By touching a target, the caster of this spell creates a conduit for osmosis and forcibly draws water from the victim and into themselves. It doesn’t have to make sense scientifically; it’s magic!
With a successful melee touch attack, you drain water from the body of a target (which must be a living creature) and use it to rejuvenate yourself. The victim takes 4d4 points of untyped damage, which increases by 1d4 per level above first (to a maximum of 13d4 at level 10) and becomes fatigued. In addition, any exhaustion effect on the caster is reduced to fatigue, and any fatigue is removed completely. A successful Fortitude save from the victim halves the damage dealt and negates the fatigue on them, but does not prevent the removal of fatigue on the caster.
Plants and creatures with the Water subtype are particularly vulnerable to this spell. When used on such foes, all damage dice are increased to d6 from the standard d4.
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