Blood Boil (Spell)
- Level: Alchemist 5, Sorcerer/Wizard 5
- School: Evocation
- Casting Time: Standard Action
- Components: V, S, M
- Range: Close (25 ft. + 5 ft./two lvls)
- Target or Area: one target creature
- Duration: Instantaneous
- Saving Throw: No saving throw granted
Save DC: -
- Spell Resistance: Yes
- You speak this spell and point at your target. A pea-sized ball of fire springs from your finger and streaks unerringly to the square you indicate, but it does not explode into a furious blast of fire. Instead, you target a single foe, and the pea of flame is resolved as a ray.
- If you succeed with a ranged touch attack, the fire strikes the target and is absorbed within. If you miss, there is no effect.
- If the touch attack is successful, the spell injects a massive amount of Fire into the creatures body. The temperature of the target creature’s blood (or other similar body fluid) rises catastrophically to agonizing levels. The spell effect inflicts (Circle 5 damage): 1d6+1 points of damage per character level (max 15d6+15 at character level 15) of fire (energy, common) damage to the unfortunate victim, and far worse, causes 1d6+1 points of Ability Dilution to both their Strength and Dexterity, as the overwhelming heat debilitates them from the inside out.
- As an interesting side effect, this spell removes all non-lethal damage caused by Environmental Effects related to cold. It may prevent freezing to death, but it is certainly NOT a comfortable or recommended remedy.
- Synergy: If the Ability Dilution caused by this spell is overwritten by another status effect, the fire suddenly snuffs out. The unfortunate victim suffers (Circle 3 damage): 1d6 points of damage per character level (max 10d6 at character level 10) of quiescent (energy, rare) damage as their blood or other fluids suddenly chill and slow.
- This spell lays an arcane or divine charge on its target(s), depending on the caster who is casting the spell. If the targets are something other than you or another creature (such as an object or area), the spell lays an arcane or divine charge on you, the caster. Divine casters lay a divine charge, and arcane casters lay an arcane charge. Targets which already have an arcane or divine charge present must choose which to keep if the new spell has the same charge type. Only one arcane charge and one divine charge can ever be present on a target at a time.