Mystical Plague (3.5e Maneuver)

''Enjoy your magic while you can, boy! You won't have it much longer!''

As a standard action, you charge your blade with necromantic energy, after which you make a single melee attack. If your attack hits, your target must succeed on a Fortitude save (DC = 13 + your Int modifier (if initiating this maneuver as an Occult Sovereignty maneuver) or your Con modifier (if initiating this maneuver as an Organic Repast maneuver)) or contract one of the following diseases (your choice): caster decay, caster's headache, corpseblood mold, or wild plague. The Fortitude save DC of this maneuver is used as the DC of the initial save against the disease, and if the opponent fails, the disease's effects (including the first round of damage) begin immediately with no incubation period. Subsequent saves are made at the normal intervals, against the disease's normal DC or the save DC of this maneuver, whichever is lower.

If you attempt to use this maneuver or mystical blight again to infect the same creature with the same disease (or its blight variant), or you use it to attempt to infect a creature with a disease that it already has, you cause a reduced instantaneous effect, depending on the disease:
 * Caster Decay: Your target loses 1 spell slot of the highest level he or she can cast as if he had cast that spell. If the target prepares spells and has multiple spell slots of that level, he or she chooses which spell is lost. This spell slot is not "drained" - it is simply lost, and can be refreshed the next day (or by any means capable of refreshing expended spell slots). However, if you deprive your target of his or her last spell slot in this way, your target immediately starts to generate an antimagic field and begins hungering for magic until he or she is able to somehow regain a usable spell slot. If your target was already out of usable spell slots when you used this maneuver, nothing happens.
 * Caster's Headache: Your target gains 1 spellstrained level. Unlike spellstrained levels caused through the disease, this spellstrained level is not permanent and can be cured through normal means, including rest. However, if the target's total spellstrained levels equal or exceed its caster level + 1, it immediately disintegrates into virulent green mist. (This mist will not harm you if you are not a spellcaster yourself. If you are... way to go, genius, you just potentially signed your own death sentence.)
 * Corpseblood Mold: Your target takes 1 point of Intelligence, Wisdom, and Charisma damage. (Unlike subsequent saves against corpseblood mold itself, Fortitude saves against infection while already sick do benefit from the victim's increased Constitution. A successful redundant corpseblood mold infection does not increase the victim's Constitution.) If any of the target's mental ability scores are reduced to 0, it becomes a corpseblood gel.
 * Wild Plague: Your target rolls twice on the wild surge table when he casts his next spell, and both wild surge results take effect.

You can use this maneuver multiple times to infect a target with multiple diseases. If you do, all of the diseases operate simultaneously, and each disease has its full effect. (Be warned that corpseblood mold may make other diseases easier to resist!)

If your attack misses or your target succeeds on its Fortitude save, the necromantic energy dissipates harmlessly, and no disease is transmitted. If your target made the save, your attack is resolved as normal.

This maneuver is a supernatural ability. If used as an Organic Repast maneuver, it lacks the Evil descriptor.