Energy Drain

Necromancy

Core Rulebook
Level: Cleric/oracle 9, sorcerer/wizard 9
Casting Time: 1 standard action
Components: V, S
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray of negative energy
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes

This spell functions like enervation, except that the creature struck gains 2d4 temporary negative levels. 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 spell's save DC) for each negative level. If the save succeeds, that negative level is removed. If it fails, the negative level becomes permanent.

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). Negative levels stack.

An undead creature struck by the ray gains 2d4×5 temporary hit points for 1 hour.