Vampiric Skimming

Available to NEC/WAR 1+. To activate this deed, roll and sacrifice a Risk Die. If the die result is not '1': each living flesh and blood creature within thirty feet of you must make a saving throw versus this spell-like effect using the Moldvay saving throw table. Failure indicates that the creature loses 1 HP and you gain that hit point. This can heal you up to your maximum normal hit points, plus your Necromancer level in temporary hit points. Using this ability on allies, bystanders, or helpless individuals may move your overall alignment toward chaotic evil. Regardless, it will cause you to detect as evil for the next full turn. There is a percentage chance equal to the number of hit points so drained with this deed (to a maximum of eight) of gaining ten percentile points to a random ability score.