Energy Drain

School: necromancy


Level: Arcanist 9, Wizard 9, Sorcerer 9, Shaman 9, Cleric 9, Oracle 9



Casting Time: standard action


Components: V, S


Range: close (25 feet + 5 feet/2 levels)


Effect: ray of negative energy


Duration: instantaneous


Saving Throw: Fortitude partial (see text)


Spell Resistance: yes


Source: Pathfinder Core Rulebook

Description

This spell functions like enervation, except that the creature struck gains 2d4 temporary negative levels. Twenty-four 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, that negative level becomes permanent. An undead creature struck by the ray gains 2d4x5 temporary hit points for 1 hour.