Discidimuertum
This line of spells is also one of the earliest ray spells that a student of the arcane arts can learn, and one of the most notably acceptable necromancy spells available. The caster uses deep emotional turmoil to vanquish those without those inherant emotions, but more powerful versions of the spell can transfer feelings of tiredness and exaustion.
Effect
Discidimuertum
School: Necromancy
Level:0, 1, 2, 3, 4
Components: V, S
Casting Time:1 Standard Action
Range: Close
Area:Ray
Duration:Instantaneous
Saving Throw: None
Spell Resistance:Yes
Cast using a 0 level spell slot. You direct a ray of positive energy towards a creature. If the creature is succeptible to Positive energy, it takes 2 points of damage.
As a 5th level caster, this cantrip will be able to pass through living creatures, providing no benefit of cover to undead that would otherwise be affected by this spell. Walls, and doors will block this effect, but live trees and plants will not.As an 11th level caster, this cantrip will also be able to pass through All creatures, living or dead, and affect each one as appropriate. Everyone in the effect of the ray will be affected as if by the spell, and does not block line of effect. Walls and doors will still block line of effect.
As a 17th level caster, Any creature hit will now effect all creatures succeptable to the spell within the creatures reach. Creatures can be afflicted by this cantrip more than 1 time as a result.
Debilitate
Duration: 1 Min/Level
Cast using a 1st level spell slot. The ray that would normally disrupt the undead instead affects any target by manipulating their life energies. The subject takes a penalty to strength equal to 1d6 +1/2 CL (Max 5). The Subjects Strength cannot drop below 1.
Augment: By using another spell slot, you may deal an additional 1 point of strength damage for each additional slot used.
Enhance:When casting this spell at a higher level, you may instead choose Dexterity to be debilitated instead of strength.
Depletion
School: Necromancy
Duration: 1 min/Level
Cast using a 2nd level spell slot. As debilitate, however, if you cast it on a target that is already fatigued or exhausted, or one currently affected by a penalty, damage, or drain to its Strength, Dexterity, or Constitution score, it instead applies a penalty to Strength equal to 1d10 +1/2 CL (maximum 1d10+5). This penalty doesn't stack with other uses of Debilitate or depletion.
Augment: When this spell is used as an augment of the appropriate level, so long as the target is fatigued, exhausted, or scores are altered by the first spell, the extra bonus can be applied immediately, but with a flat 1d6 instead. Should the target fail on the first save, there is no save for this additional strength damage.
Enhance:When casting at a higher level, you ignore the requirements of a targets state, and always apply a 1d10+1/2 caster level penalty to Strength.
Burnout
Duration: 1 Min/Level
Cast using a 3rd level spell slot. Upon successfully hitting on a ranged touch attack with the ray, the subject is immediately exhausted for the spell's duration. A successful Fort save means it is only fatigued. Creatures that are already fatigued instead become exhausted.
Creatures already exhausted have no immediate effect, however creatures with fatigue or exhaustion will no longer be exhausted or fatigued by the end of the spells duration, even if they had not orriginally gained the exhaustion from the spell.Augment: When augmenting Burnout, this spell is able to affect 1 other person within melee range of the person afflicted.
Enhance:When casting this spell at a higher level, there is no save.
Anguish
Target: One Living Creature
Duration: 3 Rounds
Saving Throw: Fortitude Partial
Spell Resistance: Yes
Cast using a 4th level spell slot. You magically disrupt the subject's internal organs, causing it great pain. Each round on your turn, the subject takes 6 points of damage and becomes nauseated for 1 round. A successful Fortitude save halves the damage and lessens the nauseated condition to sickened.
Augment: For each augmentation, increase the duration by 1 round.
Enhance:When casting at a higher level, the subject takes 2 extra points of damage per round, per higher level.
Depletion wave
Range: 30ft
Area: Cone-shaped burst
Saving Throw: No
Spell Resistance: Yes
Cast using a 5th level spell slot. All living creatures in the spells area are fatigued. This spell has no effect on creatures already fatigued.
Augment: Augmenting this spell increases the range by an additional 5ft.
Enhance:Casting this spell at a higher level grants a -1 penalty to Strength and Dexterity until for 1 round/CL
Entropicism
Duration: 1 Minute/level
Cast using a 6th level spell slot. You must succeed on a ranged touch attack with the ray to strike a target. If your attack is successful against a living creature, the ray makes the subject weaker, slower, and less healthy. The subject takes a -4 penalty to Strength, Constitution, and Dexterity for the duration of the spell.
Augment: Augmenting the spell will also make the target fatigued.
Enhance:When cast at a higher level, they additionally take a -1 to all checks for strength, constitution, and dexterity skill and ability checks for the duration.
Wave of Entropicism
Range: 30ft
Area: Cone
Cast using a 7th level spell slot. As depletion wave, except they become exhausted.
Augment: Augmenting this spell adds 5ft to the range of the spell.
Enhance: Casting this spell at a higher level provides a -2 penalty to Strength and Dexterity for 1 round/CL
Mortal Anguish
Target: One Living Creature
Duration: 3 Rounds
Saving Throw: Fortitude Partial
Spell Resistance: Yes
Cast using a 9th level spell slot. As anguish, however, you also bestow 2 levels of energy drain on the target. There is no save against this energy drain. However, every 24 hours, a fortitude check may be made to get rid of this energy drain, should it fail, it continues on every 24 hours until the target passes a check.
Undead struck by this ray instead gain 20 temporary HP for 1 hour.Remove these ads. Join the Worldbuilders Guild
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