CL 10th
Aura Moderate
Spells bleed
Nature: Magic Weapon Ability
Cost: +2 bonus
Limit: Melee weapons only

●The weapon deals 1 point of "Bleed" damage when it hits a creature.
●Bleeding creatures take the bleed damage at the start of their turns.

●Multiple hits from the weapon increase the bleed damage.
●A critical hit doesn't multiply the bleed damage.

●Bleeding can be stopped by a successful DC 15 Heal check
or through the application of any spell that cures HP damage.

●Creatures immune to critical hits are immune to the bleed damage from this weapon.

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