice as many as the subject lost that round
due to the bleed effect. The subject must be willing or helpless
to sup her blood, which provokes attacks of opportunity. Only
one creature can be healed in this way per round. The subject
can lick her own wounds in this way to regain half as many hit
points as she lost that round. If the bleeding effect is stopped
or the spell’s duration ends, the subject’s blood no longer
heals those who drink it, though in the latter case the subject
continues to bleed until the bleeding is stopped via magical
healing or a successful DC 15 Heal check.