Parent Pages: Rules : Spells : Spells By College / Spells By Name / Spells By Rarity / Spell Sandbox
| Colleges | Charm, Life |
|---|---|
| Components | Verbal, Hand |
| Casting Time | 1 second |
| Duration | As Affliction, Malediction |
As a side effect of this enchantment, the item becomes similar to a Power Item (see p. DF1:28), but it can only be tapped for mundane physical exertion. To tap this reserve, the weapon must be the user's Endurance Item (see p. DF8:38).
Affliction [39]
Advantage [+300%]
Regeneration (Extreme) [30]
Internal Energy Reserve Only [+0%]
Trigger (Being used to cause injury, Common) [-40%]
Per Second [x2]
Maximum of One Energy Per Strike [-30%]
Magical [-10%]
Malediction (As Regular Spell) [+100%]
Based on Activation Roll [+5%]
Melee Attack (Reach C, No Parry) [-35%]
Only Works on Melee Weapons [-50%]
Magical [-10%]
Spell Components [-20%]
Must say "drink blood" in Latin
Must gesture with hands