Level
1st
Casting Time
1 Action
Range/Area
Touch (20 ft. *)
Components
S
Duration
Concentration 1 Minute
School
Necromancy
Attack/Save
CON Save
Damage/Effect
Radiant (...)

You steal magical energy from another creature.

Make a melee spell attack against a creature you can reach. On a hit, the target is considered grappled and must make a constitution save. The creature loses 2 spell slots on a failed save, or half as many on a success. The creature may choose which levels of spells to expend (i.e., they may lose either one second level spell or two first level spells). When you cast this spell using a spell slot of 2nd level or higher, the stolen magic increases by 1 spell slot for each level above first.

You store this energy and can use it to cast spells or increase the level of spells. For instance, with 5 spell slots stolen, you can cast a spell at first level that has an effect as if it was cast at 5th level, even if your level does not currently permit 5th level spells. 

If the creature fails to free itself from your grapple before your next turn, you may use an action to consume the same amount of energy as the first time you cast the spell. You may continue to do so for the duration of the spell, or until the creature is freed from your grasp. If the creature is not a spell caster or has no spell slots left, you consume energy from their hp instead. The creature takes 1d8 necrotic damage for every spell slot they would have lost.

You can consume 2 spell slots without damage. For each additional spell slot you consume during a single casting, you take 1d4 radiant damage. 

If you consume enough energy that your total number of spell slots is greater than your maximum spell slots, ghostly flames begin to flicker over your skin, and you take 1d6 radiant damage and must make a concentration check to continue holding the energy. You continue to take this damage and make concentration checks on every subsequent turn until you release enough energy to be below your maximum spell slots. For every spell slot by which you exceed your maximum, the damage increases by 1d6. 

If you fail your concentration check, or fall unconscious while holding excess energy, all of the consumed energy is released in a radiant blast. Each creature within 20 feet of you must make a Dexterity saving throw. A target takes base damage of 4d6 on a failed save, or half as much on a successful one. The damage increases by 1d6 for every additional spell slot released. You take this damage as well, and automatically fail your Dexterity save.

Spell Tags: Debuff Combat Special

Available For: Sorcerer (Legacy) Wizard (Legacy)

RinLee

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