Death Knell Aura

School necromancy [death, evil]; Level cleric 4, inquisitor 4, sorcerer/wizard 4, witch 4


Casting Time 1 standard action
Components V, S


Range 20 ft.
Area 20-ft.-radius emanation, centered on you
Duration 1 round/level (D)
Saving Throw Will negates; Spell Resistance yes


You gain a shimmering gray aura that feeds on the souls of creatures who die within it. The aura sheds light as a candle. If a creature at –1 or fewer hit points is within the aura at the start of its turn, it must save or die, granting you the benefits of death knell.

Death Knell Aura, Greater

School necromancy [death, evil]; Level cleric 6, inquisitor 6, sorcerer/wizard 6, witch 6

This spell functions as death knell aura, except a dying creature in the area cannot stabilize on its own and automatically takes 1 point of bleed damage on its turn each round. An incorporeal undead or living spirit traveling outside the body (such as a person using astral projection or magic jar) within the aura at the start of its turn takes 1d8 points of damage.

Section 15: Copyright Notice
Pathfinder Campaign Setting: Horsemen of the Apocalypse: Book of the Damned, Vol. 3 © 2011, Paizo Publishing, LLC; Author: Todd Stewart.
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