Blood Tree (Alteration)
Sphere: Cosmos (Plant)
Level: 5
Range: 10 yards/level
Components: V, S, M*
Duration: Special
Casting Time: 4
Area of Effect: 30 yard radius
Saving Throw: Special
Author: Fabian Benavente <cfbenave@adinet.com.uy>
By means of this spell the caster is able to cause plants within the area of effect to wrap and otherwise immobilize creatures in the first round the spell is cast. In the second round, finger thick thorns sprout from the vines and plants and pierce the creatures within. There must some sort of vegetation available in the area of effect; it can be roots, grass, or a cactus nearby.
If the saving throw is made then the creature manages to free themselves from the plants but can do nothing for the rest of the round (i.e. spells or attacks not done will be interrupted and/or forfeited). The thorns that appear are 2 per level of the caster and each does 1d2+1 hit points of damage (total damage (2 - 4 + 2) per level of the caster).
There is one "blood tree" per every 3 levels of the caster. Each "tree" takes 25 hit points of non-bludgeoning damage for it to die. The victim cannot free himself from within by physical means and spells and psionics may be interrupted (roll initiative for the "blood tree" with a +3 modifier).
The plants are magical in nature and inject an anticoagulant into the blood stream of the victims that allows them to bleed freely. This process drains 1 hit point per round for every two thorns (i.e. the level of the caster in hit points) until the victims die or are otherwise freed.
When the victim dies, the blood tree will still stand as a grim reminder to everyone that a druid is (or was) in the area. The plant takes on a blood red color and will still hold its victim carcass for up to a year at which time it breaks down into hardened red husks that mix freely with the victim’s bones. This process makes it a favorite among druids that want to warn trespassers of their presence.