Deities: Dark Six (Pantheon) (NE), The Keeper (NE)
Name: Decay
Granted Power: You may use a touch of decay once per day. Your touch of decay is a supernatural ability that causes putrescence in organic matter and weakens inorganic matter. You must succeed on a melee touch attack to affect a creature (using the rules for touch spells.) If you touch a living creature including constructs with the living subtype, you deal 1d4 points of Constitution damage. If you touch an undead creature, an object, or a construct without the living construct subtype, you deal 2d6 points of damage +1 point per cleric level.
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School | Casting Time | Source Book | ||||||||||||||||||||||||
Save - Res | Level | Comps | ||||||||||||||||||||||||
Dur | Range | Recharge | ||||||||||||||||||||||||
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Description | ||||||||||||||||||||||||||
Full Description | ||||||||||||||||||||||||||
Doom | ||||||||||||||||||||||||||
Necromancy [Fear] [Mind-Affecting] | 1 standard action | SRD | ||||||||||||||||||||||||
Will negates - Yes | Arc 1, Blg 1, Blk 1, Clr 1, Corruption 1, Decay 1, Dem 1, Hatred 1, KotC 1, Pestilence 1, Wrath 1 | V, S, DF | ||||||||||||||||||||||||
1 min./level | Medium | General | ||||||||||||||||||||||||
Target: One living creature | ||||||||||||||||||||||||||
One subject takes -2 on attack rolls, damage rolls, saves, and checks. |
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This spell fills a single subject with a feeling of horrible dread that causes it to become shaken. |
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Ray of Enfeeblement | ||||||||||||||||||||||||||
Necromancy | 1 standard action | SRD | ||||||||||||||||||||||||
None - Yes | Arc 1, Blg 1, Decay 2, Duskblade 1, Necro 1, Sin-E 2, Sor/Wiz 1 | V, S | ||||||||||||||||||||||||
1 min./level | Close | General | ||||||||||||||||||||||||
Effect: Ray | ||||||||||||||||||||||||||
Ray deals 1d6 +1 per two levels Str penalty. |
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A coruscating ray springs from your hand. You must succeed on a ranged touch attack to strike a target. The subject takes a penalty to Strength equal to 1d6+1 per two caster levels (maximum 1d6+5). The subjects Strength score cannot drop below 1. |
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Contagion | ||||||||||||||||||||||||||
Necromancy [Evil] | 1 standard action | SRD | ||||||||||||||||||||||||
Fortitude negates - Yes | Adp 3, Arc 3, Blg 3, Blk 3, Clr 3, Corruption 3, Decay 3, Destruction 3, Drd 3, Pestilence 3, Sor/Wiz 4, Wmg 4 | V, S | ||||||||||||||||||||||||
Instant | Touch | General | ||||||||||||||||||||||||
Target: Living creature touched | ||||||||||||||||||||||||||
Infects subject with chosen disease. |
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The subject contracts a disease selected from the table below, which strikes immediately (no incubation period). The DC noted is for the subsequent saves (use contagions normal save DC for the initial saving throw).
1 Each time a victim takes 2 or more points of Strength damage from blinding sickness, he or she must make another Fortitude save (using the disease's save DC) or be permanently blinded. |
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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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Blight | ||||||||||||||||||||||||||
Necromancy | 1 standard action | SRD | ||||||||||||||||||||||||
Fortitude half; see text - Yes | Arc 4, Blg 4, Decay 5, Drd 4, Sor/Wiz 5 | V, S, DF | ||||||||||||||||||||||||
Instant | Touch | General | ||||||||||||||||||||||||
Target: One plant | ||||||||||||||||||||||||||
Withers one plant or deals 1d6/level damage to plant creature. |
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This spell withers a single plant of any size. An affected plant creature takes 1d6 points of damage per level (maximum 15d6) and may attempt a Fortitude saving throw for half damage. A plant that isn't a creature doesn't receive a save and immediately withers and dies. This spell has no effect on the soil or surrounding plant life. |
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Antilife Shell | ||||||||||||||||||||||||||
Abjuration | 1 round | SRD | ||||||||||||||||||||||||
None - Yes | Animal 6, APeace 6, Arc 6, Blg 5, Clr 6, Decay 6, Drd 6 | V, S, DF | ||||||||||||||||||||||||
10 min./level (D) | 10 ft. | General | ||||||||||||||||||||||||
Area: 10-ft.-radius emanation, centered on you | ||||||||||||||||||||||||||
10-ft. field hedges out living creatures. |
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You bring into being a mobile, hemispherical energy field that prevents the entrance of most types of living creatures. The effect hedges out animals, aberrations, dragons, fey, giants, humanoids, magical beasts, monstrous humanoids, oozes, plants, and vermin, but not constructs, elementals, outsiders, or undead. This spell may be used only defensively, not aggressively. Forcing an abjuration barrier against creatures that the spell keeps at bay collapses the barrier. |
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Withering Palm | ||||||||||||||||||||||||||
Complete Arcane | ||||||||||||||||||||||||||
Arc 7, Clr 7, Decay 7, Wuj 7 | ||||||||||||||||||||||||||
General | ||||||||||||||||||||||||||
Touch attack deals 1/2 levels (max 10) Str and Con damage. A crit drains instead. |
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Horrid Wilting | ||||||||||||||||||||||||||
Necromancy | 1 standard action | SRD | ||||||||||||||||||||||||
Fortitude half - Yes | Arc 8, Blg 8, Decay 8, Necro 8, Sor/Wiz 8, Suffering 8, Thirst 8, Water 8, Watery Death 8, Wmg 8, Wuj 8 | V, S, M/DF | ||||||||||||||||||||||||
Instant | Long | General | ||||||||||||||||||||||||
Targets: Living creatures, no two of which can be more than 60 ft. apart | ||||||||||||||||||||||||||
Deals 1d6/level damage within 30 ft. |
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This spell evaporates moisture from the body of each subject living creature, dealing 1d6 points of damage per caster level (maximum 20d6). This spell is especially devastating to water elementals and plant creatures, which instead take 1d8 points of damage per caster level (maximum 20d8). |
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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. |