So here is a shorter version, with fewer explanations.
Sever Life, lesser:
Necromantic 3rd. Range close. Fortitude: partial
This spell snuffs out the life from those with weak enough life-force.
If the target of this spell has up to 3 hp/caster level remaining (up to 30 in 10th level) he/she dies unless he/she makes a fortitude save. If the save succeeds or the target has more than 3hp/caster level, he takes 1hp damage/caster level instead.
Comparing with lighting bolt:
- Lighting bolt does 3.5 hp/level on average and 1.75 with a successful save. Sever life does 3 hp/level +10 since it kills instead of dropping the enemy unconsious or 1 hp/level on a successful save.
- Lighting bolt affects undead, constructs and people protected by death ward
- Sever life affects those with resist energy spells etc
- lighting bolt affects equally those with many hp
- lighting bolt affects many targets
- Monsters and enemies usually have higher fortitude saves than reflex saves
- Those that have low fortitude usually have low hit points too.
Sever life:
Necromantic 4th.
Like lesser but up to 4hp/level (max 40hp on 10th level). On successful fortitude, the spell does 3 hit points damage/ 2 caster levels.
This spell presents much problem for wizards facing a spellcaster with even 1 caster level more than they (since this spell will probably kill them).
Sever Life, mass:
Necromantic 4th. Area: 20' spread. Targets: creat/level
Up to 1 target per level or a total sum of 6 hit points/caster level. Creatures with lower hit points affected first. Creatures with less than 2hp/caster level must save or die. Creatures that succeed the save or have more than 2hp/caster level just take 1hp of damage/caster level.
These spells may not be as powerful as the more dramatic fireball/lighting bolt spells. They are for the kind of "The mage said a few words and waved his hands and Albert died! No flashes of mystic energy, no arcane fire. He just dropped dead" encounter. Also they are for a different kind of target than the usual d6/reflex half spells.
Additions:
- If any variation of the "Sever life" spells is cast upon the innocent, it backfires back to the caster. However the caster gets a +2 to fortitude saves.
- While these spells do not have the evil descriptor, the chance to fail a powers check is 2% per spell level, not 1%.
- A creature under the effects of a bless, protection from evil or aid spell gets a +2 resistance bonus to fortitude saves against this spell in Ravenloft.


