Shade
Monster Junkie
We might also consider these two spells from Spell Compendium (the latter which is essentially the rod of withering)...
Wither Limb
Necromancy [Evil]
Level: Deathbound 4, Mortal Hunter 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Limbs of one humanoid
Duration: Permanent
Saving Throw: Fortitude negates
Spell Resistance: Yes
Uttering a rumbling phrase, you point at your foe and watch with delight as its limbs wither and twist, becoming useless.
You choose to wither either the arms or the legs of a humanoid. Withered legs force a subject to fall prone while at the same time reducing the subject's land speed to 5 feet. Withered arms make it impossible for the subject to use objects or cast spells with somatic components.
A withered limb can be restored to normal by a successful dispel magic from a spellcaster of a level higher than the level of the wither limb caster.
Withering Palm
Necromancy
Level: Clr 7, Wu Jen 7
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
A black shroud of magical energy surrounds your hands. Beneath the shroud your hands look withered and aged, like uncared-for ancient leather on the verge of crumbling to dust.
Your successful melee touch attack deals 1 point of Strength damage and 1 point of Constitution damage per two caster levels to the target (maximum of 15 points each). If you score a critical hit, the subject takes ability drain instead but the effect is not doubled.
Wither Limb
Necromancy [Evil]
Level: Deathbound 4, Mortal Hunter 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Limbs of one humanoid
Duration: Permanent
Saving Throw: Fortitude negates
Spell Resistance: Yes
Uttering a rumbling phrase, you point at your foe and watch with delight as its limbs wither and twist, becoming useless.
You choose to wither either the arms or the legs of a humanoid. Withered legs force a subject to fall prone while at the same time reducing the subject's land speed to 5 feet. Withered arms make it impossible for the subject to use objects or cast spells with somatic components.
A withered limb can be restored to normal by a successful dispel magic from a spellcaster of a level higher than the level of the wither limb caster.
Withering Palm
Necromancy
Level: Clr 7, Wu Jen 7
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
A black shroud of magical energy surrounds your hands. Beneath the shroud your hands look withered and aged, like uncared-for ancient leather on the verge of crumbling to dust.
Your successful melee touch attack deals 1 point of Strength damage and 1 point of Constitution damage per two caster levels to the target (maximum of 15 points each). If you score a critical hit, the subject takes ability drain instead but the effect is not doubled.