The caster reaches out to take the life essence of another being immediately recharging the casters health and spell slot points* according to the amount of life essence the creature has/had. The target creature may either be alive or have died within a 1 minute time frame prior to casting the spell. When casting the spell on a live creature, that creature must pass a constitution saving throw that increases in difficulty based on how much damage that creature has sustained. If the creature passes the check, nothing happens.
If the target creature fails the check, the caster immediately gains all remaining hit points of the target character and spell slot points* in proportion to remaining health. Any hit points or spell slots over the characters maximum become temporary until after the next long rest. In addition, the the caster rolls 1d100 to determine what portion of the missing health the caster gains.
If the target creature is dead, the spell automatically succeeds. Roll 1d100 + 10 to determine the percent of health gained. In addition roll 1d10 to determine amount of spell slot points* gained.
Spell Slot Points: points that may be spent to regain spell slots. Each spell slot costs an equivalent amount of points. For example, regaining a 2nd level slot will cost 2 points, while regaining a 3rd level slot would cost 3. Any excess spell slot points are converted to HP. HP that goes over the maximum become temporary HP following same guidelines as previously stated.
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