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Necrosis

School: Necromancy (Evil)
Level: Wiz/Sor 5, Cleric 5
Range: 0
Components: Verbal
Duration: Instanteous
Casting time: 4
Area of effect: 1 creature
Saving throw: Fortitude negates

This spell is an especially nasty one, focused on further weakening an already wounded enemy. Once the intended target has taken any kind of damage that leaves an actual wound (i.e. burning, slashes, etc.), the magic-user may cast this spell and cause the flesh around the wound to die, causing it to become black and unsightly and loose all feeling.

In game terms, this means that any wound that was taken directly before the spell was cast will cause double the damage it originally did. For example, should Swordsman Steve do 12 points of damage to a foe and his companion, Little Johnny Necromancer, casts Necrosis, then the victim takes an additional 12 points of damage as the wound festers and flesh begins to die. As you can imagine, this can quickly become a very valuable spell once your barbarian companions are jumping in and doing 100 points of damage a hit. Keep in mind, though, that the caster can't choose which wound it will work on - it will only work with the attack just before it was cast. So, if Steve did 12 points of damage and then Gary did 2, then Johnny casts Necrosis, the spell only does an additional 2 points of damage.

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