Consume Erebus

**School** necromancy (Sin, Evil); **Level** Sorc/Wiz 6/ Cleric 5/ Psychic 6/ Psion 6/ Witch 5

CASTING

**Casting Time** 1 full round action

**Components** V, S

EFFECT

**Range** touch

**Target** single creature or location steeped in evil

**Duration** Concentration, up to one round per level

**Saving Throw** Will negates; **Spell Resistance** no

DESCRIPTION

Placing your hand on an afflicted area, steeped in chaos and drowning in sin, you pull the corruption within yourself to gain more power.

As a full round action you can make a touch attack against a creature or against an area that is steeped in corruption. This can be blight left behind by some ancient evil, a color out of space, or some form of tainted magic. If a creature is evil, is powered through evil means such as many undead or necromantic beings and demons of the hells, has become evil or is possessed by an evil entity or has harnessed evil or corrupted powers they can also be the targeted by this spell.

The touched creature must succeed in a will saving throw or suffer 1 negative level and have it’s karma reduced by 1 (To a minimum of 0). Creatures that are immune to negative levels or that usually gain a benefit from negative levels suffer the normal effects of the negative levels inflicted by this. An undead creature or an entity that is made of evil magic or energy takes 2 negative levels and has it’s karma reduced by 2. Every round the creature loses 1 prepared spell slot of the highest level it can cast, so long as it knows how to cast a spell of that level with the evil descriptor. If it does not it takes a spell slot of the highest evil descriptor spell that the creature knows. If it is a spontaneous caster, it loses 1 spell of it’s highest spell slot if there is an evil spell on it’s list that it is capable of casting. If the creature has a class ability or item that has the evil descriptor or is considered to be evil by GM approval, they also use one use per day of that ability, or the use (If limited) on the item. Every round that you remain in contact with the creature, you can inflict negative levels and drain spell slots so long as they fail their saving throw. Creatures that fail their saving throw are also staggered for 1 round. If the creature targeted is possessed by an evil entity, that creature must make it’s saving throws separately, and it is treated as an undead creature or entity made of evil magic. If it is actually an entity made of evil magic or an undead creature, it suffers double the effects it would normally face.

If you use this ability on a creature that has also been using this technique, you drain it’s stored negative levels before you inflict them on the creature.

For every negative level that the caster absorbs in this way, they heal 12 hitpoints. Hitpoints in excess of their total hitpoints become temporary hitpoints for 1 hour per level after using this spell, and a creature cannot siphon more than double it’s base hitpoints with this ability. In addition, for each negative level inflicted on a creature, the caster’s karma score increases by +1. The creature also gains the following benefits.

For every 8 negative levels inflicted on a creature, the caster permanently gains one of the following.

·        +5 hitpoints

·        +1 to saving throw DC’s for evil spells or spell like abilities

·        +5 feet range to touch attacks and ranged touch attacks

·        +1 to caster level for evil spells

·        +1 to caster level for curse spells

·        +1 to saving throw DC’s for curse spells or spell like abilities

·        +1 to attack rolls

·        +1 to damage rolls

·        +1 to reflex saving throws

·        +1 to fortitude saving throws

·        +1 to will saving throws

·        +2 to a single skill

·        +1 armor class

·        +1 to saving throw DC’s for an evil supernatural ability

·        Darkvision +40 feet

·        Movement speed +5 feet

A creature can hold a number of negative levels from this spell equal to 4x their hit dice. For every ability you gain on the above list, you gain an aura of evil out to 10 feet (Maximum of 80 feet). If you already possess an evil aura it increases it by this amount instead.

A creature that possesses Trap the soul can use the spell on an empty soul gem to place the negative levels into the soul gem for use later, with each negative level being treated as a hit dice of a creature. These soul gems radiate evil magic greatly just as you do as described above. Using this spell on the gem can absorb the magic from it and back into yourself, up to the maximum listed. You can also target a helpless or willing creature with this effect, effectively draining your levels into them, and inflicting them with the effects you have from absorbing the erebus, treating them as the repository. They gain the same benefits and effects as you do. A will saving throw can negate this effect each round as with the normal usage of the spell.

If used on an item or an area corrupted by dark magic, you lessen the caster level of the area (Up to 30 feet per casting) by 5 every round until it reaches zero at which point all of it will be absorbed into you. Evil artifacts are treated as double their caster level for the purpose of using this ability.

If you hit your maximum amount of evil absorbed into yourself, you can still use this spell to absorb more evil. The caster can hold an additional number of levels up to double the amount it had before, however for every additional negative level it has absorbed, it has an increasing 5% chance to become a Dark Witch or explode. If it rolls the percentile and fails, it then gets a 50/50 roll to determine which happens. If it becomes a Dark witch it gains the Dark witch template, and if it explodes, it does so in an area 10 feet around for every negative level it absorbed. This area is effected as a desecrate spell, and all creatures within it must succeed in a will saving throw or take 1d10 unholy damage per four negative levels consumed, and gain 1d4 karma. Creatures that succeed in their saving throw take ½ damage and 1 karma. If the creature has the percentile check from absorbing too much evil, it must roll this percentile check every time it casts a spell with the evil or curse descriptor. If the percentile raises above 50% the creature is staggered until all of the energy is released.

A GM may state that a creature could suffer from a spell blight or corruption due to these effects.

If you contain the fleurs du mal or the weighted ash of the corruption dimension, alternatively whenever you explode, you may burst into a cloud of ash and spores, or you may transform into a draugr or a Husk.