Tolodine's Killing Wind
Effect
Tolodine’s killing wind was designed to kill large numbers of creatures, and it worked well. When cast, billowing vapors moved away from the caster at an incredible rate of speed, overtaking anything within the area of effect unless magical means were used to escape.
Creatures caught within the cloud were entitled to a single saving throw versus spells to resist being killed by the spell. Creatures made a saving throw with a modifier based on the caster’s sacrifice.
The casting of this spell automatically drained two life-levels from the caster (though for purposes of area of effevt, range, and duration, the caster’s original level was used). In addition, the caster could opt to sacrifice more life energy, imposing a -1 penalty to all saving throws for every two levels so sacrificed (up to a maximum of -10). The one side effect to this, however, was that there was a 5% chance per level drained voluntarily that the
caster’s essence would be pulled into the Negative Energy plane forever. If pulled into the Negative Material Plane, one of two things occurred. If the caster was alive, the essence was consumed and the caster killed. The spellcaster was lost forever and couldn’t be resurrected or brought back to life in any way. If the spellcaster was undead, the essence continued to exist but it was trapped in the Negative Material Plane.