Draw Life

Recommendation: Your spirit point maximum should be 2 or greater.

Cast (Action): You use one of the following powers:

  • Commune (Persistent, Up to 10 Minutes): You touch the corpse of a creature -- other than a Construct or Undead (see Creature Types) -- and you grant it a semblance of intelligence for the duration. While the spell lasts, the target can speak and understand any language it knew in life, and it answers your questions to the best of its ability. The target's answers are truthful, but cryptic and limited to the knowledge it held in life.

    Before the spell ends, the target can make one request (deliver a note to a loved one, conduct a proper burial, give a sip of your blood, and so on). If the request isn't satisfied within 1 hour of the spell's end, you are cursed until the next sunrise. While so cursed, you can't use Commune and you have disadvantage on all tests.

  • Siphon (Instantaneous): You touch the corpse of a creature -- other than a Construct or Undead (see Creature Types) -- that has died within the last minute. You regain 2 lost spirit points, and the target can't be returned to life.

    Once you have used Siphon, you must finish a long rest before you can use it again.

  • Wither (Instantaneous): You extend wispy tendrils to make a blast attack (see Blast Attacks) against a creature within 6 squares of you. If you succeed, the target takes necrotic damage equal to your Fighting result, and -- if the target lost hit points from the attack -- it has disadvantage on all Strength tests until the end of your next turn.

This spell is a relatively subtle take on necromancy. To summon hordes of undead monsters, you need the right ritual (see Using Rituals).