Wound Conferral
This spell is similar to the 4th-level wizard spell
Empathic Wound Transfer, except that it enables the caster
to transfer the wounds (up to 3 hp per level of the
caster) between any two creatures, excluding the caster.
The wizard must be able to grasp both the creature with
the disability and the creature about to receive the disability without having to make attack rolls. Thus, the
two beings must either be willing to undergo the spell,
or else be sleeping, unconscious, or otherwise bound
and secured from escaping the caster's grasp.
The recipient of the disability is entitled to a saving throw vs. spells if unwilling. If the recipient's
saving throw succeeds, the transfer is incomplete
and nothing further happens. If failed, the recipient
gains the wounds of the disabled creature, subject to
a few limitations.
The total amount of transferred hit points is limited to the caster's current hit points (or 3 hp per
level, whichever is smaller). Normally, the spell functions by conveying the wounds from the disabled
creature to the caster (during the first round of casting) and then from the caster to the final recipient
(during the second round of the spell). Should an
conferred disability drain the wizard below zero hit
points (if the wizard unwittingly attempts to channel
more hit points than he or she currently possesses),
the exchange effectively backfires and now operates
on the wizard himself as an empathic wound transfer.
The spell also backfires if it is interrupted during the
second round of casting, before the final conferral of
life force to the recipient.
At the DM's discretion, this spell will never backfire when employed by a necromancer, who is presumably an expert in these rites. If interrupted
during casting, the spell merely fails without any
transfer of wounds from the disabled creature. When
cast by a necromancer, this spell can also immediately restore an incapacitated and unconscious creature, as per the 3rd-IeveI priest spell death's door.
This spell is terribly exhausting for the caster. After
the exchange is complete, the wizard temporarily
loses seven points of Constitution; each point may be
recovered by two hours of complete rest. If the caster's Constitution drops below 3, unconsciousness
results, and the full Constitution is not regained for 24
hours.
The ruby brooch must be worn by the wizard at the
time of casting. The ruby, which serves as a temporary
receptacle or buffer for the exchanged life force, shatters upon the completion of the spell.
[Complete Book of Necromancers]
School: Necromancy
Level: 7
Rarity: Rare
Level: 7
Rarity: Rare
Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 2 rounds
Area of Effect: Two creatures
Saving Throw: Negates
Components: V, S, M
Duration: Permanent
Casting Time: 2 rounds
Area of Effect: Two creatures
Saving Throw: Negates
hair and blood from both the recipient and the caster, two newt eyes, two wolf teeth (each from a different animal), and a specially fashioned ruby brooch or pendant worth at least 5,000 gp
Comments