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Wound Conferral

(Necromancy) Level: 7th Range: Touch Components: V, S, M Area of Effect: 2 creatures Casting Time: 2 rounds Duration: Special Saving Throw: Neg. Author: Unknown 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 wounded creature and the creature about to receive the wounds 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 creature to receive the wounds is allowed to a saving throw vs. spells if unwilling. If the saving throw succeeds, the transfer is incomplete and nothing happens. If failed, the creature receives the wounds of the disabled creature, subject to a few limitations. The total number of transferred hit points is limited to the caster's current hit points (or 3 hit points per level, whichever is smaller). Normally, the spell functions by conveying the wounds from the wounded creature to the caster (during the first round of casting) and then from the caster to the second creature (during the second round of the spell). Should a conferred wound 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 wounds to the second creature. 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 material components are hair and blood from both creatures, two newt eyes, and two wolf teeth (each from a different animal). These components are consumed in the casting. The caster must also wear, as a focus, a specially fashioned ruby brooch or pendant (worth at least 5,000 gp) at the time of casting. Notes: Restricted to necromancers, rare.

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