Lifesap [Kalamar: Player’s Guide 3.0 178]
Transmutation
Level: Anagakok 6, Beholder Mage 6, Chameleon 6, Deathwalker 6, Fleshcrafter 6, Sha’ir 6, Sorcerer/Wizard 6, Soul Reaper 6, Spellsinger 6, Sublime Chord 6
Components: V, S, M
Casting Time: 1 action
Range: 0 ft.
Target: 10 ft. radius
Duration: 1 round / level
Saving Throw: Fortitude negates
Spell Resistance: Yes
All creatures within 10 feet of you must make a Fortitude save or gain 1 temporary negative level. For each level lost in this way, you gain 1 temporary level. You lose these temporary levels at the end of the spell.
Material Component: unknown.
Seems like an absurd spell. I'd probably just invert what negative levels do.
Negative level: "An affected opponent takes a –1 penalty on all skill checks and ability checks, attack rolls, and saving throws, and loses 5 hit points and and one effective level or Hit Die (whenever level is used in a die roll or calculation) for each negative level. A spellcaster loses one spell slot of the highest level of spells she can cast and (if applicable) one prepared spell of that level. If she has more than one spell at her highest level, she chooses which she loses.."
Positive level interpretation: +1 bonus on all skill checks and ability checks, attack rolls, and saving throws. Gain 5 hit points (and max hit points). Gain 1 effective level and HD for calculation purposes. A spellcaster gains one empty spell slot of the highest level of spells she can cast and (if she is a prepared spellcaster) can utilize partial spell preparation or other such capability to fill the empty spell slot with a prepared spell to cast. A spellcaster still cannot cast spells of a higher spell level than normal.
But then I'd probably houserule to pair it down a bit, or just ban the spell. This spell is highly abusable, especially with a Persistent Spell metamagic or similar, but even without that and even with Nanashi's interpretation there are ways to just get a giant bag of chickens, beat them all unconscious so they auto-fail saves, quick draw them and drop them as free actions, lifesap them, gain like 100 temporary HD, and leverage some HD scaling ability for absurd effect before the spell runs out. This is just a very badly designed spell with major balance issues.
@Maelph
1/3 of the Kalamar books are unlicensed, including the Player's Guide 3.5. but the 3.0 version is licensed.
here's a weird spell that i found while fixing/updating my spell list. i had to remove all the Kalamar Player's Guide 3.5 spells, since that was never officially licensed.
i'm curious if there's an official ruling for how temporary positive levels workQuoteLifesap [Kalamar: Player’s Guide 3.0 178]
Transmutation
Level: Anagakok 6, Beholder Mage 6, Chameleon 6, Deathwalker 6, Fleshcrafter 6, Sha’ir 6, Sorcerer/Wizard 6, Soul Reaper 6, Spellsinger 6, Sublime Chord 6
Components: V, S, M
Casting Time: 1 action
Range: 0 ft.
Target: 10 ft. radius
Duration: 1 round / level
Saving Throw: Fortitude negates
Spell Resistance: Yes
All creatures within 10 feet of you must make a Fortitude save or gain 1 temporary negative level. For each level lost in this way, you gain 1 temporary level. You lose these temporary levels at the end of the spell.
Material Component: unknown.
To be fair, this is Kalamar we're talking about.
p. 35 - Table 2-2 lists the incorrect Base Attack Bonus for the Brigand. It should follow the progression on pg. 39 in Table 2-6: The Brigand.
p. 40 - The Brigand's Improved Bluff class feature grants 4 bonus ranks, not 4 ranks.
@Nytemare
i've never heard that term before :-/