Post by StoryTeller on Jan 22, 2006 6:43:22 GMT
Death Wind (Conjuration/Summoning, Necromancy) o
Range: 20 yards per level
Components: V, S, M
Duration: 1 round + 1 round per 3 levels
Casting Time: 1 turn (no reduction possible)
Area of Effect: 20 feet per level per side cube
Saving Throw: Special
This spell causes a magical black-greyish wind in the area of effect.
This wind has a range of 20 yards per level. It has a direct connection to the negative energy plane. For every round in the wind a character has to save twice versus death magic. If they succeed twice, they don't suffer any spell effects; if they save only once, they suffer "only" a 1d3+1 level loss; if they fail twice, they lose 1d6+1 levels. For every level lost, the character suffers 5d4 hit points additional damage (due to the excruciating pain with which these levels are lost), with a saving throw versus spell for half damage.
The order in which they lose their hit points is the following: first, you lose any applicable level hit points lost due to energy level loss, then you lose hit points due to the damage accrued by energy level loss.
Any people killed by the energy level loss change into juju zombies; those killed by the damage (after they lost their levels) are changed into half-powered juju zombies. Anyone who survives this spell will regain the lost levels slowly (one per hour until the previous maximum is reattained). The damage stays the same, as this was additional to the energy level loss.
Negative Plane Protection or a similar spell or item effect offers full protection against this spell. Anyone within the full effect of Dispel Evil or a Protection From Evil, 10-Foot Radius cast by a priest of fourteenth level or higher is also protected.
As the caster needs direct access to the negative energy plane, he is not able to have any protection or other permanent spells going on his person at the time of casting, as this would disrupt the frail link. The only spell he requires is Negative Plane Protection or an item which helps him offset the drain of the negative energy plane.
The material component is a sacrificed baby (less than 6 months old), an active phylactery of a lich, and the full dust from a 500 year old vampire. The material components are completely destroyed during the casting. In the first round of casting the lich (whose phylactery is used) knows with a 100% certainty where, by whom, and for what the
phylactery is used and, if possible, it will most certainly jump in to prevent the destruction of its phylactery.
Decay of the Demio (Necromancy) o
Range: Touch
Components: V, S, M
Duration: Instantaneous
Casting Time: 9
Area of Effect: One limb of a demi-human or
human
Saving Throw: None
This insidious spell's somatic component is a finger touching the base of the limb to be affected. The limb so affected becomes, in a matter of
seconds, wracked with pain as it shrivels and becomes black with rot. The damage is minor, only 10% of the target's total hit points, but it gets
worse. The limb will still be normally attached to the target, and it must be hacked off, causing more damage as the DM sees fit. The limb lost can be
as large as the entire leg, or as small as the pinky finger. The limb cannot be recovered except via a wish, in which case the wisher must wish to give
the target his limb, which is immediately stricken as if having this spell just cast on it, and the target's limb quickly grows back.
The material component is the cloth from a wight's clothing and a specially crafted blue sapphire with the words "Decay of the Demio" etched into it, worth no less than 2000gp.
This spell is also known as the Wicked Harlot's Curse, as a wiley female disjoiner disguised as a prostitute, about 200 years back, frequently used
this spell to releive several of her male customers of the rather important limb they had below their waist.
Desmond’s Dart of Black Death (Necromancy) o
Range: 50 yards
Components: S, M
Duration: 1 round + 1 round/5 levels
Casting Time: 4
Area of Effect: One creature
Saving Throw: Special
When Desmond's Dart of Black Death is cast, an oily black globe of liquid several inches in diameter shoots from the caster's hand and streaks towards the target, automatically hitting. The target must then make a saving throw vs poison at -4 penalty. If they fail the throw, then they are completely enveloped by the black globe, then they are killed and it leaves them a blackened withered husk. If they successfully save, the globe has struck one of their limbs, doing 1d6 per level of the caster (up to 10), in damage and instantly withering that limb to a useless appendage. Each round the spell exists after the first, the recipient must make two saving throws against poison. If the first is failed, the globe attaches to another limb, doing the same amount of damage(i.e. 10d6) and withering it, and if the second is failed then the globe splits itself and attaches to the next person within 50 yds of the recipient. This person must then roll a save vs. poison at -4 like at the beginning of the spell and they are affected in the ways described above if they make the save or fail it.
Destiny Doll (Necromancy) ƒ
Range: Special
Components: V, S, M
Duration: Special
Casting Time: 1 Turn
Area of Effect: One creature
Saving Throw:Special
Destiny Doll is used to avenge a perceived wrong. Whether the caster actually was wronged is immaterial, so long as he believes he was. The
casting of this spell requires a piece of the intended victim's body (hair, nails, blood, urine etc.), a personal item of importance to the victim (this
can be anything from a favorite weapon, to a holy symbol to a favorite cloak).
The caster makes a doll fashioned to resemble the victim with the material components. He then 'hurts' the doll in the manner he wishes the victim to be hurt. Common methods include needles and pins stuck into the doll.
The victim will then feel an appropriate pain. The wracking pain is so great that the victim cannot cast spells or use psionics, and gets a -5 penalty to
all skill rolls for the duration of the spell. If the victim fails a saving throw vs. Death Magic, the damage done to the doll also happens to him. The victim is allowed one Saving Throw for every part of the body that is damaged, e.g.
if a Doll had three pins stuck in the head, the victim receives three saving throws vs. Death Magic or dies.
E.g. if John the Barbarian has insulted the Shadowlord. In a vindictive mood, the Shadowlord casts Destiny Doll, after having obtained a lock of John's hair, and his favorite sword. The Shadowlord then starts breaking
the limbs off the doll. John immediately feels the pain as if he really was having his arms broken. He fails his Saving Throw and all his limbs are now
broken, each causing 15% of his total HP in damage.
The victim receives no saving throw from the pain.
The pain lasts as long as the Doll exists. If the victim survives the destruction of the Doll or if the spell lasts longer than 1 day per level of the caster, the spell ends.
A Restoration spell cast by a priest of greater than 20th level cancels the Destiny Doll spell. Dispel Magic will not be effective unless cast on the
Doll itself.
Destroy Undead (Necromancy) ó
Range: 5 yards/level
Components: V, S, M
Duration: Istantaneous
Casting Time: 9
Area of Effect: Special
Saving Throw: None
This spell destroys one Hit Die of undead per level of the caster. The material component of the spell is a priest's holy symbol, which is not consumed in the spell.
Ditan's Nullify (Alteration, Necromancy) o
Range: 30 feet + 10 feet per level
Components: V, S, M
Duration: 1 week
Casting Time: 9
Area of Effect: One creature with his magic items
Saving Throw: Negates
This spell is a more powerful version of the 7th-level Ditan's Minor Nullify. This spell stops the wizard or priest from using their abilities for a week, as well as temporarily disabling any carried magic items to function. Items get a saving throw versus crushing blow, while artifacts are not affected at all. The wizard has a 30% chance of being affected, but if he is affected, he is affected as by minor nullify.
The material components for this spell are a 1000 gp worth ball of obsidian and a 1000 gp diamond, that are both consumed in the casting. The victim's saving throw is at -8.
Ditan's Power Stripping
(Alteration, Necromancy) o
Range: 100 feet + 10 feet per level
Components: V, S, M
Duration: Permanent, until dispelled
Casting Time: 2 rounds
Area of Effect: One creature
Saving Throw: Special
When this spell is cast the wizard calls into being two spheres of negative energy, one from the realm of negative magic energy, and one from the quasi-negative material plane. The spheres are then hurled at the victim, and the character gets a saving throw at -6, to avoid being affected. If affected, the character loses all the abilities of his
class or classes. Spells will not work, specialisation is lost, and skills are forgotten. The only way to dispel this effect is through a Wish or divine intervention. A Limited Wish will temporarily (1d20
turns) restore abilities.
The material component for this spell is a 1-foot cube of obsidian, the eye of a black dragon, and a trapped soul of a demon of at least 16 HD.
All spell components are consumed in the casting. There is a 50% chance of the soul of the demon being released, and trying to take over the
wizard. If taken over, the wizard is drained of all spell abilities for 1d4 years.
Dragon's Head (Necromancy) ƒ
Reversible
Range: 30 feet
Components: V, S
Duration: Special
Casting Time: 1 round
Area of Effect: One person
Saving Throw: None
With Dragon's Head a chosen human, demihuman or humanioid is turned into a pile of bluish-grey dust, which has a habit of not sticking to anything, but stays in one pile. It can be contained, however, in jars, bottles, waterskins etc. The victim of the spell is not aware of anything when he/she is a powder. There is no known limit to how long they can be kept in this form. This state can not be reversed by anything except the revers of this spell,Dragon's Tail. Dragon's Tail reverts a powder to a person. They seem to be aware of the amount of time that has passed if it exceeds 100 years. They have nightmares for the rest of their "lives" from this experience. They must roll a Madness check after 100 years with a -1 penalty per 100 years beyond the first century or go insane.
Echo of the Body (Alteration, Necromancy) ó
Range: 0
Components: V, S
Duration: Permanent
Casting Time: Special
Area of Effect: One person
Saving Throw: Special
This spell, an improved version of Clone, creates a duplicate of the caster, identical in all ways
except that it is mindless. The caster can control it, moving it about by concentrating. While concentrating, he can sense what the Echo hears, feels, and sees, but only in an abstract way, as if he were remembering it, so he is not affected by the hunger or fatigue of the Echo (though if the Echo goes unconscious or is incapacitated, the caster cannot do more through the Echo than he could if he wereincapacitated or unconscious.) When not concentrating on the Echo, he will not be aware of what the Echo senses and the Echo will fall unconscious until the caster again concentrates. The Echo can die normally, through wounds or hunger or thirst, but mind-affecting spells have no effect on it. The caster can use the body to perform any spells he knows, but this fatigues the caster normally. The casting time is 120 days, modified by one day less for each point of the caster's base wisdom, and the caster must work for 12 uninterrupted hours each day.
Empathic Revenge (Necromancy) o
Range: Touch
Components: V,S
Duration: 5 rounds/level
Casting Time: 1 round
Area of Effect: One creature
Saving Throw: None
When the recipient of the spell is attacked, the
attacker receives damage equal to one-half that taken be the spell recipient. This refers to hit point damage only, not such things as statistic drains. If attacker has a magic (item or spell) which allow him to save even if it’s not allowed, this save
indicates that the attacker receives ¼ damage taken by the spell recipient.
Enslave Lifeform (Necromancy) o
Range: 10 yards/level
Components: V, S, M
Duration: Life
Casting Time: 9
Area of Effect: 1 Life/10 levels
Saving Throw: Neg.
This spell allows the caster to enslave a being that is mortal and comes from the same plane of exsistence as the caster. The trapped being become a complete replicate of the caster all except the feelings and memories. The being has no memories and feel nothing except pain. The being will listen to the caster under all costs. The material components for this spell are a hand of a ghoul and two onces of fire water.
Fenzill's Phantasmal Fingers (Necromancy) ó
Range: 40 yards + 5 yards per level
Components: V, S, M
Duration: 2 rounds per level
Casting Time: 9
Area of Effect: One target
Saving Throw: None
This spell is an enhanced version of the 2nd-level Spectral Hand; it differs from that spell in the following ways: it can be used to deliver a touch spell of any level and it gives a +3 to the attack roll. It has an Armour Class of -4, but it cannot be destroyed by any attack (it may only be dispelled). Instead, any hit on the hand inflicts full damage on
the wizard (although a successful saving throw versus spell reduces this damage by half). The wizard may end the spell with a single word. The
material component for this spell is a glove.
Force Burn -- Netheril
(Evocation, Necromancy) o
Range: 30 yards + 30 yards/level
Components: V
Casting Time: 1
Duration: Instantaneous
Saving Throw: Special
Area of Effect: One creature
This spell unleashes a glowing cylindrical bolt about six feet in diameter and 12-20 feet long, that bursts forth from the caster to strike at a single foe, at Thac0 2. If it misses, it fades away at the limits of spell range and is wasted, though it may well strike an unintended target along the way.
A "Force Burn" bolt is a magic specifically crafted to harm phaerimm; such creatures aren't magic resistant to it and can't reflect it. Any phaerimm struck by a "Force Burn" suffers the following damage; its strike disintegrates flesh and tissue for 4d6 hp damage and forces four saving throws vs. spell on the phaerimm, For each save failed, the phaerimm forgets one (randomly-chosen) spell.
Against all non-phaerimm (including humans), a force burn strike eats away at the target's body for olly 2d6 hp damage unless the target creature is flying, levitating, or operating in a form different than its normal one (not just cloaked by illusions, but physically different or augmented due to magic): in this latter case the "Force Burn" causes its full 4d6 hp damage. Regardless of which damage it deals, a "Force Burn" strike forces non-phaerimm victims to make only two saving throws vs. spell (each one failed means a spell lost). It causes no harm to non-spell-using beings or to spellcasters who have no spells memorized (a human sorceress with one spell left who fails both saving throws against a Force Burn would lose that one spell but not suffer any additional damage because she lacked a second spell to lose).
A Force Burn spell has no effect on non-living things, but does harm undead just as it does living targets.
Range: 20 yards per level
Components: V, S, M
Duration: 1 round + 1 round per 3 levels
Casting Time: 1 turn (no reduction possible)
Area of Effect: 20 feet per level per side cube
Saving Throw: Special
This spell causes a magical black-greyish wind in the area of effect.
This wind has a range of 20 yards per level. It has a direct connection to the negative energy plane. For every round in the wind a character has to save twice versus death magic. If they succeed twice, they don't suffer any spell effects; if they save only once, they suffer "only" a 1d3+1 level loss; if they fail twice, they lose 1d6+1 levels. For every level lost, the character suffers 5d4 hit points additional damage (due to the excruciating pain with which these levels are lost), with a saving throw versus spell for half damage.
The order in which they lose their hit points is the following: first, you lose any applicable level hit points lost due to energy level loss, then you lose hit points due to the damage accrued by energy level loss.
Any people killed by the energy level loss change into juju zombies; those killed by the damage (after they lost their levels) are changed into half-powered juju zombies. Anyone who survives this spell will regain the lost levels slowly (one per hour until the previous maximum is reattained). The damage stays the same, as this was additional to the energy level loss.
Negative Plane Protection or a similar spell or item effect offers full protection against this spell. Anyone within the full effect of Dispel Evil or a Protection From Evil, 10-Foot Radius cast by a priest of fourteenth level or higher is also protected.
As the caster needs direct access to the negative energy plane, he is not able to have any protection or other permanent spells going on his person at the time of casting, as this would disrupt the frail link. The only spell he requires is Negative Plane Protection or an item which helps him offset the drain of the negative energy plane.
The material component is a sacrificed baby (less than 6 months old), an active phylactery of a lich, and the full dust from a 500 year old vampire. The material components are completely destroyed during the casting. In the first round of casting the lich (whose phylactery is used) knows with a 100% certainty where, by whom, and for what the
phylactery is used and, if possible, it will most certainly jump in to prevent the destruction of its phylactery.
Decay of the Demio (Necromancy) o
Range: Touch
Components: V, S, M
Duration: Instantaneous
Casting Time: 9
Area of Effect: One limb of a demi-human or
human
Saving Throw: None
This insidious spell's somatic component is a finger touching the base of the limb to be affected. The limb so affected becomes, in a matter of
seconds, wracked with pain as it shrivels and becomes black with rot. The damage is minor, only 10% of the target's total hit points, but it gets
worse. The limb will still be normally attached to the target, and it must be hacked off, causing more damage as the DM sees fit. The limb lost can be
as large as the entire leg, or as small as the pinky finger. The limb cannot be recovered except via a wish, in which case the wisher must wish to give
the target his limb, which is immediately stricken as if having this spell just cast on it, and the target's limb quickly grows back.
The material component is the cloth from a wight's clothing and a specially crafted blue sapphire with the words "Decay of the Demio" etched into it, worth no less than 2000gp.
This spell is also known as the Wicked Harlot's Curse, as a wiley female disjoiner disguised as a prostitute, about 200 years back, frequently used
this spell to releive several of her male customers of the rather important limb they had below their waist.
Desmond’s Dart of Black Death (Necromancy) o
Range: 50 yards
Components: S, M
Duration: 1 round + 1 round/5 levels
Casting Time: 4
Area of Effect: One creature
Saving Throw: Special
When Desmond's Dart of Black Death is cast, an oily black globe of liquid several inches in diameter shoots from the caster's hand and streaks towards the target, automatically hitting. The target must then make a saving throw vs poison at -4 penalty. If they fail the throw, then they are completely enveloped by the black globe, then they are killed and it leaves them a blackened withered husk. If they successfully save, the globe has struck one of their limbs, doing 1d6 per level of the caster (up to 10), in damage and instantly withering that limb to a useless appendage. Each round the spell exists after the first, the recipient must make two saving throws against poison. If the first is failed, the globe attaches to another limb, doing the same amount of damage(i.e. 10d6) and withering it, and if the second is failed then the globe splits itself and attaches to the next person within 50 yds of the recipient. This person must then roll a save vs. poison at -4 like at the beginning of the spell and they are affected in the ways described above if they make the save or fail it.
Destiny Doll (Necromancy) ƒ
Range: Special
Components: V, S, M
Duration: Special
Casting Time: 1 Turn
Area of Effect: One creature
Saving Throw:Special
Destiny Doll is used to avenge a perceived wrong. Whether the caster actually was wronged is immaterial, so long as he believes he was. The
casting of this spell requires a piece of the intended victim's body (hair, nails, blood, urine etc.), a personal item of importance to the victim (this
can be anything from a favorite weapon, to a holy symbol to a favorite cloak).
The caster makes a doll fashioned to resemble the victim with the material components. He then 'hurts' the doll in the manner he wishes the victim to be hurt. Common methods include needles and pins stuck into the doll.
The victim will then feel an appropriate pain. The wracking pain is so great that the victim cannot cast spells or use psionics, and gets a -5 penalty to
all skill rolls for the duration of the spell. If the victim fails a saving throw vs. Death Magic, the damage done to the doll also happens to him. The victim is allowed one Saving Throw for every part of the body that is damaged, e.g.
if a Doll had three pins stuck in the head, the victim receives three saving throws vs. Death Magic or dies.
E.g. if John the Barbarian has insulted the Shadowlord. In a vindictive mood, the Shadowlord casts Destiny Doll, after having obtained a lock of John's hair, and his favorite sword. The Shadowlord then starts breaking
the limbs off the doll. John immediately feels the pain as if he really was having his arms broken. He fails his Saving Throw and all his limbs are now
broken, each causing 15% of his total HP in damage.
The victim receives no saving throw from the pain.
The pain lasts as long as the Doll exists. If the victim survives the destruction of the Doll or if the spell lasts longer than 1 day per level of the caster, the spell ends.
A Restoration spell cast by a priest of greater than 20th level cancels the Destiny Doll spell. Dispel Magic will not be effective unless cast on the
Doll itself.
Destroy Undead (Necromancy) ó
Range: 5 yards/level
Components: V, S, M
Duration: Istantaneous
Casting Time: 9
Area of Effect: Special
Saving Throw: None
This spell destroys one Hit Die of undead per level of the caster. The material component of the spell is a priest's holy symbol, which is not consumed in the spell.
Ditan's Nullify (Alteration, Necromancy) o
Range: 30 feet + 10 feet per level
Components: V, S, M
Duration: 1 week
Casting Time: 9
Area of Effect: One creature with his magic items
Saving Throw: Negates
This spell is a more powerful version of the 7th-level Ditan's Minor Nullify. This spell stops the wizard or priest from using their abilities for a week, as well as temporarily disabling any carried magic items to function. Items get a saving throw versus crushing blow, while artifacts are not affected at all. The wizard has a 30% chance of being affected, but if he is affected, he is affected as by minor nullify.
The material components for this spell are a 1000 gp worth ball of obsidian and a 1000 gp diamond, that are both consumed in the casting. The victim's saving throw is at -8.
Ditan's Power Stripping
(Alteration, Necromancy) o
Range: 100 feet + 10 feet per level
Components: V, S, M
Duration: Permanent, until dispelled
Casting Time: 2 rounds
Area of Effect: One creature
Saving Throw: Special
When this spell is cast the wizard calls into being two spheres of negative energy, one from the realm of negative magic energy, and one from the quasi-negative material plane. The spheres are then hurled at the victim, and the character gets a saving throw at -6, to avoid being affected. If affected, the character loses all the abilities of his
class or classes. Spells will not work, specialisation is lost, and skills are forgotten. The only way to dispel this effect is through a Wish or divine intervention. A Limited Wish will temporarily (1d20
turns) restore abilities.
The material component for this spell is a 1-foot cube of obsidian, the eye of a black dragon, and a trapped soul of a demon of at least 16 HD.
All spell components are consumed in the casting. There is a 50% chance of the soul of the demon being released, and trying to take over the
wizard. If taken over, the wizard is drained of all spell abilities for 1d4 years.
Dragon's Head (Necromancy) ƒ
Reversible
Range: 30 feet
Components: V, S
Duration: Special
Casting Time: 1 round
Area of Effect: One person
Saving Throw: None
With Dragon's Head a chosen human, demihuman or humanioid is turned into a pile of bluish-grey dust, which has a habit of not sticking to anything, but stays in one pile. It can be contained, however, in jars, bottles, waterskins etc. The victim of the spell is not aware of anything when he/she is a powder. There is no known limit to how long they can be kept in this form. This state can not be reversed by anything except the revers of this spell,Dragon's Tail. Dragon's Tail reverts a powder to a person. They seem to be aware of the amount of time that has passed if it exceeds 100 years. They have nightmares for the rest of their "lives" from this experience. They must roll a Madness check after 100 years with a -1 penalty per 100 years beyond the first century or go insane.
Echo of the Body (Alteration, Necromancy) ó
Range: 0
Components: V, S
Duration: Permanent
Casting Time: Special
Area of Effect: One person
Saving Throw: Special
This spell, an improved version of Clone, creates a duplicate of the caster, identical in all ways
except that it is mindless. The caster can control it, moving it about by concentrating. While concentrating, he can sense what the Echo hears, feels, and sees, but only in an abstract way, as if he were remembering it, so he is not affected by the hunger or fatigue of the Echo (though if the Echo goes unconscious or is incapacitated, the caster cannot do more through the Echo than he could if he wereincapacitated or unconscious.) When not concentrating on the Echo, he will not be aware of what the Echo senses and the Echo will fall unconscious until the caster again concentrates. The Echo can die normally, through wounds or hunger or thirst, but mind-affecting spells have no effect on it. The caster can use the body to perform any spells he knows, but this fatigues the caster normally. The casting time is 120 days, modified by one day less for each point of the caster's base wisdom, and the caster must work for 12 uninterrupted hours each day.
Empathic Revenge (Necromancy) o
Range: Touch
Components: V,S
Duration: 5 rounds/level
Casting Time: 1 round
Area of Effect: One creature
Saving Throw: None
When the recipient of the spell is attacked, the
attacker receives damage equal to one-half that taken be the spell recipient. This refers to hit point damage only, not such things as statistic drains. If attacker has a magic (item or spell) which allow him to save even if it’s not allowed, this save
indicates that the attacker receives ¼ damage taken by the spell recipient.
Enslave Lifeform (Necromancy) o
Range: 10 yards/level
Components: V, S, M
Duration: Life
Casting Time: 9
Area of Effect: 1 Life/10 levels
Saving Throw: Neg.
This spell allows the caster to enslave a being that is mortal and comes from the same plane of exsistence as the caster. The trapped being become a complete replicate of the caster all except the feelings and memories. The being has no memories and feel nothing except pain. The being will listen to the caster under all costs. The material components for this spell are a hand of a ghoul and two onces of fire water.
Fenzill's Phantasmal Fingers (Necromancy) ó
Range: 40 yards + 5 yards per level
Components: V, S, M
Duration: 2 rounds per level
Casting Time: 9
Area of Effect: One target
Saving Throw: None
This spell is an enhanced version of the 2nd-level Spectral Hand; it differs from that spell in the following ways: it can be used to deliver a touch spell of any level and it gives a +3 to the attack roll. It has an Armour Class of -4, but it cannot be destroyed by any attack (it may only be dispelled). Instead, any hit on the hand inflicts full damage on
the wizard (although a successful saving throw versus spell reduces this damage by half). The wizard may end the spell with a single word. The
material component for this spell is a glove.
Force Burn -- Netheril
(Evocation, Necromancy) o
Range: 30 yards + 30 yards/level
Components: V
Casting Time: 1
Duration: Instantaneous
Saving Throw: Special
Area of Effect: One creature
This spell unleashes a glowing cylindrical bolt about six feet in diameter and 12-20 feet long, that bursts forth from the caster to strike at a single foe, at Thac0 2. If it misses, it fades away at the limits of spell range and is wasted, though it may well strike an unintended target along the way.
A "Force Burn" bolt is a magic specifically crafted to harm phaerimm; such creatures aren't magic resistant to it and can't reflect it. Any phaerimm struck by a "Force Burn" suffers the following damage; its strike disintegrates flesh and tissue for 4d6 hp damage and forces four saving throws vs. spell on the phaerimm, For each save failed, the phaerimm forgets one (randomly-chosen) spell.
Against all non-phaerimm (including humans), a force burn strike eats away at the target's body for olly 2d6 hp damage unless the target creature is flying, levitating, or operating in a form different than its normal one (not just cloaked by illusions, but physically different or augmented due to magic): in this latter case the "Force Burn" causes its full 4d6 hp damage. Regardless of which damage it deals, a "Force Burn" strike forces non-phaerimm victims to make only two saving throws vs. spell (each one failed means a spell lost). It causes no harm to non-spell-using beings or to spellcasters who have no spells memorized (a human sorceress with one spell left who fails both saving throws against a Force Burn would lose that one spell but not suffer any additional damage because she lacked a second spell to lose).
A Force Burn spell has no effect on non-living things, but does harm undead just as it does living targets.