Ray of Fatigue

(Necromancy)

Range: 10 yds. + 5 yds./level
Components: V, S
Duration: 1 rd./level
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: Neg.
Subtlety: +2
Knockdown: None
Sensory: Small visual
Critical: None

This nefarious spell affects the victim’s life energies, increasing any fatigue or exhaustion the victim currently possesses. Alert and well-rested characters suddenly become tired and sluggish, and characters who are already fatigued may be reduced to near-helplessness. In effect, the ray adds one level of fatigue or encumbrance to the victim. Moderately encumbered characters suffer a –1 penalty to attack rolls; heavily encumbered characters suffer a –2 penalty to attacks rolls and a +1 Armor Class penalty; and severely encumbered characters suffer a –4 penalty to attack rolls and a +3 Armor Class penalty. (Assume that monsters suffer a –1 penalty to their attack rolls and reduce their movement rates by 33%.) The victim is allowed a saving throw to negate the spell’s effects.

If you are using the fatigue rules from the Player’s Option™:
Combat & Tactics book, this spell operates in a slightly different manner—fresh characters become fatigued, gaining one level of encumbrance; fatigued characters become exhausted, gaining two levels of encumbrance; and exhausted characters collapse in a quivering heap, unable to move or attack.

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