Draw Life
A spell-like ability allowing the wielder to drain life essence from a living creature or plant and transfer it to another. The recipient of the transfer risks domination and memory alteration.
Ability
Necromancy
Tied to ruby rod
1 Action
Touch
1 minute
Heals another creature for an amount equal to the damage dealt to the first target.
Inflicts 3d10 necrotic damage to the target being drained (or 3d6 for plants and non-sentient beings).
• Domination risk for the recipient of healing.
Inflicts 3d10 necrotic damage to the target being drained (or 3d6 for plants and non-sentient beings).
• Domination risk for the recipient of healing.
• The recipient of healing must succeed on a Wisdom saving throw (DC = hit points restored) or become dominated for 1 minute.
• The recipient of healing must succeed on a Wisdom saving throw (DC = hit points restored) or become dominated for 1 minute.
• Constitution saving throw (DC 18) for the creature being drained.
• Wisdom saving throw (DC = hit points restored) for the creature receiving the healing.
No scaling. Fixed damage and effects.
When draining life, the ruby rod glows with a crimson light as a faint, mist-like essence flows from the target into the rod. When transferring life, the mist flows from the rod to the recipient in a vibrant burst.
• The environment around the drain site visibly withers (e.g., plants die, the ground becomes gray).
• The recipient of healing feels a lingering unease but remembers nothing of being dominated if they fail their saving throw.
• Cannot heal undead or constructs.
• Stored life force dissipates if not used within 1 minute.
• Domination and memory alteration effects only apply to living creatures capable of being affected by Dominate Person or Dominate Monster.
• The Modify Memory effect ensures the recipient does not remember being dominated, adding a manipulative edge.
• Environmental decay from using this ability can leave clues for enemies or allies, depending on the situation.