Name | ||
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School | Casting Time | Source Book |
Save - Res | Level | Comps |
Dur | Range | Recharge |
Effect | ||
Expensive Focus | ||
Expensive Material | ||
XP Cost | ||
Description | ||
Full Description | ||
Black Lightning | ||
Evocation [Electricity] [Negative] [Death] [Evil] | 1 standard action | seankreynolds.com |
Reflex half - Yes | Sor/Wiz 2 | V, S, M |
Instant | Close | General |
Target: One creature | ||
Ray that deals 1d6/2 levels (Max 10d6) damage, half of which is Electrical energy and the other half is Negative energy. |
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You launch crackling black lightning at the target creature, dealing 1d6 points of damage per 2 caster levels (maximum 10d6). Half the damage is electricity damage, but the rest is evil energy from the lower planes which is not affected by resistance to electricity (evil creatures, creatures native to evil planes, and creatures immune to death effects are not affected by the profane energy). |
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Black Sand | ||
Sandstorm | ||
Arc 3, Clr 3, Sand 2 | ||
5 minutes | ||
Creates a 20-ft.-radius area of black sand. |
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Blackfire | ||
SPC | ||
Sor/Wiz 8 | ||
General | ||
Negative energy fire burns at the life force of a living creature dealing 1d4 constitution damage/round. |
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Blackwater Taint | ||
Stormwrack | ||
Blackwater 6, Sor/Wiz 6 | ||
General | ||
Desecrate water, deal 1d6/2 levels negative energy damage, bestow a negative level. |
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Blood Snow | ||
Frostburn | ||
Arc 2, Clr 2, Drd 2, Sor/Wiz 3 | ||
General | ||
Area of fallen snow drains 1d2 points of Con/round and causes nausea. |
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Dark Tide | ||
Stormwrack | ||
Blackwater 7 | ||
6 hours | ||
Infuse water over a large area with negative energy, causing weakness and 1d6 damage/hour. |
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Death Dragon | ||
SPC | ||
Arc 7, Clr 7 | ||
General | ||
You gain +4 natural armor, +4 deflection, and natural attacks. |
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Defile Snow and Ice | ||
Frostburn | ||
Arc 3, Clr 3 | ||
General | ||
Grants undead a +4 profane bonus |
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Desecrate (M) | ||
Evocation [Negative] [Evil] | 1 standard action | SRD |
None - Yes | Arc 2, Blg 3, Clr 2, Evil 2, Undeath 2 | V, S, M, DF |
2 hours/level | Close | 30 minutes |
Area: 20-ft.-radius emanation | ||
Materials: A vial of unholy water and 25 gp worth (5 pounds) of silver dust, all of which must be sprinkled around the area. | ||
Fills area with negative energy, making undead stronger. |
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This spell imbues an area with negative energy. Each Charisma check made to turn undead within this area takes a -3 profane penalty, and every undead creature entering a desecrated area gains a +1 profane bonus on attack rolls, damage rolls, and saving throws. An undead creature created within or summoned into such an area gains +1 hit points per HD. If the desecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity or aligned higher power, the modifiers given above are doubled (-6 profane penalty on turning checks, +2 profane bonus and +2 hit points per HD for undead in the area). Furthermore, anyone who casts animate dead within this area may create as many as double the normal amount of undead (that is, 4 HD per caster level rather than 2 HD per caster level). If the area contains an altar, shrine, or other permanent fixture of a deity, pantheon, or higher power other than your patron, the desecrate spell instead curses the area, cutting off its connection with the associated deity or power. This secondary function, if used, does not also grant the bonuses and penalties relating to undead, as given above. Desecrate counters and dispels consecrate. |
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Energy Drain | ||
Necromancy [Negative] | 1 standard action | SRD |
Fortitude partial; see text - Yes | Arc 9, Clr 9, Decay 9, Hunger 9, Necro 9, Sor/Wiz 9, Suffering 9, Thirst 9, Undeath 9 | V, S |
Instant | Close | General |
Effect: Ray of negative energy | ||
Subject gains 2d4 negative levels. |
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You point your finger and utter the incantation, releasing a black ray of crackling negative energy that suppresses the life force of any living creature it strikes. You must make a ranged touch attack to hit. If the attack succeeds, the subject gains 2d4 negative levels. If the subject has at least as many negative levels as HD, it dies. Each negative level gives a creature a 1 penalty on attack rolls, saving throws, skill checks, ability checks, and effective level (for determining the power, duration, DC, and other details of spells or special abilities). Additionally, a spellcaster loses one spell or spell slot from his or her highest available level. Negative levels stack. There is no saving throw to avoid gaining the negative levels, but 24 hours after gaining them, the subject must make a Fortitude saving throw (DC = energy drain spells save DC) for each negative level. If the save succeeds, that negative level is removed. If it fails, the negative level also goes away, but one of the subjects character levels is permanently drained. An undead creature struck by the ray gains 2d4x5 temporary hit points for 1 hour. |
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Energy Ebb | ||
SPC | ||
Arc 7, Clr 7, Sor/Wiz 7 | ||
General | ||
Give subject one negative level/round for 1 round/level. |
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Enervating Breath | ||
SPC | ||
Sor/Wiz 9 | ||
General | ||
Your breath weapon also bestows 2d4 negative levels. |
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Enervation | ||
Necromancy [Negative] | 1 standard action | SRD |
None - Yes | Decay 4, Duskblade 4, HB 4, Hunger 4, Necro 4, Sor/Wiz 4, Suffering 4 | V, S |
Instant | Close | General |
Effect: Ray of negative energy | ||
Subject gains 1d4 negative levels. |
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You point your finger and utter the incantation, releasing a black ray of crackling negative energy that suppresses the life force of any living creature it strikes. You must make a ranged touch attack to hit. If the attack succeeds, the subject gains 1d4 negative levels. If the subject has at least as many negative levels as HD, it dies. Each negative level gives a creature a -1 penalty on attack rolls, saving throws, skill checks, ability checks, and effective level (for determining the power, duration, DC, and other details of spells or special abilities). Additionally, a spellcaster loses one spell or spell slot from his or her highest available level. Negative levels stack. Assuming the subject survives, it regains lost levels after a number of hours equal to your caster level (maximum 15 hours). Usually, negative levels have a chance of permanently draining the victims levels, but the negative levels from enervation don't last long enough to do so. An undead creature struck by the ray gains 1d4x5 temporary hit points for 1 hour. |
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Ghoul Touch | ||
Necromancy [Negative] | 1 standard action | SRD |
Fortitude negates - Yes | Duskblade 2, Sor/Wiz 2 | V, S, M |
1d6+2 rounds | Touch | General |
Target: Living humanoid touched | ||
Paralyzes one subject, which exudes stench. |
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Imbuing you with negative energy, this spell allows you to paralyze a single living humanoid for the duration of the spell with a successful melee touch attack. Additionally, the paralyzed subject exudes a carrion stench that causes all living creatures (except you) in a 10-foot-radius spread to become sickened (Fortitude negates). A neutralize poison spell removes the effect from a sickened creature, and creatures immune to poison are unaffected by the stench. |
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Harm | ||
Necromancy [Negative] | 1 standard action | SRD |
Will half; see text - Yes | Arc 6, Blg 6, Clr 6, Destruction 6, Suffering 6 | V, S |
Instant | Touch | General |
Target: Creature touched | ||
Deals 10 points/level damage to target. |
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Harm charges a subject with negative energy that deals 10 points of damage per caster level (to a maximum of 150 points at 15th level). If the creature successfully saves, harm deals half this amount, but it cannot reduce the targets hit points to less than 1. If used on an undead creature, harm acts like heal. |
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Healing Sting | ||
SPC | ||
Arc 2, Drd 2 | ||
General | ||
Touch deals 1d12 +1 point/level; caster gains damage as hp. |
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Inflict Critical Wounds | ||
Necromancy [Negative] | 1 standard action | SRD |
Will half - Yes | Arc 4, Blg 4, Blk 4, Clr 4, Destruction 4 | V, S |
Instant | Touch | General |
Target: Creature touched | ||
Touch attack, 4d8 damage +1/level (max +20). |
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When laying your hand upon a creature, you channel negative energy that deals 4d8 points of damage +1 point per caster level (maximum +20). Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it. |
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Mass Inflict Critical Wounds | ||
Necromancy [Negative] | 1 standard action | SRD |
Will half - Yes | Arc 8, Clr 8 | V, S |
Instant | Close | General |
Target: One creature/level, no two of which can be more than 30 ft. apart | ||
Deals 4d8 damage +1/level to many creatures. |
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Negative energy spreads out in all directions from the point of origin, dealing 4d8 points of damage +1 point per caster level (maximum +40) to nearby living enemies. Like other inflict spells, mass inflict light wounds cures undead in its area rather than damaging them. A cleric capable of spontaneously casting inflict spells can also spontaneously cast mass inflict spells. |
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Inflict Light Wounds | ||
Necromancy [Negative] | 1 standard action | SRD |
Will half - Yes | Arc 1, Blg 1, Blk 1, Clr 1, Destruction 1 | V, S |
Instant | Touch | General |
Target: Creature touched | ||
Touch deals 1d8 damage +1/level (max +5). |
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When laying your hand upon a creature, you channel negative energy that deals 1d8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it. |
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Mass Inflict Light Wounds | ||
Necromancy [Negative] | 1 standard action | SRD |
Will half - Yes | Arc 5, Clr 5, Destruction 5, Undeath 5 | V, S |
Instant | Close | General |
Target: One creature/level, no two of which can be more than 30 ft. apart | ||
Deals 1d8 damage +1/level to many creatures. |
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Negative energy spreads out in all directions from the point of origin, dealing 1d8 points of damage +1 point per caster level (maximum +25) to nearby living enemies. Like other inflict spells, mass inflict light wounds cures undead in its area rather than damaging them. A cleric capable of spontaneously casting inflict spells can also spontaneously cast mass inflict spells. |
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Inflict Minor Wounds | ||
Necromancy [Negative] | 1 standard action | SRD |
Will negates - Yes | Arc 0, Blg 0, Clr 0 | V, S |
Instant | Touch | General |
Target: Creature touched | ||
Touch attack, 1 point of damage. |
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When laying your hand upon a creature, you channel negative energy that deals 1 point of damage. Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it. |
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Inflict Moderate Wounds | ||
Necromancy [Negative] | 1 standard action | SRD |
Will half - Yes | Arc 2, Blg 2, Blk 2, Clr 2 | V, S |
Instant | Touch | General |
Target: Creature touched | ||
Touch attack, 2d8 damage +1/level (max +10). |
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When laying your hand upon a creature, you channel negative energy that deals 2d8 points of damage +1 point per caster level (maximum +10). Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it. |
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Mass Inflict Moderate Wounds | ||
Necromancy [Negative] | 1 standard action | SRD |
Will half - Yes | Arc 6, Clr 6 | V, S |
Instant | Close | General |
Target: One creature/level, no two of which can be more than 30 ft. apart | ||
Deals 2d8 damage +1/level to many creatures. |
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Negative energy spreads out in all directions from the point of origin, dealing 2d8 points of damage +1 point per caster level (maximum +30) to nearby living enemies. Like other inflict spells, mass inflict light wounds cures undead in its area rather than damaging them. A cleric capable of spontaneously casting inflict spells can also spontaneously cast mass inflict spells. |
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Inflict Serious Wounds | ||
Necromancy [Negative] | 1 standard action | SRD |
Will half - Yes | Arc 3, Blg 3, Blk 3, Clr 3 | V, S |
Instant | Touch | General |
Target: Creature touched | ||
Touch attack, 3d8 damage +1/level (max +15). |
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When laying your hand upon a creature, you channel negative energy that deals 3d8 points of damage +1 point per caster level (maximum +15). Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it. |
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Mass Inflict Serious Wounds | ||
Necromancy [Negative] | 1 standard action | SRD |
Will half - Yes | Arc 7, Clr 7 | V, S |
Instant | Close | General |
Target: One creature/level, no two of which can be more than 30 ft. apart | ||
Deals 3d8 damage +1/level to many creatures. |
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Negative energy spreads out in all directions from the point of origin, dealing 3d8 points of damage +1 point per caster level (maximum +35) to nearby living enemies. Like other inflict spells, mass inflict light wounds cures undead in its area rather than damaging them. A cleric capable of spontaneously casting inflict spells can also spontaneously cast mass inflict spells. |
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Negative Energy Aura | ||
Planar Handbook | ||
Arc 4, Clr 4 | ||
General | ||
10-ft. radius surrounding you deals 2 points of damage/round. |
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Negative Energy Burst | ||
Tome and Blood | ||
Sor/Wiz 3 | ||
General | ||
1d8+1/level (max +10) negative energy damage, 20-foot radius. |
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Negative Energy Ray | ||
Tome and Blood | ||
Sor/Wiz 1 | ||
General | ||
Ranged touch, 1d6 negative energy damage; 1d6/two levels above 1st (max 5d6). |
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Negative Energy Wave | ||
Tome and Blood | ||
Sor/Wiz 4 | ||
General | ||
Surge of negative energy rebukes or bolsters 1d6 HD/level (max 15d6) worth of undead. |
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Orb of Negative Energy | ||
Necromancy [Negative] | 1 standard action | ATB |
None - No | Sor/Wiz 4, Wmg 4 | V, S |
Instant | Medium | General |
Effect: One orb of negative energy | ||
Globes of negative energy deal 1d6/level damage (max 10d6). |
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You create a globe of negative energy 3 inches across, which streaks from your palm toward your target. You must succeed on a ranged touch attack to hit the target. The orb deals a total of 1d6 points of damage per caster level (maximum 10d6). |
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Orbs of Various Energy | ||
Conjuration (Creation) [Acid] [Cold] [Electricity] [Fire] [Force] [Sonic] [Negative] | 1 standard action | ATB |
None - No | Sor/Wiz 6, Wmg 6 | V, S |
Instant | Close | General |
Effect: 7 orbs of energy. | ||
7 orbs deal 1d6/level (max 20d6) of damage dice divided evenly amoung the five elemental energies, force, and negative energy. |
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You create 7 orbs of energy, one for each of the primary energies, a force orb, and a negative energy orb. You may deal 1d6 damage per caster level (max 20d6) divided any way you want amoung the seven orbs, with no orb having more than 1 die of damage more than any other die. Thus an 11th level wizard could do 2d6 damage with each Acid, Cold, Fire, and Electricity and 1d6 with each negative energy, sonic, and force. None of his orbs could have 3d6 until 15th level. If the negative energy orb is directed at an undead or other creature powered by negative energy, it is healed instead of damaged. |
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Positive Energy Protection | ||
MotP | ||
Arc 3, Clr 3 | ||
General | ||
Provides protection from Positive Energy effects for 1 round/level. |
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Protection from Positive Energy | ||
Libris | ||
Arc 3, Clr 3 | ||
1 hour | ||
Ignore 10 points of positive energy damage per attack. |
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Shroud of Undeath | ||
SPC | ||
Arc 2, Clr 2, Sor/Wiz 2 | ||
1 hour | ||
Negative energy shroud makes undead perceive you as undead. |
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Spectral Touch | ||
Libris | ||
Sor/Wiz 6 | ||
General | ||
Your touch bestows one negative level per round. |
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Suppress Flame (M) | ||
Frostburn | ||
Sor/Wiz 6 | ||
General | ||
Reduces damage and illumination from fire. |
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Threshold of Unlife | ||
Necromancy | ||
Sor/Wiz 6 | ||
General | ||
Creata a shadowy area that hinders the living and helps the dead |
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Touch of Fatigue | ||
Necromancy [Negative] | 1 standard action | SRD |
Fortitude negates - Yes | Adp 0, Arc 0, Blg 0, Duskblade 0, Sin-S 1, Sor/Wiz 0 | V, S, M |
1 round/level | Touch | General |
Target: Creature touched | ||
Touch attack fatigues target. |
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You channel negative energy through your touch, fatiguing the target. You must succeed on a touch attack to strike a target. The subject is immediately fatigued for the spell's duration. This spell has no effect on a creature that is already fatigued. Unlike with normal fatigue, the effect ends as soon as the spells duration expires. |
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Waves of Exhaustion | ||
Necromancy [Negative] | 1 standard action | SRD |
None - Yes | Arc 8, Blg 8, Sin-S 8, Sor/Wiz 7, Suffering 7, Wmg 7 | V, S |
Instant | 60 ft. | General |
Area: Cone-shaped burst | ||
Several targets become exhausted. |
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Waves of negative energy cause all living creatures in the spell's area to become exhausted. This spell has no effect on a creature that is already exhausted. |
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Waves of Fatigue | ||
Necromancy [Negative] | 1 standard action | SRD |
None - Yes | Arc 5, Blg 5, Duskblade 5, Necro 5, Sin-S 6, Sor/Wiz 5 | V, S |
Instant | 30 ft. | General |
Area: Cone-shaped burst | ||
Several targets become fatigued. |
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Waves of negative energy render all living creatures in the spell's area fatigued. This spell has no effect on a creature that is already fatigued. |