(Reversible)
Necromantic [healing]
Level Cleric 6
Components V, S
Casting Time 1 round
Range Touch
Area of Effect One living creature
Duration Instantaneous
Save nil
This spell will cure damage and physical afflictions.
When cast and the recipient is touched:
The recipient is cured of all damage such that they end up at 1d4 hit points less than normal maximum hit points. The effect is otherwise similar to a cure wounds spell.
The recipient is cured of any diseases.
All poisons afflicting the recipient are neutralized.
The recipient, if blinded, is cured (unless the effect is magical and specifically precludes effects such as cure blindness).
All combat conditions caused by physical trama are removed. This includes fatigue and nausea. E.g. bleeding, intoxication, sickening, etc. If suffocating, the recipient will "reset the clock" gaining a full breath of air (or the equivalent).
Limitations
Creatures with damage resistance are immune to this spell (and cannot benefit from it).
The spell only affects living creatures.
The spell cannot affect incorporeal creatures.
Necromantic [energy drain]
Level Cleric 6
Components V, S
Casting Time 1 round
Range Touch
Area of Effect One living creature
Duration Instantaneous
Save None
This spell drains the recipient's hit points and afflicts the recipient with a disease.
After the caster completes the spell, they must touch a living target creature using a melee contact attack.
A target touched is drained of all hit points except for 1d4 hit points (no save).
A target touched is afflicted with a random acute standard disease.
Disease
Roll for disease type on the Disease Type table.
The disease severity is determined randomly and has the normal adjustments for disease type and the afflicted creature's circumstantial adjustments.
If at least mild (i.e. the d% result is a positive number after adjustment), the disease advances immediately to the next stage: The target afflicted must make an immediate save vs. Poison (with the standard adjustments) or suffer the effects of the disease including ability score loss and/or other effects. If the disease was terminal before advancement, the afflicted creature will die if the save is failed. After this, the acute disease progresses (or runs it's course) normally.
Limitations
Creatures with damage resistance are immune to this spell.
The spell only affects living creatures.
The spell cannot affect incorporeal creatures.
Performance Rating Notes. Good clerics using harm and Evil clerics using heal on others will gain a performance rating mark.