Living Blood

Needs to be verified.
School Necromancy [Blood]; Level witch 0

Casting Time 1 Full Round Components V, S, M 1 (Empty glass container with at least half a pint volume of space.)

Range Close (25 ft. + 5 ft./5 levels)

Effect One willing or helpless living creature of at least small size, may be used on the caster themselves.

Duration Concentration, up to 1 minute.

Saving Throw None; Spell Resistance No(?)

DESCRIPTION
Draws out half a pint of blood from the target into the empty glass container, dealing a rolled hit die worth of damage to the target over the course of 10 rounds/1 minute. (The hit die rolled depends on the creature/class of the target, for example it does 1d6 worth of damage to a witch, 1d12 damage to a barbarian, and 1d8 for a wolf.)

The blood drawn can be kept 'living', keeping the blood essentially fresh by the caster optionally donating his life-force. Donating his life-force does 1 point of damage, bypassing DR, and reduces the casters maximum hit points by 1. The maximum hit point reduction lasts until the blood is either used as a component for another spell (component, not a focus), parted with the caster for 1 day, the target dies, or the caster decides to let the blood 'die' (in the final three cases the blood becomes instantly unusable the 'living blood' spell component).

One half-pint weights 0.55 pounds and any number of living blood samples may be made, as long as the caster remains concious. Take a note of the target and whether it was taking from a willing or helpless target, willing donations can be used for more spells.

Will be used as a spell component for later spells.