Library / Magic

Energy Drain

Subject gains 2d4 negative levels.

This spell functions like enervation, except that the creature struck gains 2d4 temporary negative levels. Twenty-four hours after gaining them, the subject must make a Fortitude saving throw (DC = energy drain spell's save DC) for each negative level. If the save succeeds, that negative level is removed. If it fails, that negative level becomes permanent.

An undead creature struck by the ray gains 2d4 × 5 temporary hit points for 1 hour.

Source: Core Rulebook
Casting
System
PF1E
School
Necromancy
Subschool
Element
Casting Time
Range
Target
Area
Duration
Saving Throw
Fortitude partial; see text for enervation
Spell Resistance
No
Class Levels