Empathic Wound Transfer
By casting this spell, a wizard transfers some of
the wounds of another creature to him- or herself,
thereby partially curing the recipient. Up to 2 hp per
level of the caster may be transferred, so a 10th level
necromancer could cure an ally of a 20-hp wound
(but the wizard will then take 20 hp in damage).
The hit point loss could have originally resulted
from physical attacks, certain poisons, spell effects, diseases, or curses (except those that cannot be removed
by the remove curse spell). This spell cannot restore
amputated limbs, drained life levels, or lost life. It also
cannot undo any continuously acting poison or disease. The spell only temporarily reverses such harm,
which will then continue to affect the victim.
The caster cannot drain his or her own life. Normally, a wizard can only transfer up to his or her current number of hit points. However, if the DM makes
use of the rules for "hovering on death's door" (page
75 of the DMG), then a necromancer might be voluntarily drained to the brink of death. Of
course, the mage immediately loses consciousness in
such a case, but his or her condition does not deteriorate unless further wounded
by another agent. At the DM's discretion, this spell
also enables a necromancer to immediately restore
an incapacitated and dying victim, as per the 3rd-level priest spell death's door. Unlike the priest version, however, hit points cured by the wound transfer
are inflicted on the caster. Hit points lost by the wizard may be regained by normal healing or magic.
Finally, after the transfer is complete, the wizard
temporarily loses four points of Constitution due to
extreme exhaustion; each point may be recovered by
six turns of complete rest. If the caster's Constitution
drops below 3, unconsciousness results, and full
Constitution is not regained for 24 hours.
The material components are consumed in the casting.
[Complete Book of Necromancers]
School: Necromancy
Level: 4
Rarity: Rare
Level: 4
Rarity: Rare
Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 1 round
Area of Effect: Creature touched
Saving Throw: None
Components: V, S, M
Duration: Permanent
Casting Time: 1 round
Area of Effect: Creature touched
Saving Throw: None
hair and blood from both the recipient and the caster, two newt eyes, and two wolf teeth (each from a different animal)
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