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Bloodworm

Schools: Necromancy, Alteration
Level: Wiz/Sor 5
Range: 10 yards + 5 yards per level
Components: Verbal and material
Duration: 1D6 rounds + 1 round per level
Casting time: 4
Area of effect: 1 creature
Saving throw: Fortitude negates

When cast, this spell causes the victim's blood vessels to swell to twice their normal size in diameter, allowing them to carry much greater quantities of blood closer to the surface of the skin. Of course, it gets worse. You see, the spell also causes the vessels to move and squirm about. Let's take a moment to visualize, shall we? Hundreds of tiny, blood filled worms crawling around underneath your skin. Mmmmm . . .necromancy goodness!

In game terms, this means that any spellcaster who is affected by this must make a willpower check to cast. Let's face it - having your blood vessels move around is rather distracting. Besides just being an icky sensation, it can also cost a person their life in battle. Should a victim be cut while the spell is in effect, he takes 2 points of damage per round thereafter from blood loss until he either dies or is healed. If a blunt weapon is used on the victim, then there is a 10% chance per hit that a blood vessel will burst, causing internal bleeding for 2 points of damage per round.

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