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View Full Version : Deep Sleep, proposed 3rd level healing/restorative arcane necromancy spell (PEACH)



Grelna the Blue
2012-12-13, 11:48 AM
I play a good-aligned necromancer wizard specialist in a 3.PF game. Dismayed by a shortage of spells for such a character, I am attempting to design a few. There are many grey necromancy spells this character can use to harm the living. I need a few more white necro spells. The 3th level spell below is proposed as a conceptually appropriate way to allow arcane necromancy to heal, by encouraging the body to heal itself. Please let me know what you think.

Deep Sleep
School: Necromancy; Level: Sorcerer/wizard 3; Witch 3; Domain restoration 3
Range: 20'
Components: V, S
Duration: 1 hour plus special
Casting Time: 1 standard action
Area of Effect: one willing creature per level within 20’ radius
Saving Throw: None

This spell allows the creatures affected by this spell to sleep very soundly for one hour. At the end of this time, the creatures awake fully rested and gain the benefits of a full night's sleep. The affected creatures recover lost hit points, although arcane casters still must receive 8 hours of rest before preparing spells and are still limited to doing so no more than once per day. Because the rest is so rejuvenating, those affected by this spell may not gain the benefits of another casting for 16 hours after waking and receive a bonus of +4 on saves vs. this and other sleep effects for that time (the characters are just not sleepy). A spell recipient can be awakened prematurely if wounded or if someone else takes a full round action to wake the sleeper, but in that case the recipient receives no benefit from this spell. Any healing acquired while under the effects of Deep Sleep is considered to be natural healing, and has no affect on effects requiring magical healing to cure. Only willing and unconscious subjects may be affected by this spell.

Razanir
2012-12-13, 12:44 PM
Range should be 20' to match the AoE. And you should add a clause that a kiss will also wake them as a free action IF the spell was cast by a witch

Grelna the Blue
2012-12-15, 12:45 AM
Range should be 20' to match the AoE. And you should add a clause that a kiss will also wake them as a free action IF the spell was cast by a witch

You can have a Range of 0 and an AoE with a radius. That just means the AoE is always centered on you.

As for the second point, I rather like the flavor of the idea, but no kiss capable of waking someone from enchanted sleep would be some mere free action. I would hope for a full round action or a standard action at the very least.

TuggyNE
2012-12-15, 03:28 AM
You can have a Range of 0 and an AoE with a radius. That just means the AoE is always centered on you.

Not so, surprisingly (http://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#range).
A spell’s range is the maximum distance from you that the spell’s effect can occur, as well as the maximum distance at which you can designate the spell’s point of origin. If any portion of the spell’s area would extend beyond this range, that area is wasted.

For example, antimagic field has a 10' range and is a 10'-radius emanation centered on the caster, much like repulsion, prayer, or globe of invulnerability.

Mystra
2012-12-15, 04:21 AM
This spell just cries for abuse as written, talk about a 15 minute day spell. This spell is just way, way too good as written. For example: the wizard attacks another wizard in a duel. After a couple rounds he retreats, heads to a hide a way, casts this spell and then comes back an hour later will full spells while the poor target mage is still half empty.

Compare to rope trick that does the same thing, but is horribly borken.

If you really want such a game breaking spell, you should make it at least 8th level and have an expensive component.

I'd personally also keep healing/rest a cleric power....you can do so many other things with withe necromancy then just copy clerics.

Grelna the Blue
2012-12-15, 07:17 AM
Not so, surprisingly (http://www.d20srd.org/srd/magicOverview/spellDescriptions.htm#range).

For example, antimagic field has a 10' range and is a 10'-radius emanation centered on the caster, much like repulsion, prayer, or globe of invulnerability.Huh. I had no idea they had changed that. I should have double-checked when Elimu tried to tell me. I'll fix it.


This spell just cries for abuse as written, talk about a 15 minute day spell. This spell is just way, way too good as written. For example: the wizard attacks another wizard in a duel. After a couple rounds he retreats, heads to a hide a way, casts this spell and then comes back an hour later will full spells while the poor target mage is still half empty.

Compare to rope trick that does the same thing, but is horribly borken.

If you really want such a game breaking spell, you should make it at least 8th level and have an expensive component.

I'd personally also keep healing/rest a cleric power....you can do so many other things with withe necromancy then just copy clerics.When I screw up, I apparently don't do it by halves. I never considered that sort of scenario (although the wizard in question would have to have rock solid confidence in his hidey-hole's security). I'll take out the part about being able to reprepare arcane spells. Thanks for catching that.

As for the last point, I respectfully disagree. Arcane necromancy can do a lot on the negative side of the life/death equation, but precious little on the positive side. I accept that clerics should be capable of doing things mages cannot, like giving away permanent hit points to replace those lost, but enabling the body to heal itself 8x faster by getting a full night's sleep in an hour does not seem to me to break the bounds of arcane casting.