Caligula's Vitality Drain
(Alteration)

Range:  0
Components:  V, S, M
Duration:  Special
Casting Time:  7
Area of Effect:  Special
Saving Throw:  None

This terrible spell allows the wizard to drain the youth from a victim, revitalising himself, at the expense of ageing the victim. Hardly a spell used by good aligned wizards.
The wizard first prepares the spell, by casting the eight phase portion of it. He then has his level in rounds to make contact with the victim, and begin draining. To drain the youth of the victim, the wizard must be in continuous contact with the flesh of the victim during the draining process. The act of being drained is extremely painful to the victim, and is sufficient to awaken sleeping victims, and allow charmed victims a new saving throw. Even if the victim is conscious, however, the draining will continue. The victim must break flesh contact with the wizard to break the spell.
The wizard is able to drain a decade, plus one decade for every four levels above first he possesses, i.e. 20 years at fifth, 30 at ninth, 40 at thirteenth, etc. Each year takes but a tenth of a round to drain, so a decade is drained per round. If the spell is broken during casting, the wizard will still have drained a number of years dependent on time of casting (eg. contact broken after 2 rounds, 20 years drained). Due to the imperfect nature of the spell, however, the wizard only reduces in age by a year for every three drained from the victim.
Both wizard and victim will be affected by the change in age. The victim will only suffer the disadvantages of ageing (Strength and Constitution loss), whereas the wizard will only experience the benefits (Strength and Constitution gain). After the spell, the victim will have visibly aged, with greying hair, and lined, shaggy skin. The wizard will appear invigorated, with grey disappearing from his hair, and the obvious return of muscle tone. The victim must save versus paralysation, or fall unconscious for 1d4 turns, if he is drained more than 20 years. The wizard will experience a temporary 1d4 increase in Strength (not including that gained from becoming younger), which will fade by 1 point a turn. The wizard will also feel inebriated, an effect which persists for 1d6 rounds.
This spell is only effective on humans. Long lived races, such as elves and dwarves, as well as humanoid races, are immune from the spell, and the wizard must save versus paralysation, or be knocked unconscious if attempting to drain a member of these races.
Finally, there is no known cure for this spell, save a wish. The material component of this spell is a scrap of flesh from a vampire, which must be consumed by the wizard.

