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Irrevocable Damage Transfer in Dungeons & Dragons 5e

Irrevocable Damage Transfer

2-level Necromancy

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: ritual only
Range/Area: 40" + 10" per caster level
Components: Verbal, Somatic, Material
Materials: Quartz 5gp per spell level
Duration: 1 day
Following a ritual between the magician and one willing participant (cannot be under the effects of magical or mundane influences), the magician can use a reaction to transfer up to a maximum of 6hp per spell level in damage to a participant.   When invoked, the Irrevocable Damage Transfer spell moves all damage taken in a single round (one initiative count) from the magician to the participant. This damage cannot be resisted or declined, no matter the resistances/vulnerabilities of the participant and is taken in full by the participant as experienced by the magician. The range of the spell when cast determines how far away the participant can be before the damage is transferred. If the participant is out of range, it is not possible to transfer the damage.   Partial damage cannot be transferred. When the magician transfers damage, the full amount available to be transferred must be transferred to a participant. If the maximum amount of damage to transfer is exceeded, this damage is taken by the magician.   By taking on a level of exhaustion for each additional participant, the magician can add an additional participant for each 7 magician levels above 3rd magician at one time. Exhaustion incurred this way can only be removed once the spell ends.  
At higher levels: Increase hp transfer by 6hp per spell level
Available for: Forgotten Crystalline Era

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