Lash of the Astradaemon
NecromancyNecromancy spells manipulate the power of death, unlife, and the life force. Spells involving undead creatures make up a large part of this school.
[ EvilSpells that draw upon evil powers or conjure creatures from evil-aligned planes or with the evil subtype should have the evil descriptor.]
PFS Legal
Available to
- Casting Time
- 1 standard actionMost spells take 1 standard action; others list 1 round, 1 minute, or more, or use a swift or immediate action.Full rule on Archives of Nethys ↗
- Components
- V, SV (Verbal): A spoken incantation; you must be able to speak in a strong voice. A silence effect or a gag spoils it, and being deafened risks failure.S (Somatic): A precise movement of the hand; you must have at least one hand free to perform it.Full rule on Archives of Nethys ↗
- Range
- personalHow far the spell reaches. Close = 25 ft + 5 ft/2 levels; Medium = 100 ft + 10 ft/level; Long = 400 ft + 40 ft/level. Personal = yourself; Touch = a creature or object you touch.Full rule on Archives of Nethys ↗
- Duration
- instantaneousHow long it lasts. Instantaneous resolves at once; Concentration lasts while you keep focusing; Permanent lasts until dispelled. A trailing "(D)" means you can dismiss it as a standard action.Full rule on Archives of Nethys ↗
- Saving Throw
- Fortitude negates (see text)If a save is allowed, the target rolls Fortitude, Reflex, or Will: the result negates, gives partial, half, or no effect. "harmless" lets a willing target decline. Save DC = 10 + spell level + your casting ability modifier.Full rule on Archives of Nethys ↗
- Spell Resistance
- yesWhether a creature's spell resistance can block the spell (Yes/No). For "harmless" spells a willing creature may lower its SR to be affected.Full rule on Archives of Nethys ↗
You draw on the essence of astradaemons to cause one of your hands to elongate and sprout fearsome translucent claws that radiate a cold phosphorescence. You gain one claw attack, which is a primary natural attack that deals 1d6 points of slashing damage on a hit (1d4 for a Small spellcaster) and forces the creature struck to succeed at a Fortitude save against the spell (spell resistance applies) to resist gaining 1 negative level. Each time you inflict a negative level with this spell, you gain 5 temporary hit points that persist for 1 hour. A creature that succeeds at the saving throw against your claw’s negative level is immune to further negative levels inflicted from this casting of lash of the astradaemon but not to the claw’s damage. The claw does not interfere with your ability to cast spells or perform other actions that require hands. You can use your claw attack up to 1 time per 2 caster levels. Your claw reverts to a normal hand once you’ve delivered all of your potential attacks or after 24 hours (whichever comes first).