Ray of Exhaustion

School: necromancy


Level: Arcanist 3, Wizard 3, Sorcerer 3, Witch 3, Magus 3, Bloodrager 3, Mesmerist 3, Spiritualist 3



Casting Time: standard action


Components: V, S, M


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


Effect: ray


Duration: 1 minute/level


Saving Throw: Fortitude partial (see text)


Spell Resistance: yes


Source: Pathfinder Core Rulebook

Description

A black ray projects from your pointing finger. You must succeed on a ranged touch attack with the ray to strike a target. The subject is immediately exhausted for the spell's duration. A successful Fortitude save means the creature is only fatigued. A character that is already fatigued instead becomes exhausted. This spell has no effect on a creature that is already exhausted. Unlike normal exhaustion or fatigue, the effect ends as soon as the spell's duration expires.