Ghelkyn's Wounding
- SchoolNecromancy
- ComponentsV, S
- RangeTouch
- AreaCreature touched
- Casting time4
- DurationSpecial (1 turn max.)
- SaveNeg.
This spell enables the caster to steal vital energy (hit points) from a foe that the caster touches. A successful attack roll is required to touch hostile or wary targets, but the spell need not be unleashed until contact is made.
If a touch is not made within one turn of casting, the spell is lost. The spell drains 2d8+1 hit points from the victim unless a successful saving throw vs. spell is made. One of the drained hit points is always lost in the transfer, but the caster gains the remainder as healing energy. Any existing damage to the caster can be healed instantly by the influx of energy. Any excess hit points that are left after all damage is cured are retained for 1 turn. Any damage to the caster during that turn is first taken from these excess hit points. After the turn ends, the excess hit points are lost.
A target creature that successfully saves against Ghelkyn's wounding loses only 1 hit point, which is not gained by the caster. The target is then stunned (unable to take any action during the round and acts last in the following round).
The caster of a Ghelkyn's wounding spell can also choose to give vital energy to a target. If the target is willing or unconscious, no saving throw is necessary. An undead creature is harmed by such a gift of energy: The caster gives up the hit points, and the undead creature suffers the same amount of damage if it fails a saving throw vs. spell. If a target successfully saves, it is stunned (unable to take any action) during the remainder of the round and acts last on the round following. In the case of creatures able to alter their state or location (phase, teleport, gaseous form, etc.), any such change is prevented until the end of the round following the caster's touch.
Notes: Very rare; virtually unknown outside the Forgotten Realms setting.
Sources: Wizard's Spell Compendium