Blood to Water
Blood to Water is a D&D 3.5 spell (Necromancy) from Sc. On class lists for Cleric (Level 7), Cleric Variant (Level 7), Cloistered Cleric (Level 7). Range or area: Close (25 ft. + 5 ft./2 levels); Saving throw: Fortitude half; Duration: Instantaneous; Casting time: 1 standard action.
- School
- Necromancy
- Casting Time
- 1 standard action
- Components
- V, S
- Range
- Close (25 ft. + 5 ft./2 levels)
- Effect
- Up to five living creatures, no two of which are more than 30 ft. apart
- Duration
- Instantaneous
- Saving Throw
- Fortitude half
- Spell Resistance
- Yes
You forcefully spit, ending your spellcasting. From where you spat arises a sea-green orb of energy for each creature you intend as a subject of the spell. The orbs fly to their designated targets and turn blood red as they impact.
You transmute the subjects’ blood into pure water, dealing 2d6 points of Constitution damage. A successful Fortitude save halves the Constitution damage.
This spell has no effect on living creatures with the fire or water subtype.