Hypernatraemia
Spell | Hypernatraemia |
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Effects Summary | This spell is a part of the Scorpion Jab spell chain and rune stone. This terrible spell marks the end of the target as the target is dying of dehydration. The target has 3 rounds to drink 3d10 uses of water to reverse the spell. By the third round if the target has failed to do so, the target is dead. If the target kills the spell caster, the spell will end. As this is technically a status effect, dispel or death of magic will not end its effects. One can only drink 1 use of liquid per round, but the target can not attack to have another use, not move to have another use, not cast a spell, not defend, etc... Therefore unless the target is lucky enough to roll really low, this spell is a death sentance. |
Effects | This spell is a part of the Scorpion Jab spell chain and is in the Scorpion Jab rune stone. This terrible spell marks the end of the target as the target is dying of dehydration. The target has 3 rounds to drink 3d10 uses of water to reverse the spell. By the third round if the target has failed to do so, the target is dead. If the target kills the spell caster, the spell will end. As this is technically a status effect, dispel or death of magic will not end its effects. One can only drink 1 use of liquid per round, but the target can not attack to have another use, not move to have another use, not cast a spell, not defend, etc... Therefore unless the target is lucky enough to roll really low, this spell is a death sentance. Stat Cost: 50 Soul |
Level Effects Summary | N/A: Only 1 levels with this spell. |
Level 2 Effects | N/A: Only 1 levels with this spell. |
Level 3 Effects | N/A: Only 1 levels with this spell. |
Level 4 Effects | N/A: Only 1 levels with this spell. |
Rune Stone Effect | Weapon Effect: Hypernatraemia Critical Hit causes dehydration status effect. |
Stat Cost | 50 Soul |
Casting Speed | 6 |
Range & Area | 1 target |
Success Rate | Level 1: 40/70 |
Cost to Acquire | This is a Tier 5 spell Level 1: 150/300 |
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