“Leave it long enough and it does the work for them.”

You’re wounded and bleeding. The damage is steady and quiet — not dramatic until it’s too late to treat.

Effect: Take 1d4 physical damage at the start of your turn. Duration scales with tier — Tier I lasts 1 minute (4 rounds), Tier II lasts 5 minutes (20 rounds), Tier III lasts 10 minutes (40 rounds).

Removal: Ends when the duration expires, through magical healing, or a successful Heal (Spirit) Trial against DR 15.

Opposition: Canceled by Regeneration. When both are present, subtract the lower tier from the higher — if equal, neither applies.