Beltyn's Burning Blood (Wizard Spell)

==Pages From the Mages Version==
By means of this spell, a mage can cause any creature who is presently bearing open, bleeding wounds (for example, one who has been damaged by edged weapons recently and whose wounds have not yet been dressed or healed) to suffer 3d4 points of additional damage per round by causing a subtle, temporary change in the victim's blood that causes it to become corrosive to adjacent tissue.
The subject must have blood to be affected, and any creature immune or resistant to fire or corrosive damage cannot be affected. Once the spell is cast, the caster does not have to concentrate on the spell. It continues to work as the caster performs other actions. No attack roll is necessary and the victim need not even be in sight of the caster as long as the victim is within range. Astral or ethereal subjects cannot be affected.
The spell causes no damage if the subject's saving throws are successful in each of the three rounds of the duration. If one saving throw is made, the subject still can take damage during the other two rounds of the duration. The spell continues to burn even if the victim moves out of range.
Targets who have altered their shape or entered other objects (such as a tree or stone) are still vulnerable to this spell as long as they are bleeding. Creatures who have powers of regeneration are only affected as long as they have open wounds. Any magical curative spell or regeneration ability staunches the flow of blood and negates the spell.
The material component of the spell is a pinch of saltpeter and the presence of exposed blood.
==Wizard's Spell Compendium Version==
By means of this spell, a wizard can cause the open, bleeding wounds of any creature to burst into flame, converting the blood into a corrosive mix that inflicts 3d4 additional points of damage per round. “Open wounds” is defined as those wounds created by an edged weapon that have not been dressed or healed.
Obviously, the creature must have blood in the first place in order to be affected by this spell. This excludes undead and extraplanar creatures that do not have obvious blood (like elementals), Similarly, creatures that are resistant to fire are immune to the effects of this spell.
Each of the three rounds the spell is in effect, the target can make a saving throw vs. spell with a -3 penalty. If the save is made, no additional damage is inflicted by the spell.
The caster does not need to touch or even see the target, as long as the individual meets the requirements above and is in the range of the spell. Individuals in the Ethereal Plane are immune to attacks from the Prime Material, but not from attackers on their own plane. Creatures that have changed shape or passed into other objects (such as a tree or rock) are still vulnerable to the spell. Creatures and individuals with regen­erative abilities or spells can save at the normal chances to prevent further damage.
The material components of this spell are the presence of exposed blood and a pinch of saltpeter.
Notes: Uncommon or rare. Known to be in The Book of Bats.
Category:Wizard Spells
Category:Spells from Pages From the Mages
Category:Spells
Category:Spells from Wizard's Spell Compendium
Category:Spell from Spellbound