|
Descripción
This spell is used in tandem with any other spell that is level
variant in it's range, area of effect, damage or other properties. It has
no effect upon spells that are non level variant
Like augmentation, it affects only the spell cast on the very next
round. If no spell is cast on the subsequent round the Blood Augmentate is
wasted to no effect.
When this spell is cast the wizard choses an amount of his lifeforce
and channels it into the spell. For each hit die he loses his effective
casting level for the next spell increases by 1. After that spell is cast
the wizard loses an amount of hitpoints for each hit die sacrificed, and the
DM should find the average for each level and subtract that. So, a 5th
level wizard with 15 hit points would lose 3 hit points per level expended.
He could spend 3 hit dice, losing 9 hit points in the process, and cast an
8th level fireball spell.
The lost hit dice return at a rate of 1 / day. Healing and other
curative magics cannot restore the loss, the restoration spell however, can.
This spell only siphons off hit dice; other level related skills and
proficiencies are not lost to the spell.
The material component is a silver knife with which the caster cuts
his palm. If the spell he is going to cast has a material component he
allows his blood to flow onto those components. If the spell is verbal only
he must smear his lips with his blood. The knife is not consumed by the spell.
Unlike many sorcery spells, Blood Augmentate is highly linked with
necromantic lore and knowledge -- wizards with that school in their
opposition cannot learn Blood Augmentate.
|