Life Force Transfer (Lvl 4) - Necromancer
- SchoolNecromancy
- ComponentsV, S, M
- RangeTouch
- AreaCreature touched
- Casting time4
- DurationInstantaneous
- SaveNone
(See also: Life Force Transfer (Wizard Spell))
This spell allows the caster to transfer some of his life-force to another creature. When cast, the spell transfers 1 hit point per level of the caster to the target creature, plus an additional 1d4 hit points. The hit points are added to the creature's current hit point total and deducted from the spellcaster's. Thus, a 7th-level necromancer can transfer 8 to 11 hit points from himself to another creature.
The caster can transfer only as many hit points as he currently has; if he transfers more, his current hit point total plus 1d4 hit points are transferred to the target, while that amount is subtracted from the caster's total (and the caster begins to die). The creature cannot gain more hit points than its full normal total; extra hit points are merely lost. The necromancer's hit point losses can be regained by normal healing or magic.
After the transfer, is complete, the necromancer loses four points of Constitution temporarily; each point can be recovered by six turns of rest. If the caster's Constitution drops below 3, unconsciousness results and full Constitution is not regained for 24 hours. The material component of this spell is a glass tube filled with the caster's blood, which disappears when the spell is cast.
Notes: Restricted to necromancers; uncommon.
Sources: Wizard's Spell Compendium