s_emotions_names_chaotics_evils_descriptors_inquisitors_mediums_rangers_casting_times_sonics_componentss_divine_focuss_spell_resistences_pains_psychics_airs_effects_maguss_patrons_acids_electricitys_shapeables_spell_levels_areas_sources_haunt_statisticss_mythics_short_descriptions_materials_verbals_diseases_occultists_adepts_mind_affectings_fears_ruses_shadows_summoners_descriptions_forces_earths_targetss_subschools_costly_componentss_language_dependents_durations_alchemists_focuss_summoner_unchaineds_ranges_full_texts_linktexts_shamans_deaths_lights_SLA_Levels_meditatives_wizs_mythic_texts_mesmerists_hunters_bloodlines_schools_bloodragers_augmenteds_fires_poisons_oracles_antipaladins_draconics_deitys_bards_waters_darknesss_druids_sors_witchs_somatics_paladins_skalds_investigators_material_costss_domains_saving_throws_goods_spiritualists_colds_dismissibles_description_formateds_curses_clerics_lawful
0Black Mark00curse, fear-1-1-11 standard action0V, S, M (a flask of seawater)0yes0-10-1000druid 7, witch 7Advanced Race Guide1110-1-10100-1You mark the target with a black marking on its skin; the mark's exact appearance determined by you, but can be no larger than your hand. The black mark functions as a mark of justice, and when the mark is activated, the target becomes shaken anytime it is on or in the water more than a 5 feet from shore. In addition, as long as the black mark is active, the target is affected as if subject to nature's exile (Advanced Player's Guide 233), but all creatures with the aquatic or water subtype or with a swim speed are made hostile, even those not of the animal type, though non-aquatic animals are not.00one creature00permanent-10-1touch

Black Mark

School necromancy [curse, fear]; Level druid 7, witch 7

CASTING

Casting Time 1 standard action
Components V, S, M (a flask of seawater)

EFFECT

Range touch
Targets one creature
Duration permanent
Saving Throw Will negates; Spell Resistance yes

DESCRIPTION

You mark the target with a black marking on its skin; the mark's exact appearance determined by you, but can be no larger than your hand. The black mark functions as a mark of justice, and when the mark is activated, the target becomes shaken anytime it is on or in the water more than a 5 feet from shore. In addition, as long as the black mark is active, the target is affected as if subject to nature's exile (Advanced Player's Guide 233), but all creatures with the aquatic or water subtype or with a swim speed are made hostile, even those not of the animal type, though non-aquatic animals are not.

Mythic: Any time the cursed creature travels on or in the water more than 1 mile from shore, each day it (or the vessel it's on) is attacked by one or more aquatic or water monsters, as if summoned by summon nature's ally VII (caster level 13th).
NULL-10070-1Any time the cursed creature travels on or in the water more than 1 mile from shore, each day it (or the vessel it's on) is attacked by one or more aquatic or water monsters, as if summoned by summon nature's ally VII (caster level 13th).-1-1necromancy-100-1-10-1007-171-1-1-1NULLWill negates0-100

You mark the target with a black marking on its skin; the mark's exact appearance determined by you, but can be no larger than your hand. The black mark functions as a mark of justice, and when the mark is activated, the target becomes shaken anytime it is on or in the water more than a 5 feet from shore. In addition, as long as the black mark is active, the target is affected as if subject to nature's exile (Advanced Player's Guide 233), but all creatures with the aquatic or water subtype or with a swim speed are made hostile, even those not of the animal type, though non-aquatic animals are not.

1-10