A quick homebrew spell, before the summer ends...
Bloody Communion
Level 1
Duration: 1 + 1 turn/caster
level
A group of 2-7 targets (which
might or might not include the caster) enter into a blood pact. Each
participant pours 1 hit point worth of blood into a chalice, then each
participant drinks from it. Afterwards, for the duration of the spell, they can
communicate telepathically, regardless of distance. To send a message to one or
a select few participants, the sender must concentrate (which counts as an
action); message heard by the whole group do not require concentration.
Each participant must also
save against Poison, or possibly suffer a malady (d10). The spell works as
intended, regardless of the save’s result.
|
Effect |
1-5 |
No effect. |
6 |
Bad Blood. The character
loses the ability of natural healing for 1 week/caster level. Magical healing
still works. |
7 |
Weakness. The character’s total hit points are
reduced by d6 for 1 week/caster level. |
8 |
Involuntary
Thought-Projection. The character is unable to shield their thoughts from the
others. The communication network suffers from a constant “noise” emanating from
this participant. Every time somebody sends a message, there is a 1-in-6
chance the message gets drown out by noise. The chance is cumulative if more
participants get this malady. |
9 |
Unmasking. One of the character’s secrets is disclosed
to all other participants. |
10 |
Bloodlust. The character is
cursed with vampirism and must drink fresh blood every day to function
properly. For each day without sating this urge, the character loses a hit
die. |
Some say the spell will even work if the blood of a recently
deceased person is added to
the mix…
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