Mark Of Doom

Necromancy
Level: Cleric 3, paladin 2
Component: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

With a mighty invocation to your deity,
you mark a creature as a target of your holy
judgment. The ground shakes, the air grows
still, and all wild animals in the air become
suddenly quiet and fearful as your deity
passes judgment upon the target.

This spell marks an opponent as an
enemy of your faith, one who must pay
for his transgressions. As long as the
subject insists on fi ghting, it suffers
divine punishment from your deity.
The subject of this spell takes 1d6
points of damage each time it casts a
spell that causes damage or disables
a creature, makes a melee or ranged
attack, or uses spell-like or supernatural
abilities to harm other creatures.

The subject of this spell must have
an alignment that opposes yours
on at least one axis—evil if you are
good, lawful if you are chaotic, and
so on. For example, a chaotic good
cleric can place a mark of doom upon a
lawful good, lawful evil, or neutral evil
opponent. A neutral caster can use this
spell against any good, evil, lawful, or
chaotic foe.