Wracking Ray
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., PainPain effects cause unpleasant sensations without any permanent physical damage (though a sensitive target may suffer mental repercussions from lengthy exposure to pain). Creatures that are immune to effects that require a Fort save (such as constructs and undead) are immune to pain effects.]
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, M (an old bone, broken in the casting)V (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.M (Material): One or more physical substances consumed by the casting. Cost is negligible — covered by your spell component pouch — unless a gp value is listed.Full rule on Archives of Nethys ↗
- Range
- medium (100 ft. + 10 ft./level)How 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 ↗
- Effect
- rayHow the spell is aimed: a Target (specific creatures or objects), an Effect it creates (e.g. a wall or a summoned creature), or an Area shape (burst, cone, line, and so on). Some areas are shapeable. "Target or Area" means the spell uses either, at your choice.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 halfIf 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 ↗
A ray of sickly greenish-gray negative energy issues forth from the palm of your hand. Make a ranged touch attack against the target. A creature hit by this spell is wracked by painful spasms as its muscles and sinews wither and twist. The subject takes 1d4 points of Dexterity and Strength damage per 3 caster levels you possess (maximum 5d4 each). This spell cannot reduce an ability score below 1. A successful Fortitude save halves the damage.