Life Tap

- Posted in Scarlet-Horizons by

At Necromancer 2, the necromancer gains the at-will Life Tap ability. His touch can siphon the life force of others to bolster his own. As an action, the necromancer can make a melee spell attack against a living creature, dealing necrotic damage equal to 1d8 + his Wisdom or Intelligence modifier on a hit, gaining temporary hit points equal to the amount of necrotic damage dealt. If this feature kills the creature, twice as many temporary hit points are gained from using this feature.

At Necromancer 3, Life Tap deals 2d8+Wis/Int mod, and can be delivered either via a touch attack or a ranged touch attack of up to thirty feet.

At Necromancer 4, Life Tap deals 3d8+Wis/Int modifier, and can be delivered by layering it on top of another spell effect (magic missile, finger of death, etc).

At the 5th and final level of Necromancer, the necromancer understands intuitively the processes that lead to lichdom, and Life Tap damage rises to 6d8+Wis/Int modifier.

Note: it is rumored that there are higher echelons of power within the ranks of necromancy, but that only vampires and liches may climb those ranks. If true, then there exists necromancer levels 6 through 10.

A necromancer may gain temporary hit points above and beyond his normal HP maximum in an amount equal to the product of X and his overall character level, where X is the sum of his Intelligence and Wisdom modifiers. Example: Uvron Alygrean Kesloril is a FGT 4/MAG 13/NEC 5 with Wis 15 and Int 18. Maximum temporary HP beyond normal maximum is 88.