Siphoning Missile
Necromancy [Death]
Level: Sorcerer/Wizard 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to five living creatures, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You conjure crackling bolts of sickly emerald and violet necromantic energy that unerringly strike their targets. These missiles require no attack roll and always hit, even if the target is engaged in melee or has concealment, though they cannot strike creatures with total cover.
The spell creates one missile at 1st caster level, plus one additional missile for every two caster levels beyond 1st (to a maximum of five missiles at 9th level). Each missile deals 1d4+1 points of negative energy damage to a living creature. A single missile can strike one creature or several missiles can be divided among multiple targets.
For every point of damage actually dealt by Siphoning Missile, you regain an equal number of hit points. This healing cannot raise your hit points above your normal maximum and provides no benefit if the target is immune to negative energy damage or if all damage is prevented.
Undead creatures are unaffected by Siphoning Missile, and constructs and other creatures immune to negative energy are likewise unaffected.
Design Notes
This spell is intended to occupy a niche between Magic Missile and Vampiric Touch.
Compared to Magic Missile, it exchanges reliable force damage for negative energy damage, making it ineffective against undead and certain other creatures. In return, it grants self-healing equal to the damage inflicted.
Compared to Vampiric Touch, it offers the safety of range and automatic hits but significantly less damage and no temporary hit points. At 9th level, the spell deals a maximum of 25 damage (5d4+5) compared to Vampiric Touch's average 17.5 damage (5d6), though Vampiric Touch continues scaling to 10d6 and grants temporary hit points beyond your normal maximum.
Overall, 4th level feels appropriate because the combination of automatic hits and guaranteed healing is considerably stronger tactically than either feature alone, while remaining limited by the lower damage output and the number of creatures immune to negative energy.






