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#74
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Vampire Amulet (presumably, major)
At the start of battle, a random friendly unit is affected by the “vampirism” spell for 10 turns, allowing it to convert up to 50% of damage into health points (i.e., like the vampires' ability). If there are both ranged and melee units in the army, vampirism cannot be applied to ranged units. If only ranged units exist, then it will be applied to a random one. The spell is cast normally and can be dispelled. All vampires in the hero’s army receive +2 to attack and defense.

I already had a similar idea here - /topic/at/172908/