Stitch (Druid, Cleric, Wizard (Necromancy Specialist only)
Casting Time: 1 Action
Components: V, S, M (A piece of dried skin and sinew)
You touch a living injured creature, concentrate on the wound and the sinew magically stitches closed wounds, grafts over burns and otherwise closes and protects and injured creature. Heal 1d8 Hit points up to the character’s maximum hit points, AND reduce the target’s maximum Hit points by half that (round down). If as a result of this spell a character’s current Hit Points would exceed their new maximum hit points, add the maximum amount possible while still reducing the maximum hit points half as much.
The lost Maximum hit points recover after a long rest.
Ex. JerrDan has taken 10 hit points damage of his normal 20 maximum hit points. A Stitch spell is cast on him. He heals 5 hit points and his maximum is reduced by half that 2.5=2. So after the spell he has 15 current hit points, and 18 maximum hit points. If the spell is cast a second time for 6 hit points, he can only add 2 hit points, and subtract one. So his new total is 17 hit points (current and maximum).