VAMPIRIC TOUCH
- PLAYER’S HANDBOOK (3.0)
- PLAYER’S HANDBOOK 1 (3.5)
Necromancy
Level: Blighter 3, Bone Collector (3.0) 3, Corrupt Avenger 2, Dread Necromancer 3, Duskblade 3, Envy Domain 4, Hexblade 3, Gluttony Domain 4, Maho-Tsukai (3.0) 3, Sorcerer/Wizard 3, Spite Domain 3, Telflammar Shadowlord 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: Instantaneous/1 hour; see text
Saving Throw: None
Spell Resistance: Yes
You must succeed on a melee touch attack. Your touch deals 1d6 points of damage per two caster levels (maximum 10d6). You gain temporary hit points equal to the damage you deal. However, you can’t gain more than the subject’s current hit points +10, which is enough to kill the subject. The temporary hit points disappear 1 hour later.
Alternate Material Component: Specially prepared vampire’s fang [Maximized] (2,550 gp)
Editor (Blaster/Buff): You touch your enemy, they hurt, you get hit points. By itself, not the best spell. Channeled through a weapon, it starts to look better. As it reads, if you add this to another attack, you get the hit points from that weapon as well. That means Black lore of moil adds damage that you get hit points from. Sneak attack also gives you hit points. Also, it has a single target on the target line. That means you can reach/chain this spell. In an off itself, the spell isn’t that impressive because the slow damage progression. Combined with metamagic feats, it can get disgusting. Oh, and don’t forget Spectral Hand. Even if you don’t have reach spell, spectral hand allows you to make touch attacks at range.
Metamagic
Black Lore of Moil: YES! YES! YES! Pile it on!
Reach/Chain: A Total +5 level adjustment. You could potentially do upwards of 500 hit points of damage to a crowd of commoners and become a punching bag, laughing at the town guard as they try to poke you to death with their pig stickers.
Empower: Empower doesn’t lend itself well to low damage spells, but every little bit counts when you start stacking the multipliers.
Enervate: Keep piling it on.
Extend: If for some reason you need the hit points to last two hours, then you need this feet. Not sure why you would need it for that long, but it is an option.
Fell Animate: It certainly would look cool, but, alas, you are unlikely to kill someone in one shot with this spell. In fact, you most likely want to aim for the healthiest target, so you get the maximum amount of temporary hit points.
Fell Drain: I like this feet, but for a +2 adjustment, there are better metamagic feats.
Maximize: Expensive as all heck, but you get what you pay for. It’d be far better in a rod, mind you.
Smiting: A way to get around the range limitation is to put this in a smiting spell, then cast it on an arrow you hand off to the archer. The archer does extra damage and you get the hit points.
Wands
Vampiric Touch (SL2/CL4): 6000 gp
HP Damage: 2d6 = Avg 7 hp (17.14 gp/hp)
Only available from a Telflammar Shadowlord or a corrupt avenger, it is base line spell in a wand.
Vampiric Touch BLoM (SL2/CL4): 8500 gp
HP Damage: 2d6 +2d6 = Avg 14 hp (12.14 gp/hp)
Only available from a Telflammar Shadowlord or a corrupt avenger, it is the most cost effective wand you can buy.
Vampiric Touch Reach (SL4/CL8): 30000 gp
HP Damage: 4d6 = Avg 14 hp (42.86 gp/hp)
Only available from a Telflammar Shadowlord or a corrupt avenger, this wand has reach to it, making it much more useful for a wizard.
Vampiric Touch BLoM/Reach (SL4/CL8): 32500 gp
HP Damage: 4d6 + 2d6 = Avg 21 hp (30.95 gp/hp)
Very expensive, but possibly the best you can fit in a wand. Again, only available from a Telflammar Shadowlord or a corrupt avenger.
Scrolls
Vampiric Touch Reach/Chain (SL8/CL16): 3250 gp
HP Damage: 8d6 + 2d6 = Avg 35 hp (92.85 gp/hp)
Targets: 16 (5.80 gp/hp)
And here we see the reason why reach chain and vampiric touch is so scary. A potential for 560 temp hit points for an hour. You can become the punching bag, as long as you are willing to suck the life out of a crowd of people.
Vampiric Touch BLoM/Heighten+1/Reach/Chain (SL9/CL20): 4575 gp
HP Damage: 10d6 + 3d6 = Avg 45.5 hp (100.55 gp/hp)
Targets: 20 (5.03 gp/hp)
And this is the ultimate in temp hit point gathering. On average, you could harvest 910 hit points. Then you could walk through a hail of arrows, jump off a cliff and celebrate by drinking lava.
Vampiric Touch BLoM/Empower (SL5/CL10): 1300 gp
HP Damage: 5d6 + 2d6 x 1.5 = Avg 36.5 hp (35.61 gp/hp)
Not the most cost effective way to cause damage, but the temp hit points will help you to weather the blows you are about to take from touching someone.
Vampiric Touch BLoM/Empower/Enervate (SL7/CL14): 2500 gp
HP Damage: 7d6 + 2d6 x 2 = Avg 47 hp (53.19 gp/hp)
While adding enervate does add quite a bit of damage, the additional cost makes it seem less then impressive.
Vampiric Touch BLoM/Empower/Maximize (SL8/CL16): 3250 gp
HP Damage: 60 hp (54.17 gp/hp)
This combo will net you a hefty amount of hit points. Still, for 8th level, there are far more impressive spells. The range/chain version springs to mind.
Vampiric Touch BLoM/Empower/Reach/Split Ray (SL9/CL20): 4550 gp
HP Damage: 10d6 + 2d6 x 1.5 x 2 = Avg 125.5 hp (36.25 gp/hp)
If your DM does not allow a reach/chain spell, then this combo is the best you are going to get. You can drain from on target or two, depending on the strength of your enemies.
And that's it for this analysis. Hope this brings new life to this old spell.