|Editing:||Please feel free to edit constructively!|
|Components:||V, S, M|
|Casting time:||1 standard action|
|Range:||Medium (100 ft. + 10 ft./level)|
|Effect or Area:||10 ft. radius spread|
|Saving Throw:||Fortitude partial; see text|
The wizard fell first to the venom, then the cleric who was next to him when he dropped. Before we knew it, the poisoning had spread to the forest nearby, and killed all it touched.
You conjure a toxin so potent it continues to spread even after it kills the poisoned. A 10 ft. radius zone of corrupted land appears and those within the area of effect must make a Fortitude save vs poison or take 1d6 points of damage per caster level (max 20d6) and 1d6 points of constitution damage. On a successful save they only take half and no ability damage. Regardless of whether or not the targets made their save, each round after, the targets continue to take another 3d6 points of poison damage, with no way to naturally stop the decay. Only magical applications to remove the poison (such as by neutralize poison or heal) prevent additional damage.
Those that perish while under the effect of this spell produce 10 ft. radius spreads which hang in the air around the body, subjecting others who enter the area to the same save vs poison. In this way, the poison can spread, litering the area with bodies surrounded by 10 ft. zones of deadly poison. Regardless of how many additional poison zones have appears since the initial casting, all poisoned zones from the casting of this spell lose potency and vanish at the end of its duration.
Immunity to poison grants immunity to damage from this spell.
Material Component: 500g of any kind of poison.