A creature’s injuries are fixed by sacrificing some of your own health. You are taking 4d8 necrotic damage, and the creature you choose within range regains double the necrotic damage you are taking.
At a higher level. The damage of this spell increases by 1d8 every time you use a spell slot above 3rd level. A caster could heal another by using the necromantic spell “life transference.”.
Life Transference 5e
- 1 action was filmed
- at a distance of 30 feet
- Time: Instant
- sizing: Yes
- Casters: Wizard, Cleric
Casting it healed another creature and caused necrotic damage to the caster. By transferring some of the caster’s vitality to the injured target, the spell functioned. The target creature had to be within 30 feet (9.1 meters) of the caster for the spell to be effective. By virtue of the caster’s skill level, the caster determines how much life force is taken and how much healing is offered.
The Aasimar’s Celestial Resistance might reduce both damage and healing based on the wording of Life Transference, or neither. As both the caster’s narcotic damage and the target’s healing are being described as part of the same statement, it can be viewed as one statement in and of itself.
The intention behind this spell may simply be to determine the ultimate outcome as one step. In the case of a control such as Celestial Resistance that only applies to self-damage to the caster, and not also healing, then that control would describe the damage and healing separately. My personal preference is for this attitude, but that’s beside the point.
To make a determination like this easier to differentiate, the spell text for Life Transference needs to be rewritten. A few big varieties of spells lead to me making this press release with alarming frequency. A number of them seem to be intentionally vague, which may be a problem when there are so many overlapping and interlocking mechanisms in DnD for something to be interpreted in ways that cause problems (like this one).
The Circle of Mortality wouldn’t apply to grave clerics. In Life Transference, you don’t roll to heal a creature with 0 hit points; you roll for damage to yourself. Healing a creature with no hit points is called the circle of Mortality. straightforward there. This is often a point where, for story development reasons, the DM would prefer to do something else, but as a simple use of the mixture, it is off limits.
As soon as you take hits after 0 you lose a death save, as soon as you take critical hits after 0 you lose two death saves, as soon as you take one hit after 0 you instantly die, but you do not track negative hit points. Since they heal twice the damage you’re taking and you don’t take negative damage, their healing is capped by how much damage a personality can tolerate.
A level 9 spell is also possible, but it strains belief that level 17 Clerics/Sorcerers wouldn’t just kill you instead. It seems very unlikely. Level 5 clerics average 26 HP, so they can’t typically kill themselves without two tries. A player can control their damage/healing by controlling their level and/or variety. Moreover, if the party hits them with AoE damage and reduces their health, these NPCs cannot heal themselves, so they are unable to do damage to themselves.