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Festering Wound

School: Necromancy (Evil)
Level: Wiz/Sor 6, Cleric 6
Range: 0
Components: Verbal
Duration: 1 minute per caster level
Casting time: 4
Area of effect: 1 creature
Saving throw: Fortitude negates

Much like Necrosis, this spell is designed to weaken an already injured enemy. However, instead of doing yet more damage, it is meant to keep what damage has been done from healing. When cast upon the victim, all wounds taken up until that point can no longer be healed naturally or by less healing magics. Basically, the wound festers, continually causing damage but not at such a rate as to cause more damage than what was already done.

The wounds will not heal naturally and spells that will not work include: Cure Light Wounds, Cure Moderate Wounds and Cure Serious Wounds.

Spells that will heal damage after Festering Wound has been cast include: Cure Critical Wounds, Heal, Healing Circle, Mass Heal.

Keep in mind that since this spell stops healing, it also works against creatures that regenerate, such as trolls. And, while the spell may seem relatively harmless considering that it's affects only last a few minutes, keep in mind that most hostile encounters only last a few rounds....and that is plenty of time to take down an enemy who is unable to heal in the middle of fighting.

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