Homebrewed Spells

Sanguine Carnage

School: necromancy

Level: antipaladin 2, bard 2, bloodrager 2, cleric 2, druid 2, inquisitor 2, oracle 2, sorcerer 2, wizard 2, witch 2

Casting Time: 1 standard action

Components: V, S, F (a dagger)

Range: close (25 ft. + 5 ft./2 levels)

Target: one being/level

Duration: 1 round/level (D)

Saving Throw: Fortitude negates

Spell Resistance: yes

Effect: As part of this spell’s casting you cut yourself with the dagger, which causes you to start bleeding. For this spell's duration, you take an amount of bleed damage each round equal to your charisma modifier if you are an antipaladin, bard, bloodrager, oracle, or sorcerer, your intelligence modifier if you are a wizard or witch, or your wisdom modifier if you are a cleric, druid, or inquisitor. So long as you continue to take this bleed damage, each of your targets takes an amount of bleed damage each round equal to the amount of damage that you took (unless they receive magical healing). You cannot target a being that does not have blood (such as a construct) with this spell.

Sanguine ??

School: ??

Level: bard 0, cleric 0, druid 0, inquisitor 0, magus 0, oracle 0, sorcerer 0, summoner 0, wizard 0, witch 0

Casting Time: ??

Components: V, S

Range: ??

Target: ??

Duration: ??

Saving Throw: ??

Spell Resistance: ??

Effect: ??

Sanguine Shell

School: transmutation

Level: alchemist 6, bard 6, cleric 6, druid 6, inquisitor 6, magus 6 oracle 6, sorcerer 6, summoner 6, wizard 6, witch 6

Casting Time: 1 standard action

Components: V, S, F (a dagger)

Range: personal

Target: self

Duration: 10 min./level (D)

Saving Throw: none

Spell Resistance: no

Effect: As part of this spell’s casting you cut yourself with the dagger, releasing a stream of blood that forms a protective barrier around you; its strength is dependent on how much blood was supplied to create it.

Choose one of the following stats: armor class, damage reduction, energy resistance, saving throw, spell resistance.

Choose a number of hitpoints to spend (the hitpoints sacrificed via this spell cannot be recovered while the effects of this spell are active).

If you chose armor class, you gain a natural armor bonus to your AC equal to 1/5 of the hitpoints spent.

If you chose damage reduction, you gain an amount of DR /--- equal to 1/3 of the hitpoints spent.

If you chose energy resistance, you gain an amount of resistance to all energy types (except force) equal to 2/3 of the hitpoints spent.

If you chose saving throw, you gain a resistance bonus on all saving throws equal to 1/8 of the hitpoints spent.

If you chose spell resistance, you gain an amount of spell resistance equal to 1/2 of the hitpoints spent.

Sanguine Edge

School: enchantment

Level: alchemist 5, bard 5, cleric 5, druid 5, inquisitor 5, magus 5, oracle 5, sorcerer 5, summoner 5, wizard 5, witch 5

Casting Time: 1 swift action

Components: V, S

Range: touch

Target: one weapon

Duration: 1 min./level or until discharged

Saving Throw: none

Spell Resistance: no

Effect: You imbue the weapon with sanguine energy. When the wielder of that weapon makes a successful attack, they can discharge this effect as a free action in order to cause their target to start bleeding for (caster level/2) points of damage (rounded up) each round. This effect persists until the target dies, unless it is stopped by a DC 20 Heal check or through the application of any magical effect that heals hitpoint damage.

add charges: weapon gains cl/4 charges of bleed (see chilling touch) also make target sickened (no save?) (sickened while taking bleed dmg, effect ends when/if bleed stops)

Creatures that failed their saving throws immediately take 1d6 points of bleed damage and are sickened as long as they continue to take bleed damage from the symbol.

ignore ^^ use the following

lvl 1 ranged touch att cl/4 bleed dmg indefninite

lvl 5 3d6 bleed dmg ccl/3 charges indefinite

make sicken on cantrip? make cl/2 on fountain?