Having just done a write up of sonic snap, I realized that I had not looked very deep into negative levels. Having done so, I realized two things. One, a fell drain Sonic Snap may very well be the most cost effective negative level inflictor available. Two, negative level spells generally suck. It’s a bit of a hassle to take someone down with negative levels. It’s a de-buff that's most effective against enemy spellcasters. In order to properly review negative level inflictors, I think I need to see them all together.
BLACKWATER TAINT
- STORMWRACK (3.5)
Necromancy [Evil, Water]
Level: Blackwater Domain 6, Sorcerer/Wizard 6
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft. radius
Duration: 1 round/level (D)
Saving Throw: Fortitude partial
Spell Resistance: Yes
In the dark, sunless abysses of the deep ocean, shadows gather, the cold beckons, and the corpses of many things in the oceans lie slowly rotting. These black waters are often poisoned with the energies of undeath. When this spell is cast, you call up the cold blackness of those stygian depths, infusing the waters in the spell’s area with negative energy. Those in or entering the area must make a Fortitude save to resist its terrible power. Those who fail the save are chilled to the bone, taking 1d6 points of damage per two levels (to a maximum of 10d6) and gain a negative level. Those who make the save take half damage and avoid the negative level. All undead in the area are healed of 1d6 points of damage per two caster levels (maximum of 10d6). Furthermore, the spell’s area is treated as though there were a desecrate spell active within it. This area of blackwater remains in place for the spell’s duration, affecting creatures who enter the area in subsequent rounds. A creature can only be affected once by the spell, regardless of success or failure on the saving throw, so creatures who leave and reenter the area take no additional effect (although the desecrate effect remains throughout the spell’s duration).
Material Component: Bone or scale of a fish that dwells in the deep, sunless parts of the ocean.
Editor (Blaster): I’m afraid a fireball with fell drain does better then this spell at one level lower. Now, that said, What necromancy spell cannot benefit from BLoM damage? For 100 gp you can add 4d6 to this spell which at caster level 12 would do base 6d6. Alas, that “only affect you once” part of the spell takes what could be one kick ass de-leveler and turns it into a rather ineffective spell. I expect more from a 6th level spell. In short, it’s hardly worth writing up. This is a spell for specialized necromancer builds. I expect a 6th level spell at caster level 12 to do at least 12d6 damage. The only bright side of this spell is that if you sculpted it, you could create a 120 foot long “wall” that could serve to redirect your enemies.
BLACKWATER TENTACLE
- STORMWRACK (3.5)
Conjuration (Creation) [Evil, Water]
Level: Blackwater Domain 5, Druid 5, Sorcerer/Wizard 5
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One tentacle
Duration: 1 round/level (D)
Saving Throw: Fortitude partial
Spell Resistance: No
You create a tentacle-shaped mass of blackwater, drawn from the deepest ocean trenches, to attack an enemy as you direct it. The tentacle appears at a particular point within range and can’t move from that location. It attacks the opponent you designate once each round, starting with the round the spell is cast. It has a reach of 20 feet (though it can’t make attacks of opportunity). Its attack bonus is equal to your caster level plus the ability modifier you would normally use to set the save DC (Wisdom for Cleric or druid, Intelligence for wizard, Charisma for sorcerer). The tentacle deals 2d8 + caster level (max. +20) points of damage with a successful hit. Any Large or smaller creature hit by a blackwater tentacle must succeed on a Fortitude save or gain a negative level. Multiple hits by the same tentacle are cumulative, but the negative levels last only for the duration of the spell. The tentacle never provides nor benefits from a flanking bonus. Once a tentacle has been directed to attack a foe, it continues to do so until the spell is redirected to a new target (a move action). The tentacle has 5 hit points per caster level and an AC of 10 + your caster level. It automatically fails all saves. If reduced to 0 hp, the tentacle is destroyed.
Material Component: Powdered squid beak and a single dried sucker from a kraken’s tentacle.
Editor (Blaster): Extra attacks are always good, and summoning a tentacle to smack your enemies around for damage is also good. Alas, it’s not necromancy, so you can’t add BLoM damage. You can add invisible spell to give the tentacle invisible attack bonuses. That would be good. This spell is most useful to a conjuration specialist.
CIRCLET OF ENERVATION
- SHINING SOUTH (3.5)
Necromancy
Level: Sorcerer/Wizard 5
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 6-inch circlet of negative energy
Duration: 1 round/level (D)
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes
You form a small ring of negative energy in your hand, which harms neither you nor your equipment. The circlet launches from your hand, and you must succeed on a ranged touch attack to strike your target. A struck creature takes 2d6 points of damage and gains one negative level (a Fortitude save negates the negative level). No sooner do you hurl the circlet than another one appears in your hand, ready to be launched again on your next turn. Negative levels from circlet of enervation function exactly like those gained from the enervation spell. Since undead are powered by negative energy, this spell heals 2d6 points of damage when it strikes an undead, rather than harming it. Further, each time an undead creature is struck by the circlet, it gains 5 temporary hit points. The spell has no effect on constructs or inanimate objects.
Focus: A jet bracelet worth 100 gp.
Editor (Blaster): A spell to cast if you run out of spells and want to keep attacking every round. For normal spellcasters, this isn’t a good choice. For necromancers, it’s the bomb. When you hit an undead with this, it heals 2d6, but gains 5 temp hit points with no duration. All other spells state the temporary hit points disappear after an hour, but not this spell. You can stack the temp hp on your undead minions all day long with this mother. That said, it’s clearly a typo. If you are a DM, do not allow your players to get away with this. Have the temp hp expire in an hour.
ENERGY DRAIN
- PLAYER’S HANDBOOK (3.0)
- PLAYER’S HANDBOOK 1 (3.5)
Necromancy
Level: Blightbringer Domain 9, Cleric 9, Dread Necromancer 9, Hades Domain 9, Hunger Domain 9, Maho-Tsukai (3.0) 9, Sorcerer/Wizard 9, Thirst Domain 9, Undeath Domain 9
Saving Throw: Fortitude partial; see text for enervation
This spell functions like enervation, except that the creature struck gains 2d4 negative levels, and the negative levels last longer. There is no saving throw to avoid gaining the negative levels, but 24 hours after gaining them, the subject must make a Fortitude saving throw (DC = energy drain spell’s save DC) for each negative level. If the save succeeds, that negative level is removed. If it fails, the negative level also goes away, but one of the subject’s character levels is permanently drained. An undead creature struck by the ray gains 2d4x5 temporary hit points for 1 hour.
Alternate Material Component: Specially prepared vampire’s skull [Empowered] (3,900 gp)
Editor (Blaster): Admiral Ackbar says, “It’s a trap!” Like enervation except it does 2d4 negative levels (rather than 1d4) and the effect lasts longer (which likely will never come into play). Keep in mind a split ray enervation would be only level 6, that makes this spell a total turkey. When we reach 9th level spells – the standard is much higher than this. Why is this even a spell? Worst way to bestow negative levels ever.
ENERGY EBB
- LIBRIS MORTIS (3.5)
- SPELL COMPENDIUM (3.5)
Necromancy [Evil]
Level: Cleric 7, Sorcerer/Wizard 7
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: 1 round/level
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes
You point your finger and utter the incantation, releasing a black needle of crackling negative energy that suppresses the life force of any living creature it strikes.
This spell functions like enervation, except the creature struck gains negative levels over an extended period. You must succeed on a ranged touch attack with the ray to strike a target. If the attack succeeds, the subject initially gains one negative level, then continues to gain another negative level each round thereafter as its life force slowly bleeds away. The drain can be stopped only by a successful DC 23 Heal check or the application of a heal, restoration, or greater restoration spell. Each round after the first, on your turn, the affected creature can attempt a Fortitude saving throw to end the effect. If you strike an undead creature, that creature gains 4d4×5 temporary hit points that last for up to 1 hour.
Editor (Blaster): Supposedly a one-up on Enervation, but what a disappointment. Hit the target with a Ray and they gain one negative level. On follow up rounds (one per level) the target makes a Fort save or takes another negative level. One successful Fort save ends the effect. So basically, expect one or maybe 2 negative levels from this spell.
ENERVATING BREATH
- DRACONOMICON (3.5)
- SPELL COMPENDIUM (3.5)
Necromancy
Level: Sorcerer/Wizard 9
Components: S
Casting Time: 1 swift action
Range: Personal
Target: Your breath weapon
Duration: 1 round
Your breath weapon explodes from your mouth, brilliant but mixed with sharp spikes of living darkness.
For this spell to function, you must have a breath weapon, either as a supernatural ability or as the result of casting a spell such as dragon breath. When you successfully cast this spell, you can modify your breath weapon so that it is laced with negative energy. In addition to the normal energy damage your breath weapon deals, creatures that fail their saving throws against the breath weapon gain 2d4 negative levels. If the subject gains at least as many negative levels as it has Hit Dice, it dies. Each negative level gives a creature the following penalties: –1 penalty on attack rolls, saving throws, skill checks, ability checks, and effective level (for determining the power, duration, DC, and other details of spells or special abilities). Additionally, a spellcaster loses one spell or spell slot from her highest available level. Assuming the subjects survive, they regain lost levels after a number of hours equal to your caster level. Ordinarily, negative levels have a chance of permanently draining the subject’s level, but the negative levels from enervating breath don’t last long enough to do so. If an undead creature is caught within the breath weapon, it gains 2d4×5 temporary hit points before taking damage from the breath weapon. These temporary hit points last for up to 1 hour.
Editor (Blaster): Okay, area of effect level loss. Basically a double strength enervation attached to your breath weapon. Of course you need a breath weapon for this to be of any use to you. Clearly this is for dragons and not for most players. If you do take it, don’t forget to add Black Lore of Moil damage.
ENERVATION
- PLAYER’S HANDBOOK (3.0)
- PLAYER’S HANDBOOK 1 (3.5)
Necromancy
Level: Corrupt Avenger 4, Death Delver 4, Dread Necromancer 4, Duskblade 4, Hexblade 4, Hunger Domain 4, Maho-Tsukai (3.0) 4, Sorcerer/Wizard 4, Suffering Domain 4, Thayan Slaver 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray of negative energy
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You point your finger and utter the incantation, releasing a black ray of crackling negative energy that suppresses the life force of any living creature it strikes. You must make a ranged touch attack to hit. If the attack succeeds, the subject gains 1d4 negative levels. If the subject has at least as many negative levels as HD, it dies. Each negative level gives a creature a –1 penalty on attack rolls, saving throws, skill checks, ability checks, and effective level (for determining the power, duration, DC, and other details of spells or special abilities). Additionally, a spellcaster loses one spell or spell slot from his or her highest available level. Negative levels stack. Assuming the subject survives, it regains lost levels after a number of hours equal to your caster level (maximum 15 hours). Usually, negative levels have a chance of permanently draining the victim’s levels, but the negative levels from enervation don’t last long enough to do so. An undead creature struck by the ray gains 1d4x5 temporary hit points for 1 hour.
Alternate Material Component: Specially prepared wight’s skull [Empowered] (1,900 gp)
Editor (Blaster): This is mainly useful if you need to lower something's saves for some reason, for example if some other party member is trying to mind control it. A highly touted spell that is likely worth its reputation. Hit the opponent with a Ranged touch and they take 1d4 negative levels with no save. Negative levels give you minuses on pretty much everything, including saving throws. Keep in mind that a single hit with this spell is a mild (if wide ranging) de-buffer, not a total enemy destroyer. Sometimes the way this spell is described it is easy to forget that a strong opponent hit with this spell is still tough - just less so. However, the effects are wide reaching which adds versatility to the de-buff, and also, the effects stack, making this a strong Split Ray candidate.
KYRISTAN’S MALEVOLENT TENTACLES
- SHINING SOUTH (3.5)
Necromancy
Level: Sorcerer/Wizard 6
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius spread
Duration: 1 round/level (D)
Saving Throw: None and Fortitude negates; see text
Spell Resistance: Yes
This spell functions similarly to Evard’s black tentacles, except that the tentacles are formed of negative energy. Living creatures grappled by the tentacles gain one negative level each round unless they succeed on Fortitude saves.
Editor (From Evard’s Black Tentacles): This spell conjures a field of rubbery black tentacles, each 10 feet long. These waving members seem to spring forth from the earth, floor, or whatever surface is underfoot—including water. They grasp and entwine around creatures that enter the area, holding them fast and crushing them with great strength. Every creature within the area of the spell must make a grapple check, opposed by the grapple check of the tentacles. Treat the tentacles attacking a particular target as a Large creature with a base attack bonus equal to your caster level and a Strength score of 19. Thus, its grapple check modifier is equal to your caster level +8. The tentacles are immune to all types of damage. Once the tentacles grapple an opponent, they may make a grapple check each round on your turn to deal 1d6+4 points of bludgeoning damage. The tentacles continue to crush the opponent until the spell ends or the opponent escapes. Any creature that enters the area of the spell is immediately attacked by the tentacles. Even creatures who aren’t grappling with the tentacles may move through the area at only half normal speed.
Material Component: A piece of tentacle from a giant octopus or a giant squid.
Editor (Support): Improved battlefield control. Not only does it have all the advantages of EBT, but it drains levels and is necromantic, so you can add BLoM damage. If you like EBT, you’re going to love this.
NECROTIC SKULL BOMB
- CHAMPIONS OF RUIN (3.5)
Necromancy
Level: Cleric 5, Sorcerer/Wizard 5
Components: V, S, M
Casting Time: 1 swift action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
You imbue a humanoid skull with negative energy and hurl it. The skull detonates on impact, releasing the negative energy contained within. All creatures in the spell’s area, except for undead, gain 1d4 negative levels. Assuming a creature survives the effect of the spell, it regains lost levels after a number of hours equal to your caster level (maximum 15 hours). Usually, negative levels have a chance of draining a creature’s levels, but the negative levels from necrotic skull bomb don’t last long enough to do so. An undead creature in the spell’s area gains 1d4x5 temporary hit points for 1 hour.
Material Component: A humanoid skull.
Editor (Blaster): Boom goes the dynamite.
RETRIBUTIVE ENERVATION
- COMPLETE MAGE (3.5)
Necromancy
Level: Sorcerer/Wizard 7
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level or until expended
The world around you takes on a dim and muted tone as you are encased in a tight-fitting sheath of crackling negative energy.
This spell bestows a negative level upon any non-undead creature that makes a successful melee attack against you (regardless of whether the attack deals damage). There is no save, but spell resistance applies. Retributive Enervation can bestow a number of negative levels equal to 1/2 your caster level (maximum 10). Once this limit is reached, the spell ends, even if the duration has not yet expired. Assuming a creature that gains negative levels survives, it regains lost levels after a number of hours equal to your caster level (maximum 20 hours). Usually, negative levels have a chance of permanently draining the victim’s levels, but the negative levels from retributive enervation don’t last long enough to do so. An undead creature that makes a successful melee attack against you while this spell is active gains 5 temporary hit points that last for up to 1 hour.
Editor (Buff): A basically defensive spell that is a self buff only, standard action casting, and one round/level. Skip it.
SPECTRAL DRAGON
- DRAGONS OF FAERÛN (3.5)
Necromancy
Level: Sorcerer/Wizard 6
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One spectral dragon
Duration: Concentration, up to 1 round/level
Saving Throw: See text
Spell Resistance: Yes
You summon a draconic mass made entirely of shadow.
You create a Large dragon-shaped mass of shadows that attacks under your control. Each round, you can move the spectral dragon up to 60 feet and attempt a bite attack against a single creature. The attack bonus of the dragon is your caster level + your key ability modifier. If the dragon hits with its bite, the target takes 1d6 points of Strength damage and gains one negative level. After 24 hours, the victim is entitled to a Fortitude save to avoid losing the level permanently. The mass itself is not dangerous to the touch, and creatures can pass through it without suffering harm. A spectral dragon cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. Its AC against touch attacks is 9 (10 minus size bonus for a Large creature). It can pass through solid objects, though it has no ability to see through them. If an attacked creature has spell resistance, make a caster level check (1d20 + caster level) against that spell resistance the first time the spectral dragon strikes it. If the attack is successfully resisted, the spell is dispelled. If not, the dragon has its full normal effect on that creature for the duration of the spell. An undead creature struck by the dragon’s bite receives 1d4x3 temporary hit points that last for up to 1 hour.
Special: Shadow creatures (such as shadows, shadow dragons, and shadar-kai) and creatures descended from shadow (such as half-shadow dragons and shadovar) cast this spell at +1 caster level and deal an extra 1 point of Strength damage with each attack. This bonus is also granted to creatures that derive their power from the Shadow Weave.
Editor (Blaster): Not a good spell, until you add sonorous hum. Now it acts as a second attack each round. Quite a bit of work, but at this level its worth it to pile the abuse on your enemies.
SPECTRAL TOUCH
- LIBRIS MORTIS (3.5)
- SPELL COMPENDIUM (3.5)
Necromancy
Level: Sorcerer/Wizard 6
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One creature/level
Duration: 1 round/level (D); see text
Saving Throw: Fortitude negates
Spell Resistance: Yes
A touch from your hand, which crackles with black energy, weakens the life force of living creatures.
Each melee touch attack you successfully make during the spell’s duration channels negative energy that bestows one negative level on the target and grants you 5 temporary hit points. This spell cannot give you more temporary hit points than your normal starting hit points (your hit point total cannot exceed two times your normal starting hit points). Both the negative level and the temporary hit points last for up to 1 hour. You can use this attack once per round for a number of rounds equal to your caster level. Any charges of the spell not used by the time the duration expires are lost. An undead creature you touch instead gains 5 temporary hit points and you lose a like amount (no save). Temporary hit points gained in this way last for up to 1 hour.
Editor (Blaster): Ironically not very useful in combat, but useful if you drain a helpless prisoner for the temp hit points.
SPIRITWALL
- COMPLETE ARCANE (3.5)
- SPELL COMPENDIUM (3.5)
- TOME AND BLOOD (3.0)
Necromancy [Fear, Mind-Affecting]
Level: Sorcerer/Wizard 5
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./ level)
Effect: Swirling wall whose area is up to one 10-ft. square/level, or a sphere or hemisphere with a radius of up to 1 ft./level
Duration: 1 minute/level (D)
Saving Throw: None; see text
Spell Resistance: No
With a deep groan, as from a being subjected to eternal pain, you unleash the spell. An immobile, swirling mass of green-white forms resembling tortured spirits forms nearby. The mass continues the low groaning you uttered while casting the spell.
One side of the wall, selected by you, emits a low groaning that causes creatures within 60 feet of that side to make a Will save or become frightened and flee for 1d4 rounds. Any living creature that merely touches the wall takes 1d10 points of damage as its life force is disrupted. A living creature passing through the wall takes 1d10 points of damage, as above, and must make a Fortitude save or gain one negative level. The barrier is semi-material and opaque, providing cover and total concealment against physical attacks, and it blocks line of effect for magical effects (including spells, spell-like abilities, and supernatural abilities).
Material Component: A clear cut gemstone.
Editor (Blaster): Cast a dome around your enemies and have them make a will save or flee for 1d4 rounds (through the wall) – then they will take 1d10 damage and Fort save or take a negative level. The wall cannot be seen through – provides cover, and blocks line of effect. You can also have the dome around yourself (and allies) and have the affect focused outwards – or you can just make a wall and have the affect focused out the side of your choice.
SWORD OF DARKNESS
- COMPLETE ARCANE (3.5)
- ORIENTAL ADVENTURES (3.0)
- SPELL COMPENDIUM (3.5)
Necromancy [Evil]
Level: Maho-Tsukai (3.0) 7, Sorcerer/Wizard 7, Wu Jen 7
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Black blade of negative energy
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes
You shatter the sword in your hand against a stone, bringing into being a similar weapon made entirely of black energy. As soon as it forms, the black blade attacks.
This spell functions like sword of deception, except that you cause a black blade of pure negative energy to appear and attack opponents at a distance, as directed by you. Instead of dealing damage, a sword of darkness bestows one negative level on each successful hit against a living creature, threatens a critical hit on a roll of 19–20, and bestows two negative levels on a critical hit. Negative levels usually have a chance of permanently draining the subject’s levels, but the negative levels from sword of darkness don’t last long enough to do so. However, if the subject gains at least as many negative levels as it has Hit Dice, it dies. If the sword strikes an undead creature, it grants that creature 5 temporary hit points per two caster levels (maximum 25 temporary hit points) that last for up to 1 hour.
Editor (From sword of deception): Each round, a sword of darkness continues to attack the previous round’s target unless you use a standard action to switch it to a new target within range. In any round when the weapon switches targets, it gets one attack as a standard action (as it does in the round when the spell is cast). The weapon can make multiple attack rolls against a single target with a full attack action if its base attack bonus permits. A sword of darkness cannot be attacked or damaged (though it can be dispelled as any other spell).
Material Component: A bastard sword or longsword, which is shattered against a stone while casting the spell.
Editor (Blaster): The Base to hit is your CL (no attribute bonuses, or any other to hit bonuses) and you have to make a hit against the opponents full AC (you can’t even flank) so expect to miss – fairly consistently. If you could hit consistently – this spell would be pretty good – however – instead it blows. The only upside of it is, that it is fire and forget. The sword doesn’t need you until the target dies, then you have to take an action to redirect against another target. A harassment spell at best.