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Road_Runner
2012-02-12, 01:29 AM
ORIGINAL


The Healer


"Necromancers are masters of death. I am the master of life."


http://www.live-spiritual.com/images/Healinghands.jpg




Description:
Healers take restoration magic to a whole new level. Rather than simply casting an array of regenerative spells, Healers are masters of positive energy. They are known for their ability to generate a field of positive energy, serving as an energy pool for their usage. They control positive energy as a pyromancer controls flame, or a necromancer controls death. Many of their spells and abilities manipulate this unique energy field that serves as their power source. Healers recieve their powers innately, like a sorcerer or warlock. It is rumored that many have ancestry tracing back to denizens of the positive energy plane. Although some serve a diety, many simply stand for good ideals.

Races: Non-undead, non-construct races.

Alignment: Good only

Starting Gold: As a cleric.

Starting Age: As a cleric.

NOTE: Wisdom Variant


I wrote this class for charisma, but it could easily be played with wisdom as the primary stat for all class features.

Other Notes


Hi guys! This is my first homebrew :smallbiggrin:

In trying to write a healer class, I was looking to solve 2 mechanics problems of focusing on healing in 3.5

1) Healing is not always necessary every round in combat
2) Healing is generally not very effective; preventing damage is more efficient then waiting until it is too late

Meditation, and sphere spell progression are mechanics I hope will solve this problem by giving the healers something to do even when healing isn't needed, and allow for them to provide stronger help later in combat when enemy damage becomes overwhelming.

Anyways, if you guys could comment on the following that would be great:

1) Balance: This class has a very niche role, and actually literally has no offensive capabilities except against undead. As a result, it is very good at what it is supposed to do. I was aiming for tier 2-3ish.

2) Suggestions: I'll always consider any ideas for things to add/change to the class.

3) Anything else :smallwink: (such as typos, etc.)


Changelog:

6/26/12

Changed name from "Healer" to "Healer", changing many class features




Healer
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th| 9th

1st|
+0|
+2|
+0|
+2|Energy Field, Meditate|5|3

2nd|
+1|
+3|
+0|
+3|Healing Mastery +1|6|4

3rd|
+1|
+3|
+1|
+3|Life Sense|6|5

4th|
+2|
+4|
+1|
+4|Positive Energy Affinity|6|6|3

5th|
+2|
+4|
+1|
+4|Health Shield|6|6|4

6th|
+3|
+5|
+2|
+5|Life Anchor|6|6|5|3

7th|
+3|
+5|
+2|
+5|Meditation +2|6|6|6|4

8th|
+4|
+6|
+2|
+6|Healing Mastery +2|6|6|6|5|3

9th|
+4|
+6|
+3|
+6|Swift Meditation|6|6|6|6|4

10th|
+5|
+7|
+3|
+7|Negative Energy Protection|6|6|6|6|5|3

11th|
+5|
+7|
+3|
+7|Purification|6|6|6|6|6|4

12th|
+6/+1|
+8|
+4|
+8|Life Anchor, Greater|6|6|6|6|6|5|3

13th|
+6/+1|
+8|
+4|
+8|Meditation +3|6|6|6|6|6|6|4

14th|
+7/+2|
+9|
+4|
+9|Healing Mastery +3|6|6|6|6|6|6|5|3

15th|
+7/+2|
+9|
+5|
+9|Greater Energy Field|6|6|6|6|6|6|6|4

16th|
+8/+3|
+10|
+5|
+10| |6|6|6|6|6|6|6|5|3

17th|
+8/+3|
+10|
+5|
+10| |6|6|6|6|6|6|6|6|4

18th|
+9/+4|
+11|
+6|
+11|Life Nova|6|6|6|6|6|6|6|6|5|3

19th|
+9/+4|
+11|
+6|
+11|Sphere Fragments|6|6|6|6|6|6|6|6|6|4

20th|
+10/+5|
+12|
+6|
+12| |6|6|6|6|6|6|6|6|6|5 [/table]

Class Features:


Weapon and Armor Proficiency: Healers are proficient with all simple weapons and light armor.

Spells: Healers cast divine spells which are drawn from the healer spell list. When you gain access to a new level of spells, you automatically know all spells for that level on the Healer's spell list. You can cast any spell you know without preparing it ahead of time. Essentially, your spell list is the same as your spells known list. To cast a spell you must have a Charisma score of 10 + the spell's level. The DC for a saving throw is equal to 10 + spell level + Charisma modifier. The base daily allotment of spells is given, in addition you recieve bonus spells for a high Charisma score (PH 8).


Energy Field(Su): The Healer's core ability is to generate an energy field of positive energy which serves as a reservoir of energy points, absorbs excess healing energy, and acts as a key element in many Healer spells. This manifests as a glowing aura that emanates 10 feet out from the Healer, providing bright illumination for 20 feet and 20 feet of shadowy illumination beyond that. The illumination can be hidden or activated as a free action. A Healer can target any creature within the radius of the energy field with any Healer spells with a range of touch.

Energy Pool: A Healer's energy field has a number of energy points equal to the Healer's Charisma modifier + 1/3 levels.

Vitality Retention: A Healer's energy field can absorb excess healing energy before it dissipates. Whenever the Healer heals a creature past their maximum hit points, the excess hit points healed can be stored in the Healer's energy pool. For example, if a life disicple heals an ally 12 hit points but the ally only has 7 points of damage, then 5 hit points can be stored in the energy field. This health pool has a maximum amount of points stored equal to the Healer's hit points. Hit points gained from levels from other classes do not contribute to this pool. A Healer can transfer this energy into nearby allies as a free action 1/round, channeling a maximum of 20% of the maximum pool spread out among any number of creatures in the radius of the Healer's energy field. Any creature harmed by positive energy can make a Will save (DC = 10 + ˝ healer level + Cha) for half damage. The field can hold more hitpoints than the maximum capacity, but 20% of these extra hitpoints leak out at the end of each healer's turn (minimum 10% of the normal maximum capacity). The absolute limit for the pool is twice the normal maximum capacity.

Augment Spell: By spending a number of points from your energy pool, you can augment a healing spell you cast. You can apply more than one metamagic effect.


Reach Spell: At 2nd level, you can modify one of your healing spells with the reach spell metamagic feat by spending 2 points from your pool. Alternatively, ranged healing spells (such as cure light wounds, mass), can be modified to have double their normal range and minimum distance requirements. For example, cure light wounds mass would have a ranged of 50 + 5ft/level and creatures could be a maximum of 60, instead of 30, feet apart.

Effortless Healing: At 4th level, you can modify one of your healing spells with the silent spell and/or still spell metamagic feat for 1 point cost each.

Chain Healing: At 6th level, you can modify one of your healing spells with the chain spell metamagic feat at the cost of 3 points. Note that this probably has to be used in conjunction with the reach spell feat since almost all single target healing spells have a range of touch. Alternatively, you can modify a single target touch range healing spell so that it can chain as normal but only to creatures within your energy field.

Overchannel: By spending 5 points from your energy field, you can cast a spell and meditate at the same time


Meditate(Su): In the heat of battle, you can focus to collect positive energy and clear your mind. As a standard action, you can recover 1 point of energy to your energy field and gain one meditation charge. Each meditation charge grants a +1 insight bonus to AC and saving throws and a +2 insight bonus on concentration checks. These charges last for 1 minute, after which they dissipate. If you meditate again, the bonuses stack and the duration refreshes. You can have a maximum number of charges equal to Cha mod + 3 + 1/2 level. At 7th level you recover 2 points from your energy pool and gain 2 charges with each meditation. At 13th level you recover 3 points and gain 3 charges. Charges do not accumulate out of combat.

Healing Mastery At 2nd level, you add your charisma to the amount of hp healed by a spell you cast. This only applies to spells cast from the Healer class, not spells from other class levels. You also gain a +1 bonus on your effective level for the purpose of spells and class features. At 8th level you add double your charisma and gain a +2 bonus. At 14th level you add triple your charisma and gain a +3 bonus on caster level.

Lifesight: At 3rd level, a Healer can easily percieve the life forces of other creatures, sensing living creatures as small flames of positive energy. Undead creatures can be percieved as small dark voids. This works as the blindsense ability, except only working on living or undead creatures. You can also immediately sense their affinity for positive energy, if they are healed or damaged by positive energy. You are also sensitive to fluxuations of positive energy, letting you sense when any creature uses a conjuration(healing) ability. This ability has a range of 10 feet/level.

Positive Energy Affinity At 4th level, you suffer none of the negative effects of the positive energy plane. You can also choose to shield allies within your energy field. You can absorb energy from the Positive Energy Plane, gaining 1 energy point/round.

Health Shield: At 5th level, you can use your energy field to shield you from attacks on your health. Whenever you would take ability damage, ability drain, or a negative level, you can spend 5 hp from your energy field's health pool to negate 1 point of ability damage or ability drain or 1 negative level. When you would be reduced below 0 hp, you can instead subtract the damage from the hp pool of your energy field, keeping you at 0 hp instead of falling unconscious.

Life Anchor: At 6th, level when an ally's life force is fading, the Healer can anchor it to his energy field, preventing them from fading away. This ability prevents all allies within 10 feet/level from dying when reduced to -10 hp. Instead, they can remain alive with extra negative hitpoints equal to your healer level x Charisma modifier. However, abilities or feats like Diehard do not prevent allies from falling unconscious in this extra negative hp range.

Swift Meditation: At 9th level, you can meditate as a move action. However, you only recover 1 energy point and gain 1 charge.

Negative Energy Protection At 10th level, you can use your positive energy field to protect you and other allies from negative energy effects. Any effect that deals negative energy damage (such as inflict wounds spells; i.e. any ability that heals undead and damages living) or effects that deals negative levels fails within your energy field.

Purification(Su): Starting at 11th level, as a standard action, by spending 4 points from your energy field you can expel a wave of cleansing energy throughout it. All allies have conditions removed as if by the heal spell (but without restoring any hitpoints). Additionally, by making a healer level check against DC 11 + the caster level of the effect, you can dispel negative effects on allies as if by the spell break enchantment.

Life Anchor, Greater: At 12th level, your life anchoring aura grows stronger, doubling the extra negative hit point capacity. In addition, whenever an ally fails a save-or-die effect, you can make a healer check + Cha modifier vs the DC to instead have the ally reduced to -10 hp (unless their hp is lower than -10).

Healing Purification(Su): At 14th level, your Purification ability becomes much stronger; you are able to remove even the most severe afflictions from allies. Your Purification ability gains the ability to remove all ability damage, and 1d4 points worth of ability drain, negative levels, and drained levels.

Greater Energy Field: At 15th level, your energy field becomes stronger, increasing the radius to 15 feet and allowing you to have 2 sphere spells active at once.

Life Nova(Su): At 18th level, 1/week, the healer gains the ability to detonate his energy field. This ability is extremely powerful and difficult to use; it requires the maximum amount of meditation charges which are expended in the process. Additionally, the use of this ability results in the healer's energy circle being destroyed, in addition to the healer losing all class features (including spellcasting). After 10 minutes the circle partially reforms and the healer gradually regains class features and access to spell levels equal to 1 level/10 minutes.


Life's Grace: The healer unleashes a vortex of energy and channels it into his allies's life force, healing them and even reigniting life forces that have recently died out. Up to 1 ally/5 levels is brought back to life with no penalties as long as they have died within 1 round/level. If their corpse is destroyed they are resurrected in the closest available adjacent spot to the healer. In addition, all allies are completely healed, and have all negative effects or conditions affecting them removed.

Life Flare: The healer channels all his positive energy into an undead creature, completely obliterating their animating force in an explosion of brilliant positive energy. This ability is more difficult and takes more time to use than Life's Grace. Healers do not use this ability lightly, as such it is used a last resort of ultimate wrath against undead. In order to destroy an enemy undead creature, the healer must first create a link to the target undead's animating force so that the energy can be directly channeled into them. This requires a full action of concentration (provoking attacks of opportunity as if casting a 9th level spell). The undead creature can resist the link creation with a Will saving throw against DC 10+1/2healer level + 1/2 of meditation charges. If the link creation is successful, the undead creature becomes affected as if by the dimensional anchor spell, and the healer also can read the target's life force, immediately recognizing whether it is the target creature or a decoy creature or illusion. Once linked, the link last for 1 round/healer level. The creation of a link does not expend the usage of this ability. After the link is created, the healer must channel for 2 rounds, again as if casting a 9th level spell, however if the channel is interrupted the healer must start again. At the end of the channel the healer detonates his energy field, channeling the energy into the undead creature. Because of the link, this does not require line of sight or line of effect. The undead creatures must succeed on a Fortitude saving throw equal to 10 + 1/2 healer level + Meditation charges or be completely destroyed. Life Flare destroys the corpse and any animating objects or effects connecting the undead creature to this world, such as a lich's phylactery. This ability is so powerful it damages a part of the undead creature's essence, making them unable to be brought back from the dead in any way for 1 week/healer level.

Sphere Fragments At 19th level, when Life Nova is used and your energy field is destroyed, you can retain the shattered fragments of any destroyed sphere spells around you, causing them to continue to affect you (and only you). They dissipate after 3 rounds.






Spells:


Augmentation: Many healer spells can be augmented by expending energy points from the energy field. Energy points can be invested as a free action, at will. The effect of augmentation is described in the spell description.

New Spell Type: Sphere


Healers gain access to a number of spells with the sphere subtype. A sphere spell alters the healer’s energy field, changing it into a powerful defensive form. Only one sphere spell can be active at a time; if another sphere spell is cast the old one is overridden. Each sphere affects an area equal to the radius of the energy field. Unlike the energy field itself, sphere spells are vulnerable like any ongoing spells are to abilities that remove magic such as dispel magic, mordenkainen's disjunction, and other similar abilities. When a sphere spell is destroyed in this way, the energy field back to its normal function.

Progression: Sphere spells undergo progressive casting. In order to progress a sphere spell, you must first cast the base spell. Then, after two rounds you can cast the next spell in the progression. Two rounds from that, you can progress the sphere again. Each time the sphere is progressed, the new sphere replaces the old one. For example, on the first round of combat, a healer casts Corona, Lesser (expending a 3rd level spell slot in the process). Two rounds later, the healer casts Corona (expending a 5th level spell slot). Corona replaces Corona, Lesser. Two rounds later, the healer is busy healing an ally, but decides on the next round to cast the final progression, Radiant Corona.


* = New spell

0 Level

Cure Minor Wounds
Detect magic
Detect Poison
Light
Purify Food and Drink
Read Magic
Virtue

1st Level

Bless
Cure Light Wounds
Delay Disease
Protection from Evil
Remove Fear
Remove Paralysis
Sanctuary

2nd Level

Aid
Close Wounds
Cure Moderate Wounds
Delay Poison
Gentle Repose
Lesser Restoration
Protection from Negative Energy
Remove Blindness/Deafness
Remove Disease
Status

3rd Level

Bubble*
Corona, Lesser*
Cure Serious Wounds
Neutralize Poison
Projection*
Refresh*
Remove Curse
Restoration
Spark of Life
Steady Projection*
Sphere of Tranquility, Lesser*

4th Level

Cure Critical Wounds
Cure Light Wounds, Mass
Death Ward
Delay Death
Freedom of Movement
Panacea
Sheltered Vitality
Sphere of Deflection*
Sphere of Negation*
Sphere of Repulsion*

5th Level

Break Enchantment
Corona*
Cure Moderate Wounds, Mass
Life’s Grace
Raise Dead
Rapid Refresh*
Revivify
Sanctuary, Mass
Sphere of Tranquility*
Stone to Flesh

6th Level

Greater Restoration
Heal
Cure Serious Wounds, Mass
Regenerate
Sphere of Negation, Greater*
Sphere of Reflection*
Sphere of Repulsion*

7th Level
Cure Critical Wounds, Mass
Positive Plane Shift*
Radiant Corona*
Resurrection
Sphere of Tranquility, Greater*

8th Level

Heal, Mass
Energy Sphere*
Guardian Sphere*
Morphing Sphere*

9th Level

Absorption Field*
Foresight
Fusion Sphere*
Gate (non-calling function only)
True Resurrection

Bubble
Conjuration(healing)
Level: 3
Components: V, S
Casting Time: Standard
Range: Medium (100 ft + 10ft/level)
Target: One creature
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: Yes

You cup your hands and blow into them, producing a small glowing ethereal bubble. The bubble gently floats over to another creature, popping over their head in a burst of golden sparks that surround their body.

This spell creates a bubble out of a fragment of your energy field, using a small part of its essence. The loss of this small amount of energy causes you to lose 1 energy point (if you have no energy points, you cannot cast this spell). Inside the bubble you can bestow one single target healing(conjuration) spell and/or up to 20% of your maximum energy field hp pool. If you choose to include a spell inside the bubble, you must expend the appropriate spell slot. Upon reaching the target creature, the bubble’s bursting causes them to be healed as if targeted by the expended spell and/or healed by the amount of hp points subtracted from your hp pool. If the target creature is undead, they can attempt a saving throw for half damage as normal.

Corona, Lesser
Conjuration [Sphere]
Level: 3
Components: V, S
Casting Time: Standard
Duration: 1 round/level
Saving Throw: No
Spell Resistance: No

As you mutter under your breath, glowing motes gather towards your outstretched hand, forming a glowing orb. With a shout, the orb expands into a golden aura.

This spell transforms your energy field into a glowing corona. This provides bright illumination in a 60 foot radius and shadowy illumination 60 feet beyond that. All magical darkness effects of 3rd level or lower have no effect within the radius of bright illumination. Additionally, this spell causes your energy field to regenerate 1 energy point per round.

Augmentation: For every energy point spent, increase the light radius for bright and shadowy illumination by 10 feet. Also, increase your maximum energy pool by the number of points spent.

Projection
Transmutation
Level: 3
Components: V, S
Casting Time: Swift
Duration: 1 round
Saving Throw: No
Spell Resistance: No

You spread your arms and your sphere suddenly expands rapidly, stretching to encompass allies in need.

The radius of your energy field increases by 5 feet/2 levels.

Refresh
Conjuration(healing)
Level: 3
Components: V, S
Casting Time: Standard
Duration: Instantaneous
Saving Throw: No
Spell Resistance: None

The enemy caster twists his hands violently and in a flash of light your sphere is ripped apart. As he smirks you raise your arms and your sphere ignites back to life.

You can cast this spell to bring one of your sphere spells back into effect. Any sphere spell you cast that was in effect within the past 5 rounds comes back into effect, except the duration is refreshed. It also retains any energy points spent to augment it.

Note: This spell does not necessarily need to be used in response to an enemy caster dispelling a sphere spell. For example, you could use this to bring back a sphere spell that disappeared as a result of being replaced by a new sphere spell.

Sphere of Tranquility, Lesser
Conjuration[Sphere]
Level: 3
Components: V, S,
Casting Time: Standard
Duration: 1 round/level
Saving Throw: No
Spell Resistance: Yes

Dancing green sparks radiate throughout the energy field, sending out waves of calming healing energy. All allies in the radius heal level/2 per round. Additionally, rage, any fear effects, and confusion/insanity effects are suppressed while inside the sphere as long as you make a caster level check vs DC 10 + caster level.

Augmentation: Special Tranquility spheres use meditation charges instead of energy points from the energy field for augmentation. For every charge expended, add +2 to healing amount and caster level check for suppressing rage, fear, or confusion.

Progression Sphere of Tranquility, Lesser progresses to Sphere of Tranquility.


Steady Projection
Transmutation
Level: 3
Components: V, S
Casting Time: Swift
Duration: 1 round/level
Saving Throw: No
Spell Resistance: No

You spread your arms and your sphere expands slightly, holding its bounds.

The radius of your energy field increases by 5 feet.

Absorb
Transmutation
Level: 4
Components: V, S
Casting Time: Immediate
Range: Medium (100 ft + 10ft/level)
Duration: Instantaneous
Saving Throw: No
Spell Resistance: No

The enemy caster raises his hand, light glowing as he lowers them onto his injured ally. With a smirk, you close your eyes and your energy field flares with magnetic force. The light leaves his hand and zooms into the energy field, floating as a small sphere around your head.

This spell can be cast in response to a spell caster attempting to cast any Conjuration (healing) spell or spell-like ability. You can identify spells in this way as per your lifesense ability. Make a caster level check vs DC 10 + opposing caster level. If you succeed, you rip the energy away and it becomes part of your energy field. You may cast the spell on any subsequent turn without expending spell slots. The spell dissipates if it is not cast within the next 3 rounds.

Sphere of Deflection
Abjuration [Sphere]
Level: 4
Components: V, S
Casting Time: Standard
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

As you finish muttering, a scintillating pattern of silver lines criss-cross all over the sphere.

This sphere deflects ranged attacks, including ranged weapon attacks and rays or ranged touch attacks. The sphere has a 20% chance to deflect an incoming ranged attack.

Augmentation Each point invested increases the chance of deflection by 5%, to a maximum of 50%.

Progression Sphere of Deflection progresses to Sphere of Reflection.

Sphere of Negation
Abjuration[Sphere]
Level: 4
Components: V, S
Casting Time: standard
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

As you finish the spell, your sphere turns violet, while sparks of energy dance inside.

Any spell or spell-like ability that targets a creature or area inside your sphere is negated unless the caster succeeds on a level check against DC 10 + healer level. Treat this as overcoming spell resistance for the purpose of abilities or feats such as spell penetration.

Augmentation: Points invested in this sphere have no passive benefit. As a free action, you can expend points invested in this sphere to add +2 to the DC of this spell for 1 round.

Progression Sphere of Negation progresses to Sphere of Negation, Greater.

Sphere of Repulsion
Abjuration [Sphere]
Level: 4
Components: V, S
Casting Time: Standard
Duration: 1 round/level
Saving Throw: Fort negates
Spell Resistance: Yes

As you finish muttering, your energy field turns blue and begins to rapidly pulsate waves of light outward.

Your sphere pushes unwanted living or undead creatures away. Enemy creatures attempting to enter your sphere must succeed on a Fort save or be repelled as they try to enter. If they attempt to re-enter If your movement or a projection spell causes the sphere to be forced on either creatures they do not need to make a save unless they attempt to move in a direction closer to the center of the sphere.

Augmentation: Each point invested increases the DC to enter the sphere by 1.
Progression: Sphere of Repulsion progresses to Sphere of Repulsion, Greater.

Corona, Lesser
Conjuration [Sphere]
Level: 5
Components: V, S
Casting Time: Standard
Duration: 1 round/level
Saving Throw: No
Spell Resistance: No

Your corona brightens into a brilliant glow, increasing in brightness and power. The illumination radius doubles, and all magical darkness effects of 5th level or lower have no effect within the radius of bright illumination. Additionally, your corona gives you the ability to fly at a speed of 30 feet. Augmentation: Every point invested increases your fly speed by 5 feet and each light radius by 10 feet. Every three points adds 1 to the highest possible level of magical darkness that is negated. Also, increase your maximum energy pool by the number of points spent. Points can be invested as a free action.

Progression: Corona, Lesser progresses to Corona.

Rapid Refresh
Conjuration(healing)
Level: 5
Components: V, S
Casting Time: Swift
Duration: Instantaneous
Saving Throw: No
Spell Resistance: None

This spell functions as Refresh, except the cast time is a swift action.

Sphere of Tranquility
Conjuration [Sphere]
Level: 5
Components: V, S,
Casting Time: Standard, Progression
Duration: 1 round/level and Concentration, see text.
Saving Throw: Will negates, see text
Spell Resistance:

Dancing green sparks radiate throughout the energy field, sending out waves of calming healing energy, while golden waves of peaceful energy pulsate throughout the circle. Sphere of Tranquility has the same effects of the lesser version except healing becomes equal to your level. Sphere of Tranquility also radiates an aura that protects peaceful creatures within its radius. Creatures in the radius are protected, causing all attacks on them to fail unless the opponent succeeds on a Will save when they take an attacking action. Protected allies break this protection, but not healing benefits, if the take a violent or threatening action. If they do not perform a threatening or violent action for 3 rounds after breaking it they are again protected. This function of the Sphere of Tranquility requires a standard action to maintain each round; if a standard action is not spent the sphere provides only normal benefits, and can be resumed in later rounds.

Augmentation: Special Tranquility spheres use meditation charges instead of energy points from the energy field for augmentation. For every charge expended, add +3 to healing amount, +2 caster level check for suppressing rage, fear, or confusion.

Progression: Sphere of Tranquility progresses to Sphere of Tranquility, Greater.


Sphere of Repulsion, Greater
Abjuration [Sphere]
Level: 6
Components: V, S
Casting Time: Standard, Progression
Duration: 1 round/level
Saving Throw: Fort partial
Spell Resistance: Yes
The blue waves pulsating out become stronger, not only making it difficult to enter but dragging down creatures who make it inside. Sphere of Repulsion, Greater has all the effects of the lesser version, in addition to an increase in the radius by 5 feet. Additionally, non-allied creatures inside the sphere become slowed, even those that succeed on their save.

Augmentation Each point invested increases the DC to enter the sphere by 1. Additionally, each point invested increases the penalty from slow to Attack rolls, AC, and Reflex saves by 1.

Progression (Special): This sphere has a special progression. It can progress into one of three spheres: Guardian Sphere, Energy Sphere, or Morphing Sphere.. Each one of these spheres is a final progression; this sphere can only progress to one of these three.

Sphere of Negation, Greater
Abjuration[Sphere]
Level: 6
Components: V, S
Casting Time: standard
Duration: 1 round/level (D)

The violet sphere grows more vibrant, and energy sparks flutter around the edges more rapidly.

This has all the effects of the lesser version, The DC increases to 13 + healer level. Additionally, the you can reinforce the sphere reactively when a check is made.

Augmentation: Points invested in the sphere have no passive effect. You can fortify the sphere as an immediate non-action in reponse to an attack. For each point expended increase the DC by 2 for 1 round.

Progression (Special): This sphere has a special progression. It can progress into one of three spheres: Guardian Sphere, Energy Sphere, or Morphing Sphere.. Each one of these spheres is a final progression; this sphere can only progress to one of these three.

Sphere of Reflection
Abjuration [Sphere]
Level: 6
Components: V, S
Casting Time: Standard, Progression
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

The silver lines glow, and then shift into reflective chromatic hexagons all over the surface of the sphere.

Sphere of Reflection acts just as a Sphere of Deflection, except deflected attacks reflect back at the attackers, resolving effects as if they were the target of the attack.

Augmentation Each point invested increases the chance of reflection by 5%, to a maximum of 50%.

Progression (Special): This sphere has a special progression. It can progress into one of three spheres: Guardian Sphere, Energy Sphere, or Morphing Sphere.. Each one of these spheres is a final progression; this sphere can only progress to one of these three.

Positive Plane Shift
Conjuration(Teleportation)
Level: 7
Components: V, S
Casting Time: Standard
Range: Sphere, see text
Duration: 1 hour/level, see text.
Saving Throw: No
Spell Resistance: Yes

You bring your hands together over your head. In a brilliant flash of light you disappear.

This spell allows you to teleport you and all willing creatures within your sphere to the Positive Energy Plane. You appear 1 to 100 miles from your intended destination. You retain a link to the material plane for 1 hour/level. As a standard action, you can teleport back again to your original location on the Material Plane.

Alternatively, you can cast this spell on the Positive Energy Plane to have the same effect except for the Material Plane.


Radiant Corona
Conjuration [Sphere]
Level: 7
Components: V, S
Casting Time: Standard, Progression (Corona)
Duration: 1 round/level

Your corona explodes into a radiant glow. All magical darkness effects of 7th level or lower have no effect within the radius of bright illumination. You retain your flyspeed and also gain the effect of freedom of movement. You also gain the ability to move your fly speed on your turn as a free action once per round. Your corona regenerates 2 points of energy points each round. Augmentation: Every point invested increases your fly speed by 5 feet and each light radius by 10 feet. Every three points adds 1 to the highest possible level of magical darkness that is negated. Also, increase your maximum energy pool by the number of points spent. Points can be invested as a free action.

Sphere of Tranquility, Greater
[Conjuration] (Sphere)
Level: 7
Components: V, S,
Casting Time: Standard, Progression
Duration: 1 round/level and concentration, see text.
Saving Throw:
Spell Resistance:

Glowing green motes rain down in the sphere, dancing around allies while a golden corona emanates throughout the area. Acts as the normal version, however a greater sphere of tranquility extends the suppression of rage and suppression of confusion and fear on allies to all mind affecting abilities. A greater sphere of tranquility also allows the healer to focus, passively gaining 1 meditation charge/round or 2 when concentrating on the sphere.

Augmentation: Special Tranquility spheres use meditation charges instead of energy points from the energy field for augmentation. For every charge expended, add +Charisma mod to healing amount, +2 to caster level check for suppressing mind affecting abilities, and +1 to the DC for the protection aura. Charges can be expended as a free action.

Guardian Sphere
Abjuration [Descriptor]
Level: 8
Components: V, S
Casting Time: Standard, Progression
Duration: 1 round/level

Guardian Sphere is a final progression sphere of Sphere of Repulsion, Greater, Sphere of Negation, Greater, and Sphere of Reflection. This sphere transforms each sphere into their ultimate defensive form. Each sphere retains the original effects while gaining an additional effect and ultimate defensive power.


Sphere of Repulsion, Greater: The slow effect also decreases movespeed by 5 feet/2 points invested in the sphere. Additionally, you gain the ability to flood the sphere with power for 1 round. You can activate this ability as a free action. All non-allied creatures are thrusted out of the sphere, thrown in a straight line from the center of the sphere so that they are knocked prone 1d4 x 10 feet away from the sphere. Immediately after the surface of the sphere becomes as a wall of force, protecting all of those inside for up to one round. You can choose to end the wall of force effect prematurely. This ability has a cooldown of 1d4 rounds.

Sphere of Negation, Greater: The strength of your reinforcements to the sphere increases. When you expend invested points, the DC of breaking through the sphere becomes 3 higher per point instead of 2. As the ultimate power, in response to an attack you can as an immediate non-action flood the sphere with power to create an antimagic field for 1 round. This antimagic field is special in that you can prevent it from negating you or your allies magic. This ability has a cooldown of 1d4 rounds.

Sphere of Reflection: You gain more control over your sphere of deflection. Whenever an attack is reflected, you can redirect it at any creature (within the attack's range capabilities, as measured from the point of contact with the sphere) in a 120 degree cone bisected by the direction vector of the attack. In addition, in response to an attack you can flood the sphere with power, making the chance of reflection 100% for 1 round. This has a 1d4 round cooldown.

Energy Sphere
Conjuration [Sphere]
Level: 8
Components: V, S
Casting Time: Standard, Progression
Duration: 1 round/level

The sphere brightens, pulsating with energy. Energy Sphere is a final progression sphere of Sphere of Repulsion, Greater, Sphere of Negation, Greater, and Sphere of Reflection. The sphere retains its original effects, but now generates energy. Upon casting this spell, the amount of energy points invested in the sphere increases by 2. On each subsequent turn, add 1 point to the number of energy points invested. In the case of sphere of reflection, the extra points gained from energy sphere can push the reflection chance past the normal maximum (but not from investing normally).

Morphing Sphere
Conjuration [Sphere]
Level: 8
Components: V, S
Casting Time: Standard, Progression
Duration: 1 round/level

The surface of the sphere shifts rapidly, pulsing rapidly from silver to blue to violet. Morphing Sphere is a final progression sphere of Sphere of Repulsion, Greater, Sphere of Negation, Greater, and Sphere of Reflection. The sphere retains its normal effects. However, as an immediate action you can change the original effect of the sphere to one of the following three defensive spheres: Sphere of Repulsion, Greater, Sphere of Negation, Greater, or Sphere of Reflection.

Absorption Field
Transmutation
Level: 9
Components: V, S
Casting Time: Immediate
Range: Medium (100 ft + 10ft/level)
Duration: 1 round/level
Saving Throw: No
Spell Resistance: No

This spell functions as Absorb, except you can use it any number of times throughout the duration, without needing additional immediate actions. As a secondary effect, your energy field becomes stronger, and can hold more hp. Your hp is doubled for the purposes of retaining excess healing energy in your energy field.

Fusion Sphere
Transmutation [Sphere]
Level: 9
Components: V, S
Casting Time: Standard
Duration: 1 round/level

Muttering a few words, you raise your arms. A brightly colored orb of energy surrounds one hand, while a separate orb surrounds another. Bringing your hands together over your head, the colors fuse into one, and expand into a brilliant sphere containing both.

Casting this spell requires the expenditure of 5 energy points. With this spell you create a fusion sphere. Upon casting this spell sacrifice two additional spell slots of the appropriate level for a sphere spell that cannot be a progression of the sphere. You create a sphere that has the properties of both spheres. Energy points invested in a fusion sphere provide a bonus to the effect of each sphere. You can progress a fusion sphere by casting the proper progression spell for one of the spheres. By expending the appropriate spell slot for the other sphere, you can progress both spheres at the same time. In other words, as a standard action you can expend 2 spell slots to progress both sides of the fusion sphere. Normal rules for progression apply. For all other purposes, a fusion sphere is treated as a single spell.

Road_Runner
2012-02-12, 01:30 AM
*Reserved*

Demidos
2012-02-12, 03:08 AM
The Healer


"Necromancers are masters of death. I am the master of life."


http://www.live-spiritual.com/images/Healinghands.jpg




Description:
Healers take restoration magic to a whole new level. Rather than simply casting an array of regenerative spells, healers are masters of positive energy. They are known for their ability to generate a field of positive energy, serving as an energy pool for their usage. They control positive energy as a pyromancer controls flame, or a necromancer controls death. Many of their spells and abilities manipulate this unique energy field that serves as their power source. Healers recieve their powers innately, like a sorcerer or warlock. It is rumored that many have ancestry tracing back to denizens of the positive energy plane. Although some serve a diety, many simply stand for good ideals.

Races: Non-undead, non-construct races.

Alignment: Good only

Starting Gold: As a cleric.

Starting Age: As a cleric.

NOTE: Wisdom Variant


I wrote this class for charisma, but it could easily be played with wisdom as the primary stat for all class features.

Other Notes


Hi guys! This is my first homebrew :smallbiggrin:

In trying to write a healer class, I was looking to solve 2 mechanics problems of focusing on healing in 3.5

1) Healing is not always necessary every round in combat
2) Healing is generally not very effective; preventing damage is more efficient then waiting until it is too late

Meditation, and sphere spell progression are mechanics I hope will solve this problem by giving the healers something to do even when healing isn't needed, and allow for them to provide stronger help later in combat when enemy damage becomes overwhelming.

Anyways, if you guys could comment on the following that would be great:

1) Balance: This class has a very niche role, and actually literally has no offensive capabilities except against undead. As a result, it is very good at what it is supposed to do. I was aiming for tier 2-3ish.

Clubs. Nuff said

2) Flavor: I'm still not totally satisfied with the class name "Healer", which really describes the role of this class more than their concept. I was aiming for a name that describes a caster that controls positive energy in the way a pyromancer controls fire. Anyone have any good name suggestions? :smallbiggrin:

Spiritualist, Lifeweaver, the healing Spheremaster

3) Suggestions: I'll always consider any ideas for things to add/change to the class. If anyone else is bothered by the random blank spot levels for class features I'm also open for fillers for those.

4) Anything else :smallwink: (such as typos, etc.)


Changelog:




The Healer
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th| 9th

1st|
+0|
+2|
+0|
+2|Energy Field, Meditate|5|3

2nd|
+1|
+3|
+0|
+3|Healing Mastery +1|6|4

3rd|
+1|
+3|
+1|
+3|Life Sense|6|5

4th|
+2|
+4|
+1|
+4|Positive Energy Affinity|6|6|3

5th|
+2|
+4|
+1|
+4|Health Shield|6|6|4

6th|
+3|
+5|
+2|
+5|Life Anchor|6|6|5|3

7th|
+3|
+5|
+2|
+5|Meditation +2|6|6|6|4

8th|
+4|
+6|
+2|
+6|Healing Mastery +2|6|6|6|5|3

9th|
+4|
+6|
+3|
+6|Swift Meditation|6|6|6|6|4

10th|
+5|
+7|
+3|
+7|Negative Energy Protection|6|6|6|6|5|3

11th|
+5|
+7|
+3|
+7|Purification|6|6|6|6|6|4

12th|
+6/+1|
+8|
+4|
+8|Life Anchor, Greater|6|6|6|6|6|5|3

13th|
+6/+1|
+8|
+4|
+8|Meditation +3|6|6|6|6|6|6|4

14th|
+7/+2|
+9|
+4|
+9|Healing Mastery +3|6|6|6|6|6|6|5|3

15th|
+7/+2|
+9|
+5|
+9|Greater Energy Field|6|6|6|6|6|6|6|4

16th|
+8/+3|
+10|
+5|
+10| |6|6|6|6|6|6|6|5|3

17th|
+8/+3|
+10|
+5|
+10| |6|6|6|6|6|6|6|6|4

18th|
+9/+4|
+11|
+6|
+11|Life Nova|6|6|6|6|6|6|6|6|5|3

19th|
+9/+4|
+11|
+6|
+11|Sphere Fragments|6|6|6|6|6|6|6|6|6|4

20th|
+10/+5|
+12|
+6|
+12| |6|6|6|6|6|6|6|6|6|5 [/table]

Class Features:


Weapon and Armor Proficiency: Healers are proficient with all simple weapons and light armor.

Spells: Healers cast spells which are drawn from the healer spell list. When you gain access to a new level of spells, you automatically know all spells for that level on the healer's spell list. You can cast any spell you know without preparing it ahead of time. Essentially, your spell list is the same as your spells known list. To cast a spell you must have a Charisma score of 10 + the spell's level. The DC for a saving throw is equal to 10 + spell level + Charisma modifier. The base daily allotment of spells is given, in addition you recieve bonus spells for a high Charisma score (PH 8).

perhaps, . You gain additional bonus spells for a high Charisma score as per the PHB


Energy Field(Su): The healer's core ability is to generate an energy field of positive energy which serves as a reservoir of energy points, absorbs excess healing energy, and acts as a key element in many healer spells. This manifests as a glowing aura that emanates 10 feet out from the healer, providing bright illumination for 20 feet and 20 feet of shadowy illumination beyond that. The illumination can be hidden or activated as a free action. A healer can target any creature within the radius of the energy field with any healer spells with a range of touch.

Cool

Energy Pool: A healer's energy circle has a number of energy points equal to the healer's Charisma modifier + 1/3 levels.

Energy circle? Also, perhaps 1/3 healer levels?

Vitality Retention: A healer's energy circle can absorb excess healing energy before it dissipates. Whenever the healer heals a creature past their maximum normal hit points, the excess hit points healed can be stored in the healer's energy pool. For example, if a healer heals an ally 12 hit points but the ally only has 7 points of damage, then 5 hit points can be stored in the energy field. This health pool has a maximum amount of points stored equal to the healer's hit points. Hit points gained from levels from other classes do not contribute to this pool. A healer can transfer this energy into nearby allies as a free action 1/round, channeling a maximum of 20% of the maximum pool spread out among any number of creatures in the radius of the healer's energy field. Any creature harmed by positive energy can make a Will save (DC = 10 + ˝ healer level + Cha) for half damage. The circle can hold more hitpoints than the maximum capacity, but 20% of these extra hitpoints leak out at the end of each healer's turn (minimum 10% of the normal maximum capacity). The absolute limit for the pool is twice the normal maximum capacity.

You can only channel into allies? If so, why the undead clause?

Augment Spell: By spending a number of points from your energy pool, you can augment a healing spell you cast. You can apply more than one metamagic effect.

okay


Reach Spell: At 2nd level, you can modify one of your healing spells with the reach spell metamagic feat by spending 2 points from your pool. Alternatively, ranged healing spells (such as cure light wounds, mass), can be modified to have double their normal range and minimum distance requirements. For example, cure light wounds mass would have a ranged of 50 + 5ft/level and creatures could be a maximum of 60, instead of 30, feet apart.

maximum instead of minimum?

Effortless Healing: At 4th level, you can modify one of your healing spells with the silent spell and/or still spell metamagic feat for 1 point cost each.

cool

Chain Healing: At 6th level, you can modify one of your healing spells with the chain spell metamagic feat at the cost of 3 points. Note that this probably has to be used in conjunction with the reach spell feat since almost all single target healing spells have a range of touch. Alternatively, you can modify a single target touch range healing spell so that it can chain as normal but only to creatures within your energy circle.

Overchannel: By spending 5 points from your energy field, you can cast a spell and meditate at the same time


Meditate(Su): In the heat of battle, you can focus to collect positive energy and clear your mind. As a standard action, you can recover 1 point of energy to your energy field and gain one meditation charge. Each meditation charge grants a +1 insight bonus to AC and saving throws and a +2 insight bonus on concentration checks. These charges last for 1 minute, after which they dissipate. If you meditate again, the bonuses stack and the duration refreshes. You can have a maximum number of charges equal to Cha mod + 3 + 1/2 level. At 7th level you recover 2 points from your energy pool and gain 2 charges with each meditation. At 13th level you recover 3 points and gain 3 charges. Charges do not accumulate out of combat.

You reference this in augment spell. Put it first. Does the energy points pool thing always start full?

Healing Mastery At 2nd level, you add your charisma to the amount of hp healed by a spell you cast. This only applies to spells cast from the healer class, not spells from other class levels. You also gain a +1 bonus on your effective healer level for the purpose of spells and class features. At 8th level you add double your charisma and gain a +2 bonus. At 14th level you add triple your charisma and gain a +3 bonus on healer level.

Making cure lights heal...25ish? Cool, they were useless otherwise :smalltongue:

Lifesense: At 3rd level, a healer can easily percieve the life forces of other creatures, sensing living creatures as small flames of positive energy. Undead creatures can be percieved as small dark voids. This works as the blindsense ability, except only working on living or undead creatures. You can also immediately sense their affinity for positive energy, if they are healed or damaged by positive energy. You are also sensitive to fluxuations of positive energy, letting you sense when any creature uses a conjuration(healing) ability. This ability has a range of 10 feet/level.

Living or undead....so thats....everything but plant and construct. Okay. Sounds pretty handy.

Positive Energy Affinity At 4th level, you suffer none of the negative effects of the positive energy plane. You can also choose to shield allies within your sphere. You can absorb energy from the Positive Energy Plane, gaining 1 energy point/round. Additionally, you can enter a trance-like state for 5 minutes in the Positive Energy Plane to focus on absorbing energy from the surrounding field. In doing so, you recover all your spells.

Whoa there. Sorcerer casting, and you can regain all spells? Wait, but you have to be on the positive energy plane...at level 4...how were you planning on getting there? And perhaps use within your field

Health Shield: At 5th level, you can use your energy field to shield you from attacks on your health. Whenever you would take ability damage, ability drain, or a negative level, you can spend 5 hp from your energy field's health pool to negate 1 point of ability damage or ability drain or 1 negative level. When you would be reduced below 0 hp, you can instead subtract the damage from the hp pool of your energy field, keeping you at 0 hp instead of falling unconscious.

This is pretty powerful, but appropriate for a healer. Perhaps make the level drain cost 10?

Life Anchor: At 6th, level when an ally's life force is fading, the healer can anchor it to his energy field, preventing them from fading away. This ability prevents all allies within 10 feet/level from dying when reduced to -10 hp. Instead, they can remain alive with extra negative hitpoints equal to your healer level x Charisma modifier. However, abilities or feats like Diehard do not prevent allies from falling unconscious in this extra negative hp range.

Fun concept: Healer with negative charisma modifier that sees enemies as allies. :smallbiggrin: Or allies as allies :smallwink:

Swift Meditation: At 9th level, you can meditate as a move action. However, you only recover 1 energy point and gain 1 charge.

This is powerful, but seems good

Negative Energy Protection At 10th level, you can use your positive energy field to protect you and other allies from negative energy effects. Any effect that deals negative energy damage (such as inflict wounds spells; i.e. any ability that heals undead and damages living) or effects that deals negative levels fails within your energy field.

Purification(Su): Starting at 11th level, as a standard action, by spending 4 points from your energy field you can expel a wave of cleansing energy throughout it. All allies have conditions removed as if by the heal spell (but without restoring any hitpoints). Additionally, by making a healer level check against DC 11 + the caster level of the effect, you can dispel negative effects on allies as if by the spell break enchantment.

4 from your field? Otherwise, sounds good

Life Anchor, Greater: At 12th level, your life anchoring aura grows stronger, doubling the extra negative hit point capacity. In addition, whenever an ally fails a save-or-die effect, you can make a healer check+Cha modifier vs the DC to instead have the ally reduced to -10 hp (unless their hp is lower than -10).

sounds good. the saves are going to be hard until you hit high levels where your level compensates for the flat +10, but thats fine.

Healing Purification(Su): At 14th level, your Purification ability becomes much stronger; you are able to remove even the most severe afflictions from allies. Your Purification ability gains the ability to remove all ability damage, and 1d4 points worth of ability drain, negative levels, and drained levels.

Greater Energy Field: At 15th level, your energy field becomes stronger, increasing the radius to 15 feet and allowing you to have 2 sphere spells active at once.

Was there a limit on sphere spells before?

Life Nova(Su): At 18th level, 1/week, the healer gains the ability to detonate his energy field. This ability is extremely powerful and difficult to use; it requires the maximum amount of meditation charges which are expended in the process. Additionally, the use of this ability results in the healer's energy circle being destroyed, in addition to the healer losing all class features (including spellcasting). After 10 minutes the circle partially reforms and the healer gradually regains class features and access to spell levels equal to 1 level/10 minutes. For example,
Life's Grace: The healer unleashes a vortex of energy and channels it into his allies's life force, healing them and even reigniting life forces that have recently died out. Up to 1 ally/5 levels is brought back to life with no penalties as long as they have died within 1 round/level. If their corpse is destroyed they are resurrected in the closest available adjacent spot to the healer. In addition, all allies are completely healed, and have all negative effects or conditions affecting them removed.
Life Flare: The healer channels all his positive energy into an undead creature, completely obliterating their animating force in an explosion of brilliant positive energy. This ability is more difficult and takes more time to use than Life's Grace. Healers do not use this ability lightly, as such it is used a last resort of ultimate wrath against undead. In order to destroy an enemy undead creature, the healer must first create a link to the target undead's animating force so that the energy can be directly channeled into them. This requires a full action of concentration (provoking attacks of opportunity as if casting a 9th level spell). The undead creature can resist the link creation with a Will saving throw against DC 10+1/2healer level + 1/2 of meditation charges. If the link creation is successful, the undead creature becomes affected as if by the dimensional anchor spell, and the healer also can read the target's life force, immediately recognizing whether it is the target creature or a decoy creature or illusion. Once linked, the link last for 1 round/healer level. The creation of a link does not expend the usage of this ability. After the link is created, the healer must channel for 2 rounds, again as if casting a 9th level spell, however if the channel is interrupted the healer must start again. At the end of the channel the healer detonates his energy field, channeling the energy into the undead creature. Because of the link, this does not require line of sight or line of effect. The undead creatures must succeed on a Fortitude saving throw equal to 10 + 1/2 healer level + Meditation charges or be completely destroyed. Life Flare destroys the corpse and any animating objects or effects connecting the undead creature to this world, such as a lich's phylactery. This ability is so powerful it damages a part of the undead creature's essence, making them unable to be brought back from the dead in any way for 1 week/healer level.

Sphere Fragments At 19th level, when Life Nova is used and your energy field is destroyed, you can retain the shattered fragments of any destroyed sphere spells around you, causing them to continue to affect you (and only you). They dissipate after 3 rounds.

Perhaps a free saint template as a capstone?




Spells:


Augmentation: Many healer spells can be augmented by expending energy points from the energy field. Energy points can be invested as a free action, at will. The effect of augmentation is described in the spell description.

New Spell Type: Sphere


Healers gain access to a number of spells with the sphere subtype. A sphere spell alters the healer’s energy field, changing it into a powerful defensive form. Only one sphere spell can be active at a time; if another sphere spell is cast the old one is overridden. Unlike the energy field itself, sphere spells are vulnerable like any ongoing spells are to abilities that remove magic such as dispel magic, mordenkainen's disjunction, and other similar abilities. When a sphere spell is destroyed in this way, the energy field back to its normal function.

Sounds interesting. Typo in the last sentence

Progression: Sphere spells undergo progressive casting. In order to progress a sphere spell, you must first cast the base spell. Then, after two rounds you can cast the next spell in the progression. Two rounds from that, you can progress the sphere again. Each time the sphere is progressed, the new sphere replaces the old one. For example, on the first round of combat, a healer casts Corona, Lesser (expending a 3rd level spell slot in the process). Two rounds later, the healer casts Corona (expending a 5th level spell slot). Corona replaces Corona, Lesser. Two rounds later, the healer is busy healing an ally, but decides on the next round to cast the final progression, Radiant Corona.

So you HAVE to cast them in progression?

* = New spell

0 Level

Cure Minor Wounds
Detect magic
Detect Poison
Light
Purify Food and Drink
Read Magic
Virtue

1st Level

Bless
Cure Light Wounds
Delay Disease
Protection from Evil
Remove Fear
Remove Paralysis
Sanctuary

2nd Level

Aid
Close Wounds
Cure Moderate Wounds
Delay Poison
Gentle Repose
Lesser Restoration
Protection from Negative Energy
Remove Blindness/Deafness
Remove Disease
Status

3rd Level

Bubble*
Corona, Lesser*
Cure Serious Wounds
Neutralize Poison
Projection*
Remove Curse
Restoration
Spark of Life
Steady Projection*
Sphere of Tranquility, Lesser*

4th Level

Cure Critical Wounds
Cure Light Wounds, Mass
Death Ward
Delay Death
Freedom of Movement
Panacea
Sheltered Vitality
Sphere of Deflection*
Sphere of Negation*
Sphere of Repulsion*

5th Level

Break Enchantment
Corona*
Cure Moderate Wounds, Mass
Life’s Grace
Raise Dead
Rapid Resurgence*
Revivify
Sanctuary, Mass
Sphere of Tranquility*
Stone to Flesh

6th Level

Greater Restoration
Heal
Cure Serious Wounds, Mass
Regenerate
Sphere of Negation, Greater*
Sphere of Reflection*
Sphere of Repulsion*

7th Level
Cure Critical Wounds, Mass
Positive Plane Shift*
Radiant Corona*
Resurrection
Sphere of Tranquility, Greater*

8th Level

Heal, Mass
Energy Sphere*
Guardian Sphere*
Morphing Sphere*

9th Level

Absorption Field*
Fusion Sphere*
Moment of Immortality*
True Resurrection

Bubble
Conjuration(healing)
Level: 3
Components: V, S
Casting Time: Standard
Range: Medium (100 ft + 10ft/level)
Target: One creature
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: Yes

You cup your hands and blow into them, producing a small glowing ethereal bubble. The bubble gently floats over to another creature, popping over their head in a burst of golden sparks that surround their body.

This spell creates a bubble out of a fragment of your energy sphere, using a small part of its essence. The loss of this small amount of energy causes you to lose 1 energy point (if you have no energy points, you cannot cast this spell). Inside the bubble you can hold one single target healing(conjuration) spell and/or up to 20% of your maximum hp pool. If you choose to include a spell inside the bubble, you must expend the appropriate spell slot. Upon reaching the target creature, the bubble’s bursting causes them to be healed as if targeted by the expended spell and/or healed by the amount of hp points subtracted from your hp pool. If the target creature is undead, they can attempt a saving throw for half damage as normal.

Corona, Lesser
Conjuration [Sphere]
Level: 3
Components: V, S
Casting Time: Standard
Duration: 1 round/level
Saving Throw: No
Spell Resistance: Yes

As you mutter under your breath, glowing motes gather towards your outstretched hand, forming a glowing orb. With a shout, the orb expands into a golden aura.

A shouting orb :smalleek:

This spell transforms your energy field into a glowing corona. This provides bright illumination in a 60 foot radius and shadowy illumination 60 feet beyond that. All magical darkness effects of 3rd level or lower have no effect within the radius of bright illumination. Additionally, this spell causes your energy field to regenerate 1 energy point per round. Augmentation: For every energy point spent, increase the light radius for bright and shadowy illumination by 10 feet. Also, increase your maximum energy pool by the number of points spent. Points can be invested as a free action.

By this you can have near infinite amounts of energy points in your pool, correct?

Projection
Transmutation
Level: 3
Components: V, S
Casting Time: Swift
Duration: 1 round

You spread your arms and your sphere suddenly expands rapidly, stretching to encompass allies in need.

The radius of your sphere increases by 5 feet/2 levels.

Resurgence
Conjuration(healing)
Level: 3
Components: V, S
Casting Time: Standard
Duration: Instantaneous
Saving Throw: No
Spell Resistance: None

The enemy caster twists his hands violently and in a flash of light your sphere is ripped apart. As he smirks you raise your arms and your sphere ignites back into effect.

You can cast this spell to bring one of your sphere spells back into effect. Any sphere spell you cast that was in effect within the past 5 rounds comes back into effect, except the duration is refreshed. It also retains any energy points spent to augment it.

Note: This spell does not necessarily need to be used in response to an enemy caster dispelling a sphere spell. For example, you could use this to bring back a sphere spell that disappeared as a result of being replaced by a new sphere spell.

Niche, but useful

Sphere of Tranquility, Lesser
Conjuration[Sphere]
Level: 3
Components: V, S,
Casting Time: Standard
Duration: 1 round/level
Saving Throw:
Spell Resistance:

Dancing green sparks radiate throughout the energy field, sending out waves of calming healing energy. All allies in the radius heal level/2 per round. Additionally, rage, any fear effects, and confusion/insanity effects are suppressed while inside the sphere as long as you make a caster level check vs DC 10 + caster level. Augmentation: Special Tranquility spheres use meditation charges instead of energy points from the energy field for augmentation. For every charge expended, add +2 to healing amount and caster level check for suppressing rage, fear, or confusion.

Heal healer level/2 hp. This nerfs barbarians

Steady Projection
Transmutation
Level: 3
Components: V, S
Casting Time: Swift
Duration: 1 round/level

You spread your arms and your sphere expands slightly, holding its bounds.

The radius of your sphere increases by 5 feet.

Absorb
Transmutation
Level: 4
Components: V, S
Casting Time: Immediate
Range: Medium (100 ft + 10ft/level)
Duration: Instantaneous
Saving Throw: No
Spell Resistance: No

The enemy caster raises his hand, light glowing as he lowers them onto his injured ally. With a smirk, you close your eyes and your energy field flares with magnetic force. The light leaves his hand and zooms into the energy field, floating as a small sphere around your head.

This spell can be cast in response to a spell caster attempting to cast any Conjuration (healing) spell or spell-like ability. You can identify spells in this way as per your lifesense ability. Make a caster level check vs DC 10 + opposing caster level. If you succeed, you rip the energy away and it becomes part of your energy field. You may cast the spell on any subsequent turn without expending spell slots. The spell dissipates if it is not cast within the next 3 rounds.

Sphere of Deflection
Abjuration [Sphere]
Level: 4
Components: V, S
Casting Time: Standard
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

As you finish muttering, a scintillating pattern of silver lines criss-cross all over the sphere.

This sphere deflects ranged attacks, including ranged weapon attacks and rays or ranged touch attacks. The sphere has a 20% chance to deflect an incoming ranged attack.

Augmentation Each point invested increases the chance of deflection by 5%, to a maximum of 50%.

Progression Sphere of Deflection progresses to Sphere of Reflection.

Sphere of Negation
Abjuration[Sphere]
Level: 4
Components: V, S
Casting Time: standard
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

As you finish the spell, your sphere turns violet, while sparks of energy dance inside.

Any spell or spell-like ability that targets a creature or area inside your sphere is negated unless the caster succeeds on a level check against DC 10 + healer level. Treat this as overcoming spell resistance for the purpose of abilities or feats such as spell penetration.

Augmentation: Points invested in this sphere have no passive benefit. As a free action, you can expend points invested in this sphere to add +2 to the DC of this spell for 1 round.

Progression Sphere of Negation progresses to Sphere of Negation, Greater.

This...is spell immunity from targetted spells. You sure?

Sphere of Repulsion
Abjuration [Sphere]
Level: 4
Components: V, S
Casting Time: Standard
Duration: 1 round/level
Saving Throw: Fort negates

As you finish muttering, your energy field turns blue and begins to rapidly pulsate waves of light outward.

Your sphere pushes unwanted living or undead creatures away. Enemy creatures attempting to enter your sphere must succeed on a Fort save or be repelled as they try to enter. If they attempt to re-enter If your movement or a projection spell causes the sphere to be forced on either creatures they do not need to make a save unless they attempt to move in a direction closer to the center of the sphere. Augmentation Each point invested increases the DC to enter the sphere by 1. Progression Sphere of Repulsion progresses to Sphere of Repulsion, Greater.

Seems to have been halfway rewritten

Corona
Conjuration [Sphere]
Level: 5
Components: V, S
[b]Casting Time:Standard, Progression(Corona, Lesser)
[b]Duration:1 round/level

Your corona brightens into a brilliant glow, increasing in brightness and power. The illumination radius doubles, and all magical darkness effects of 5th level or lower have no effect within the radius of bright illumination. Additionally, your corona gives you the ability to fly at a speed of 30 feet. Augmentation: Every point invested increases your fly speed by 5 feet and each light radius by 10 feet. Every three points adds 1 to the highest possible level of magical darkness that is negated. Also, increase your maximum energy pool by the number of points spent. Points can be invested as a free action.

Yay, they can fly!

Rapid Resurgence
Conjuration(healing)
Level: 5
Components: V, S
Casting Time: Swift
Duration: Instantaneous
Saving Throw: No
Spell Resistance: None

This spell functions as Resurgence, except the cast time is a swift action.

Sphere of Tranquility(
Conjuration [Sphere]
Level: 5
Components: V, S,
Casting Time: Standard, Progression
Duration: 1 round/level and Concentration, see text.
Saving Throw: Will negates, see text
Spell Resistance:

Progression:
Dancing green sparks radiate throughout the energy field, sending out waves of calming healing energy, while golden waves of peaceful energy pulsate throughout the circle. Sphere of Tranquility has the same effects of the lesser version except healing becomes equal to your level. Sphere of Tranquility also radiates an aura that protects peaceful creatures within its radius. Creatures in the radius are protected, causing all attacks on them to fail unless the opponent succeeds on a Will save when they take an attacking action. Protected allies break this protection, but not healing benefits, if the take a violent or threatening action. If they do not perform a threatening or violent action for 3 rounds after breaking it they are again protected. This function of the Sphere of Tranquility requires a standard action to maintain each round; if a standard action is not spent the sphere provides only normal benefits, and can be resumed in later rounds. Augmentation: Special Tranquility spheres use meditation charges instead of energy points from the energy field for augmentation. For every charge expended, add +3 to healing amount, +2 caster level check for suppressing rage, fear, or confusion. Charges can be expended as a free action.

and or or?

Sphere of Repulsion, Greater
Abjuration [Sphere]
Level: 6
Components: V, S
Casting Time: Standard, Progression
Duration: 1 round/level
Saving Throw: Fort partial
Spell Resistance: Yes
The blue waves pulsating out become stronger, not only making it difficult to enter but dragging down creatures who make it inside. Sphere of Repulsion, Greater has all the effects of the lesser version, in addition to an increase in the radius by 5 feet. Additionally, non-allied creatures inside the sphere become slowed, even those that succeed on their save.

Augmentation Each point invested increases the DC to enter the sphere by 1. Additionally, each point invested increases the penalty from slow to Attack rolls, AC, and Reflex saves by 1.

Progression (Special): This sphere has a special progression. It can progress into one of three spheres: Guardian Sphere, Energy Sphere, or Morphing Sphere.. Each one of these spheres is a final progression; this sphere can only progress to one of these three.

Sphere of Negation, Greater
Abjuration[Sphere]
Level: 6
Components: V, S
Casting Time: standard
Duration: 1 round/level (D)

The violet sphere grows more vibrant, and energy sparks flutter around the edges more rapidly.

This has all the effects of the lesser version, The DC increases to 13 + healer level. Additionally, the you can reinforce the sphere reactively when a check is made.

Augmentation: Points invested in the sphere have no passive effect. You can fortify the sphere as an immediate non-action in reponse to an attack. For each point expended increase the DC by 2 for 1 round.

Progression (Special): This sphere has a special progression. It can progress into one of three spheres: Guardian Sphere, Energy Sphere, or Morphing Sphere.. Each one of these spheres is a final progression; this sphere can only progress to one of these three.

could see a combat application of purposely moving at people so as to slow them, sounds good

Sphere of Reflection
Abjuration [Sphere]
Level: 6
Components: V, S
Casting Time: Standard, Progression
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No

The silver lines glow, and then shift into reflective chromatic hexagons all over the surface of the sphere.

Sphere of Reflection acts just as a Sphere of Deflection, except deflected attacks reflect back at the attackers, resolving effects as if they were the target of the attack.

Augmentation Each point invested increases the chance of reflection by 5%, to a maximum of 50%.

Progression (Special): This sphere has a special progression. It can progress into one of three spheres: Guardian Sphere, Energy Sphere, or Morphing Sphere.. Each one of these spheres is a final progression; this sphere can only progress to one of these three.

And more hate towards archers and ranged builds :smallfrown:

Positive Plane Shift
Conjuration(Teleportation)
Level: 7
Components: V, S
Casting Time: Standard
Range: Sphere, see text
Duration: 1 hour/level, see text.
Saving Throw: No
Spell Resistance: Yes

You bring your hands together over your head. In a brilliant flash of light you disappear.

This spell allows you to teleport you and all willing creatures within your sphere to the Positive Energy Plane. You appear 1 to 100 miles from your intended destination. You retain a link to the material plane for 1 hour/level. As a standard action, you can teleport back again to your original location on the Material Plane.

Alternatively, you can cast this spell on the Positive Energy Plane to have the same effect except for the Material Plane.


Radiant Corona
Conjuration [Sphere]
Level: 7
Components: V, S
Casting Time: Standard, Progression (Corona)
Duration: 1 round/level

Your corona explodes into a radiant glow. All magical darkness effects of 7th level or lower have no effect within the radius of bright illumination. You retain your flyspeed and also gain the effect of freedom of movement. You also gain the ability to move your fly speed on your turn as a free action once per round. Your corona regenerates 2 points of energy points each round. Augmentation: Every point invested increases your fly speed by 5 feet and each light radius by 10 feet. Every three points adds 1 to the highest possible level of magical darkness that is negated. Also, increase your maximum energy pool by the number of points spent. Points can be invested as a free action.

Wow, do melee classes wish they had pounce. Looks fine.

Sphere of Tranquility, Greater
[Conjuration] (Sphere)
Level: 7
Components: V, S,
Casting Time: Standard, Progression
Duration: 1 round/level and concentration, see text.
Saving Throw:
Spell Resistance:

Glowing green motes rain down in the sphere, dancing around allies while a golden corona emanates throughout the area. Acts as the normal version, however a greater sphere of tranquility extends the suppression of rage and suppression of confusion and fear on allies to all mind affecting abilities. A greater sphere of tranquility also allows the healer to focus, passively gaining 1 meditation charge/round or 2 when concentrating on the sphere.Augmentation: Special Tranquility spheres use meditation charges instead of energy points from the energy field for augmentation. For every charge expended, add +Charisma mod to healing amount, +2 to caster level check for suppressing mind affecting abilities, and +1 to the DC for the protection aura. Charges can be expended as a free action.

So...mind blank mass?

Guardian Sphere
Abjuration [Descriptor]
Level: 8
Components: V, S
Casting Time: Standard, Progression
Duration: 1 round/level

Guardian Sphere is a final progression sphere of Sphere of Repulsion, Greater, Sphere of Negation, Greater, and Sphere of Reflection. This sphere transforms each sphere into their ultimate defensive form. Each sphere retains the original effects while gaining an additional effect and ultimate defensive power.


Sphere of Repulsion, Greater: The slow effect also decreases movespeed by 5 feet/2 points invested in the sphere. Additionally, you gain the ability to flood the sphere with power for 1 round. You can activate this ability as a free action. All non-allied creatures are thrusted out of the sphere, thrown in a straight line from the center of the sphere so that they are knocked prone 1d4 x 10 feet away from the sphere. Immediately after the surface of the sphere becomes as a wall of force, protecting all of those inside for up to one round. You can choose to end the wall of force effect prematurely. This ability has a cooldown of 1d4 rounds.

Sphere of Negation, Greater: The strength of your reinforcements to the sphere increases. When you expend invested points, the DC of breaking through the sphere becomes 3 higher per point instead of 2. As the ultimate power, in response to an attack you can as an immediate non-action flood the sphere with power to create an antimagic field for 1 round. This antimagic field is special in that you can prevent it from negating you or your allies magic. This ability has a cooldown of 1d4 rounds.

VERY powerful, but I guess you realize that.

Sphere of Reflection: You gain more control over your sphere of deflection. Whenever an attack is reflected, you can redirect it at any creature (within the attack's range capabilities, as measured from the point of contact with the sphere) in a 120 degree cone bisected by the direction vector of the attack. In addition, in response to an attack you can flood the sphere with power, making the chance of reflection 100% for 1 round. This has a 1d4 round cooldown.

I hate trig. I REALLY hope youre kidding. :smallannoyed: :smallmad: :smallfurious:

Energy Sphere
Conjuration [Sphere]
Level: 8
Components: V, S
Casting Time: Standard, Progression
Duration: 1 round/level

The sphere brightens, pulsating with energy. Energy Sphere is a final progression sphere of Sphere of Repulsion, Greater, Sphere of Negation, Greater, and Sphere of Reflection. The sphere retains its original effects, but now generates energy. Upon casting this spell, the amount of energy points invested in the sphere increases by 2. On each subsequent turn, add 1 point to the number of energy points invested. In the case of sphere of reflection, the extra points gained from energy sphere can push the reflection chance past the normal maximum (but not from investing normally).

Morphing Sphere
Conjuration [Sphere]
Level: 8
Components: V, S
Casting Time: Standard, Progression
Duration: 1 round/level

The surface of the sphere shifts rapidly, pulsing rapidly from silver to blue to violet. Morphing Sphere is a final progression sphere of Sphere of Repulsion, Greater, Sphere of Negation, Greater, and Sphere of Reflection. The sphere retains its normal effects. However, as an immediate action you can change the original effect of the sphere to one of the following three defensive spheres: Sphere of Repulsion, Greater, Sphere of Negation, Greater, or Sphere of Reflection.

Absorption Field
Transmutation
Level: 9
Components: V, S
Casting Time: Immediate
Range: Medium (100 ft + 10ft/level)
Duration: 1 round/level
Saving Throw: No
Spell Resistance: No

This spell functions as Absorb, except you can use it any number of times throughout the duration, without needing additional immediate actions. As a secondary effect, your energy field becomes stronger, and can hold more hp. Your hp is doubled for the purposes of retaining excess healing energy in your energy field.

Not THAt impressive other than the ability to double energy field

Fusion Sphere
Transmutation [Sphere]
Level: 9
Components: V, S
Casting Time: Standard
Duration: 1 round/level

Muttering a few words, you raise your arms. A brightly colored orb of energy surrounds one hand, while a separate orb surrounds another. Bringing your hands together over your head, the colors fuse into one, and expand into a brilliant sphere containing both.

Casting this spell requires the expenditure of 5 energy points. With this spell you create a fusion sphere. Upon casting this spell sacrifice two additional spell slots of the appropriate level for a sphere spell that cannot be a progression of the sphere. You create a sphere that has the properties of both spheres. Energy points invested in a fusion sphere provide a bonus to the effect of each sphere. You can progress a fusion sphere by casting the proper progression spell for one of the spheres. By expending the appropriate spell slot for the other sphere, you can progress both spheres at the same time. In other words, as a standard action you can expend 2 spell slots to progress both sides of the fusion sphere. Normal rules for progression apply. For all other purposes, a fusion sphere is treated as a single spell.

Moment of Immortality
Conjuration(healing)
Level: 9
Components: V, S
Casting Time: Channeling, see text
Duration: Channeling, see text
Saving Throw: No
Spell Resistance: No

You enter a state of immortality for the duration of this spell. This spell requires you to do nothing but concentrate for the entire duration. You become immune to everything while under this effect. There is no way in reality for anything to affect you or this spell while it is in effect. Additionally, no unwanted object, force, effect, or condition can enter your sphere. While under this spell, you do not need to breathe, eat or sleep. While under this effect, you also undergo reverse aging as your body is saturated in positive energy. You become physically younger by an amount of time equal to the amount of time spent in this state. This reverses physical penalties but not mental penalties. This does not revert you back to any age before young adulthood. Many ancient healers, their bodies and mind wearied over the years, will retreat into mountains and meditate like this for decades, restoring their bodies to a youthful state.

comments in indigo

Silva Stormrage
2012-02-12, 03:26 AM
Hm overall interesting class. Makes playing a healer interesting. Not particularly effective but at least it would be fun to play.

Comments:
Negative Energy Energy Protection, make it so it must be cast by a caster of equal level or lower to fail.

Purification: Whats the range of allies? How far does the wave extend? The entire world?

Life Anchor Greater: The negative HP is getting a tad ridiculous at this point. Also Save or Die is not classified under the rules. Would Flesh To Stone be a save or die? Teleport to the Sun? Might want to clarify.

Healing Purification: Is it 1d4 points of ability drain from each ability score?

Life's grace suffers the same problem as Iron Heart Surge. What is a negative effect? The sun burning you? Not being able to breathe? Being a Monk?

Sphere spells… don't like the mechanic since most encounters don't last all that long. A high level healer won't be able to use many of his high level spells because the encounter ended too fast.

Sphere of Tranquility: It has the same problem as Vow of Non Violence, you allies now can't hurt then enemies that are 5ft from you.

Sphere of Repulsion Greater: Slow is a ridiculous debuff. Appliying it no save is overpowered. Especially in an aoe setting. Any melee character who gets hit with slow instantly loses as he can never catch anything.

Sphere of Tranquility Greater, Congrats now the bard hates your guts because you suppressed his bardic music… The tranquility spheres reaaallly aren't that party friendly.


I agree with Demidos... I know YOU like classes with super math need to play but the rest of reality doesn't :smalltongue: