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.
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.