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SutureTransmutationLevel: Clr 2, Wiz 3 Range: 20 yards Components: V, S Duration: Permanent Casting time: 1 action Area of effect: 1 creature/character Saving throw: Fortitude negates Spell Resistance: Yes This spell is basically a higher level, more specialized version of the common cantrip, Mend. However, where Mend allows the caster to make inanimate objects whole once more, Suture allows the caster to close wounds or reattach severed limbs. However, the wound itself is not healed upon casting; it is merely "sewn up", as would happen in a modern day hospital. The wound would still need to be healed, but blood loss would cease. This is a great, low level spell to fall back on should higher level healing potions/spells be in short supply. It can help keep your comrades from slowly bleeding to death before they can be properly tended to. As stated, this spell is generally used for good purposes, but it can be used for more disturbing things. It is a favorite among low level necromancers who use it to sew up enemy's eyes, nostrils or lips. This, of course, makes it nigh impossible for enemy casters to complete spells. It can also cause your enemy to suffocate, taking 1d4 points of damage per round once he is no longer able to hold his breath. Do keep in mind, however, that the sutures are not all that strong and can be broken. So, even if you sew an enemy's orifices shut, he can still force them open, but it will tear the flesh about his lips/eyes/nose just as if they had been sewn with a needle, doing 1d3 points of damage. |
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