Plague grain

 

Two options, one clerical / death magic, one necromantic wizardly magic.

 

Priestesses of Belsameth release a Circle of Doom like effect, spreading a temporary poison out from around themselves, killing all microorganisms (and larger ones for that matter) in their area.  If not for Circle of Doom being 5th level and only affecting a 20 ft radius, it would be perfect actually…  Perhaps make a 3rd level version that inflicts only 1 hp / caster level within a Close range radius of the caster (Fortitude save for ½) and requires a full round action to cast, as well as a flask of poison as the material component?  Could even make a 0 level Sterilize cantrip that affects a 5 square, killing anything with less than 1 hp, or a 1st level version that does likewise in a Close range radius of the caster.

 

 

CLEANSE

Necromancy

 

Level: Cleric 0, Sor/Wiz 0

Components: V, S, DF

Casting Time: 1 action

Range: Close (25 ft. + 5 ft./2 caster levels)

Effect: Kills all living things with 1 hp or less within targeted 5 ft square.

Duration: Instantaneous

Saving Throw: None

Spell Resistance: Yes

 

This spell evokes a flare of negative energy that inflicts a single point of damage to any living things within the area of effect, snuffing out the lives of any creatures that normally have 1 hp or less irrevocably.  Undead instead are healed of a single hit point of damage in the affected area.

 

 

CLEANSING CIRCLE

Necromancy

 

Level: Cleric 1

Components: V, S, F, DF

Casting Time: 1 action

Range: Personal

Effect: a 30-ft. radius around the caster

Duration: Instantaneous

Saving Throw: None

Spell Resistance: Yes

 

The caster must stick a needle or dagger into her skin, suffering a single hit point of damage in the casting of this spell.  The drop of blood produced transforms into a wave of greenish-black venom, transported spiritually throughout the surrounding area and inflicting a single point of damage to all within the area (save undead, who are instead nourished and healed of a single point of damage).  Any creature with 1 hit point or less is not only slain, but utterly destroyed, corrupting away into fine black ash by the power of the corrosive venom.  Despite the appearance of venom, this substance is a solidified essence of negative material energy, and a person protected against it will be unaffected.

 

Focus: An iron needle or metal dagger of any sort.

 

 

At the other end, War Wizards from Calastia meet the ships before they dock and cleanse the ship with a Chilling Cloud (acts as Chill Touch combined with Fog Cloud, lasts only a single round).  Alternately some form of Flaming Sphere like scouring area of Chilling Cloud could sweep around the decks under the casters control for 1 rd / level (or Concentration rounds), covering a 5 ft square and moving 10 ft / round as the caster wills.

 

 

CHILLING CLOUD

Necromancy

 

Level: Sor/Wiz 2

Components: V, S

Casting Time: 1 action

Range: Medium (100 ft. + 10 ft./2 caster levels)

Effect: Fog that spreads in a 30-ft. radius, 20 ft. high

Duration: 1 round

Saving Throw: Fortitude partial

Spell Resistance: Yes

 

This spell conjures forth a black cloud of chilling ash on howling winds to spin through the area of effect for a single round before blowing itself out.  Spectral images of shroud draped undead forms seem to shriek within the wind, slashing at those within with icy claws, although these are nothing more than phantasmal images accompanying the damaging winds.  All within the brief windstorm suffer 1d6 points of negative energy damage (undead are instead healed by this amount), must make a Fortitude save or suffer 1 point of temporary ability damage to Strength, and are blinded by the cloud during the single round of its existence, with all vision, including darkvision, within obscured beyond 5 ft.  A creature within 5 ft. has one-half concealment (20% miss chance), and creatures farther away have complete concealment (50% miss chance and target cannot be located by sight).

 

 

SCOUR

Necromancy

 

Level: Sor/Wiz 2

Components: V, S

Casting Time: 1 action

Range: Close (25 ft. + 5 ft./2 caster levels)

Effect: Fog that covers one 5-ft. square + an additional 5-ft. square / 2 caster levels beyond 1st

Duration: 1 round / level

Saving Throw: Fortitude partial

Spell Resistance: Yes

 

This spell forms a cloud of necromantically charged energies that appear as a shadowy amorphous mass lit sporadically by pale streaks of lightning-like force.  It manifests as a multiple 5 ft squares (that must be touching and move as a single mass) within the casters range, and by concentration, the caster can force it to move up to 10 ft. in a round, inflicting its draining energies on all within the affected 5 ft. squares it occupies during the round, causing 1d6 negative energy damage (undead are instead healed a like amount if exposed to negative energy), and requiring a Fortitude save or losing also 1 pt of Strength as temporary ability damage.  Regardless of how it is moved, or if multiple squares of the energy move through a given creatures square, a single creature can only be harmed once in any round by the cloud.