Magic:Inflict Critical Wounds: Difference between revisions

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(Updated for current effects.)
m (Target description)
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|Casting Time= 1 Action
|Casting Time= 1 Action
|Range= Touch
|Range= Touch
|Target= Single
|Target= Single (Creature Touched)
|Duration= Instantaneous
|Duration= Instantaneous
|Counters= --
|Counters= --

Revision as of 20:25, 14 September 2019

Necromancy [ Negative ]
Level: Clr 4
Innate Level: 4
Component(s): V, S
Casting Time: 1 Action
Range: Touch
Target: Single (Creature Touched)
Duration: Instantaneous
Counter(s): --
Saving Throw: None
Spell Resistance: No
Metamagic: Empower, Maximize, Quicken, Silent, Still
Energy Substitution: No

Using negative energy, this spell inflicts critical injuries or heals undead. A successful melee touch attack is required for this spell to have an effect on any target. When cast on an undead, instead of being damaged, the target is healed for the same amount. The damage (and healing effect on undead) is doubled with a critical hit, and sneak attacks will increase this as well (though undead are normally immune to both).

  • If cast normally, the target takes negative damage the greater of: a) 1d6% of the target's maximum HP for every 2 caster levels, up to a maximum of 12d6%*, or b) 4d8 +1 point per caster level (up to +20).
  • If cast from any item (including artificed wands/scrolls), the target takes 4d8 +1 point per caster level (up to +20) negative damage.

Note: There is an extra cap in place that may prevent doing more than 95% of the target's maximum HP in damage (or healing undead). If the total is above 100% (possible with metamagic empower), it is lowered to 95%. The critical hit x2 multiplier and sneak attack damage are applied (in that order) after, and are not affected by this reduction.