Level
8th
Casting Time
1 Minute
Range/Area
Touch
Components
V, S, M *
Duration
Instantaneous
School
Necromancy
Attack/Save
None
Damage/Effect

Description:
Echoes of the Lifeblood allows the caster to tap into the life essence of another creature, drawing out its memories, experiences, and vitality and momentarily merging them with their own. The caster can gain insight into a creature’s life, draw upon its skills and abilities, or even heal themselves by consuming part of the creature’s life force. The spell creates a temporary connection between the caster and the target, revealing echoes of the target's past and making that knowledge available to the caster.

This spell is not inherently harmful but carries the potential for great power or profound insight, depending on how the caster uses the connection. It can be used for interrogation, healing, or gaining new abilities for a limited time.


Effects of Echoes of the Lifeblood:

  1. Memory Extraction:
    By touching a willing creature (or an unconscious or restrained unwilling creature), you can delve into its memories. You gain access to any memory of your choice, provided the creature has experienced it. You can learn specific information, see events through the creature's eyes, or experience its thoughts and emotions during that memory. This lasts for 1 hour.

    • For hostile or unwilling creatures, they must make a Wisdom saving throw. On a success, the creature resists, and you cannot access their memories. On a failure, you gain full access to the memory you desire.
  2. Skill Transfer:
    You may choose to temporarily gain proficiency or expertise (if the target has it) in any skill or tool proficiency the creature possesses. You retain this proficiency or expertise for 24 hours. If the creature is a skilled combatant, you can even temporarily gain proficiency with a weapon or armor type that the creature is proficient in.

    • Example: If you touch a blacksmith, you gain proficiency with smith's tools. If you touch a master swordsman, you gain proficiency in longswords or even expertise in swordplay.
  3. Life Energy Absorption:
    As an additional option, you can draw on the target’s life force to heal yourself. The target must make a Constitution saving throw (if unwilling). On a failed save, you drain their vitality and regain hit points equal to 4d10 + your spellcasting modifier. The creature takes necrotic damage equal to half the healing you receive. If the creature is willing, it automatically fails the save and willingly transfers the life energy.

  4. Shared Experience:
    You can allow the target to experience one of your memories, skills, or even emotions. This creates a two-way connection between the caster and the target. For the next 10 minutes, you and the creature share any emotional or sensory experiences you choose. This can be used to comfort or terrify, to teach or persuade. It also allows for an intimate understanding between both individuals, as the target experiences life from the caster’s perspective.


Additional Features:

  • Mind Link:
    While under the effects of Echoes of the Lifeblood, the caster and the target can telepathically communicate with one another for 1 hour, regardless of language barriers. This is useful for interrogation, diplomacy, or establishing a temporary bond between creatures that might otherwise be difficult to understand.

  • Echo Infusion:
    If the target is willing, you can store a portion of their knowledge or vitality for later use. At any point in the next 7 days, you may invoke the stored knowledge to ask a single question about an event they witnessed, instantly regaining a detailed memory of that event as though you were there. Alternatively, you can invoke the stored vitality to regain 2d10 hit points in a time of need.

 

 

  • Memory Extraction: Lasts for 1 hour, allowing you to access and experience the chosen memory for that time.
  • Skill Transfer: The proficiency or expertise gained from the target lasts for 24 hours.
  • Life Energy Absorption: The healing and damage are instantaneous, but no permanent effects linger.
  • Shared Experience: Lasts for 10 minutes, during which both the caster and the target share a mental and emotional connection.

 

* - (a drop of blood from the caster and a reflective surface)

Available For: Wizard

BenjiDMLegge

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