When a creature is in range make a melee spell attack.
When the spell hits the target must make a intelligence saving saving throw against your spell DC
If the creature fails you absorb every remaining spellslots of the creature you touch and every spellslot that you absorb you gain back equal to the level you absorbed. Every spell slot that you absorb extra Heals you 1d4 extra per spellslot x level of the spellslot. on a succesfull saving you absorb half of the total remaining spell slots counting from the lowest level.
If the target hasn't any spell slots the target takes 8D6 psycic damage and, or half that on a succesfull save. on a failed save their intelligence becomes 1 since the spell drains their intelligence instead of spell slots. The creature can’t cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them. this effect lasts for 1 day. This effect can be removed by an Greater Restoration, Heal, or Wish spell.
* - (A Syringe made of Platinum worth 2000 gold (not consumed but needs to be repaired after casting costing 1000 gold))
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