Life Drain

Life Drain

Mystic

Proficiency [Wits]

180 hours

Double learning difficulty

Requires: any two other blood spells

Each member of the troupe/guild has a stone that they need to keep on their person. This stone is enchanted by the ritual to allow them to receive the benefits of this spell. The stone is a bloodstone with a value of approximately 20 guilder. When Life Drain is used, the necromancer first casts it on the target they wish to drain, then on the target they wish to heal, who must be carrying one of the stones. The initial enchantment takes 1 hour per stone; the combat casting of the spell requires 20 seconds—or about 3 rounds. The effect takes place at the end of the third round. The blood-mage must make a skill check for the spell to be successful, with the amount drained equal to the roll above 15, to a maximum of the skill level plus one. For example, at first level, this spell causes up to 2 hit points to the victim and removes 1 hit point from the target. Each additional level of the spell removes one hit point, at a cost to the victim of one additional hit point, i.e. Life Drain III causes up to 4 points of damage and heals 3 hit points. There is a visual effect associated with this spell: the blood launches through the air from one target to the other. This is done via open wounds; both targets need to have a cut or other exit/entryway. This is a painful, traumatic experience; both targets suffer shock equal to the damage done. This spell cannot cause or heal life point damage. The caster, victim, and target of the spell must all be within about 12 feet of one another, or the spell will automatically fail. The victim of this spell is allowed a saving throw vs. necromantic magic at a 14 plus the caster's total character level. As the name implies, this spell must be cast on living targets. The stone is disenchanted after the first casting.