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Necrotic Touch/sandbox
Necrotic Touch: Spell Like Ability: Necrotic Touch
Cost: 6/4/2 SP, 12/8/4 seconds. Accepts Metamagics. Scales with full Spell Power. For 12 seconds after casting this, your Skeletal Knight reduces its incoming damage by 50%. | ||||
AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements |
Necrotic Touch | |
SLA Enhancement | |
PrerequisitePermanent conditions that must be met before an ability can be acquired. For instance, the Dodge feat lists Dexterity 13+. Temporary conditions are listed under Conditions.: |
Wizard level 1, 1 AP in tree, Perform: |
---|---|
Enhancement TreeWhen the ability is primarily granted through an enhancement, the tree is indicated here, as in Sacred Defender, Drow.: |
Pale Master |
APThe number of Action Points (AP) needed to acquire each rank of the enhancement, usually 1 or 2. /RanksThe number of ranks of an enhancement that can be acquired,usually 1 to 3.: |
1 AP / 3 ranks |
Spell SchoolEvery spell (optional for SLAs) belongs to one of eight schools of magic, such as Evocation or Necromancy. Optional descriptors, e.g. Fire, Compulsion, are also listed here.: |
Necromancy |
CostThe cost to invoke an active or toggled ability, such as 12 Spell Points, 10 Ki, or None. Not to be confused with the cost to acquire an ability in the first place, which might be measured in Action Points.: |
2 hit points |
MetamagicThe effects of spells and SLAs can often be enhanced using metamagic, a type of toggled feat, for example,{{Maximize}} and {{Heighten}} .:
|
Maximize, Empower, Quicken, Heightenneeds verification |
TargetEvery ability has one or more targets, defined as Self, Friend, or Foe. The field may also contain additional information, such as Undead Foe or Breakables. The field is sometimes hidden, e.g., for a passive feat whose target is Self, such as Toughness.: |
Living Foe |
RangeThe distance at which an active ability can be activated, such as Melee for Cleave, or Double for Nimbus of Light. Typical values are Personal, Melee, Ranged, Touch, Standard (spell), or Double (ray), although any value can be specified. Not to be confused with area.: |
Touch |
Saving ThrowThe type of saving throw, if any, that can be used to avert a spell or effect. Common values include Will, Fortitude, Reflex for half, or None.: |
Fortitude, half |
DCThe Difficulty Class of the indicated saving throw. This field is omitted if the DC is predictable, such as for standard spells.: |
As level 1 spellneeds verification |
Spell ResistanceWhether spell resistance can avert the spell or SLA, Yes or No.: |
Yes |
CooldownHow long a character must wait between activations of an ability, typically measured in seconds.: |
12/8/4 seconds |
DamageThe amount and type of damage inflicted.: |
1d6 negative energy damage per caster level (no max?)needs verification |
ScalingUnrecognized term: Scaling: |
100%needs verification Necromancy spell power |
Description
Using a small amount of your life force, you sheath your hand in crackling black flames, dealing 1d6 hit points of negative energy damage per caster level to a living creature. (Players and pets are immune to this ability) A successful Fortitude save reduces the damage by half. For 12 seconds after casting this, your Skeletal Knight reduces its incoming damage by 50%.