Walking Bomb


Spell Type: Attack; Mana Cost: 4 MP; TN: 13
Test: Constitution (Stamina) vs Spellpower; Requirements: None

You infuse the blood of an opponent within 30 feet with a corrosive poison. The round you cast it, walking bomb inflicts 1d6+1 penetrating damage. While the spell is in effect, the target must make a Constitution (Stamina) test vs. your Spellpower at the start of each of their turns. If successful, the spell ends. If the test is failed, the target takes another 1d6+1 penetrating damage. Should the spell’s damage reduce the target’s Health to 0, they explode in a spray of blood, flesh, and bones. Anyone within 10 feet of the exploding victim takes 2d6 damage.