Parent Pages: Rules : Spells : Spells By College / Spells By Name / Spells By Rarity / Spell Sandbox
Colleges | Charm, Life |
---|---|
Components | Verbal, Hand |
Casting Time | 1 second |
Duration | As Affliction, Malediction |
As a side effect of this enchantment, the item becomes similar to a Power Item (see p. DF1:28), but it can only be tapped for mundane physical exertion. To tap this reserve, the weapon must be the user's Endurance Item (see p. DF8:38).
Affliction [39] Advantage [+300%] Regeneration (Extreme) [30] Internal Energy Reserve Only [+0%] Trigger (Being used to cause injury, Common) [-40%] Per Second [x2] Maximum of One Energy Per Strike [-30%] Magical [-10%] Malediction (As Regular Spell) [+100%] Based on Activation Roll [+5%] Melee Attack (Reach C, No Parry) [-35%] Only Works on Melee Weapons [-50%] Magical [-10%] Spell Components [-20%] Must say "drink blood" in Latin Must gesture with hands